Tilesets unusuable

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ahkihoun

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Help! I've gone through some of the site here, and through the internet, but havn't found the solution to my problem. 

I've just downloaded ACE, made a tile, named it Stone_A2. I imported it, added it to my list  (raised the maximum allowed by one.) Its a png, 32x32 pixel. It imports. It shows. I create a new map, select my tile, and it doesn't show up when I place it? It must be doing something because the undo button becomes highlighted after trying to place them. Nothing shows when I playtest it either.  Can someone help?

rpg help.png
 

Andar

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did you follow the format needed for A2 tilesets?


Ace has six different formats for tilesheets - A2 tilesheets look different than A3 tilesheets, and A4 or A5 still have a different structure.


Especially the first tile in A2 is one of the autotiles, which means it needs a special 64x96 pixel definition - it is NOT a 32x32 pixel tile that is needed there.
 

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made a tile, named it Stone_A2. I imported it, added it to my list  (raised the maximum allowed by one.) Its a png, 32x32 pixel. It imports. It shows.
Well A2 is meant for ground tiles for "Auto Tiles".  If it is just 32x32 that explains the highlight after placing them, because the program has no information to see what the entire ground partition looks like.  Let me show you some entries from A2:



The "Tile" itself is actually a normal, a connection, and a 4 way partition which tells the program how to lay the floor out. So it's dimensions should be at least 96x64 for a single.  Since that is missing, the program will leave that highlight in it's place because the rest of what it needs is absent.
 

ahkihoun

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You people are beautiful. Thank you so much for your quick response. I'm a little slow, so I appreciate your patience. 

So is the dimensions 96x64 or vice verca?

If I change the dimensions of the tile, and re-import it to my tilesets, should that help? Its not being highlighted. It just doesn't show up. Its invisible.

I'm also only uploading one type of tile design each time I import, and have no idea how to make a full sheet of them, like you see with the auto tiles for fields and such. Can anyone help me with that as well? 

I'm unable to check right now to see if this will work, but I will a little later tonight. Sorry for the beginner questions! There's some things I can understand ina  tutorial and other things that I just need to be walked through. 

I appreciate the visual representations Coffee.
 

Archeia

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All your tile assets should be 32x32. You can go over but you'll sacrifice tileset space. Autotiles are fixed size and there's nothing you can do about it. Go to the helpfile in RMVXA (F1 that shizz) and then look for Resource Specifications.
 

GrandmaDeb

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Perhaps this Tile A2 template will help:





It is an edit of IceDragon's template. There are four rows of eight autotile sets.


AS you can see, the tile you made is a 32 by 32 tile - did you really want to put it in this tile set?


Maybe you really wanted to put it in TileA5?





And as Archeia said, you will want to check your F1 - help section.


Here is the help section about resources online, fwiw:


http://fixato.org/rpgmaker/Manual/RPGVXAce/rpgvxace/6100_resource.html#tileset
 
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Shaz

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Or you could just export one of the RTP tiles and take a look at how it's laid out.
 

ahkihoun

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Thank you everyone, and especially you grandma deb. I appreciate it! Turns out the tiles DID need to go into A5. I don't really understand a lot of these fields honestly, but I'm at least able to make the ground now.  Can anyone help me out one more time, and try to explain the layering system? When do I apply items to the A1-A4 slots, and what do the dimensions of those have to be? 

There is also B,C,D and E. I understand that those are other pages of tiles and items. Can someone help me understand what tiles and items to place into these fields as well? I'm sorry for asking such basic questions- but I'm having a hard time finding exact information on this part. I used F1, as suggested, but didnt find my answers there either. Perhaps I'm blind. Thank you all for your patience.
 

Andar

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I think in that case you better start with the basic tutorials, they explain the mapping.


Basically there are only two layers - everything in an A#-slot goes to the bottom layer, everything in B to E slots goes to top layer.


For understanding the different tile formats for autotiles, you need to understand what autotiles are - after learning the first part of that in the basic tutorials, look for a tutorial on shift-click mapping and see there how one 64x96 pixel autotile can create one or two dozen completely different 32x32 map tiles.


Follow the link in my signature to get to the most important tutorials about that.


This might also help:


http://blog.rpgmakerweb.com/tutorials/anatomy-of-an-autotile/
 

ahkihoun

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You're all so wonderfully helpful. Thank you so much.
 

Andar

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I found this really good website. I'm sure none of you here need it, but perhaps if any of you see another newcomer that needs help, you'll want to hand it to them. 


Explains autotiles well. 


http://rmxp.tigerseye.uk.com/tutorial_resource3.shtml
WRONG!!!


That site explains XP-Autotiles, but we're talking about Ace - which uses an entirely different tile and mapping system compare to RMXP.


Follow the link I placed three posts above, that will explain the Ace autotiles - and you'll see that their format is different (based on 2 and 16 segments, not 3 and 36 like XP.
 
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ahkihoun

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Good thing I have the right people to shove me in the right direction. Thanks again Andar.
 

Shaz

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