jedite1000

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Could someone turn this tree into the endless repeat tree tile, like this?
I tried to do it myself but i failed miserably.

For MZ
 
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Ms Littlefish

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Hi there! Can you please indicate the original source of the assets here and link to the original location?
 

Ms Littlefish

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So. I removed your attachments. This is a paid resource so you can't just...post it, especially in a format others can download.

So you'll have to indicate, possibly with the request form pinned to this sub forum, what tiles you're looking to have edited from this set.
 
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jedite1000

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oh, ok, i didn't know, well i guess i can't request it then, since it's a paid resource, and no one will buy it just to edit a tree
 

Ms Littlefish

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I'm certain there are people who fulfill requests here that own this set already. It might just be a bit more slow going. :)
 

Avery

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The thing that would have helped you most was just to ask how to set up a 2x3 tile large tree so you can tile it ;3 You know, it's about getting a single fish or learning how to fish, and in this case the only graphic skill you need is copy and paste.

In such cases it is also extremly valuable to see what your result was. People cannot tell you where you went wrong, if they don't see what happend!
I have some vague ideas, but I could not replicate any issue^^'

Because, if I simply copy and paste my own tree like this:
1685726404680.png
it tiles beautifully horizontally:
1685726429834.png
and vertically...
1685726496436.png
...it nearly works perfectly, the only issue being that I need a special part for the sides or - we talk about MZ after all - simply map the lower part of the trees on a layer below.
1685726634162.png
Either, of our tree construct, we need to map the red row on a lower layer and the turquoise on top or we simply set them up as premade tiles:
1685726677539.png
Done. This can be done in any graphic program that supports transparency and locked grids in just a few minutes. There might be more "edge cases" (haha, you know, because they affect the edges...), but they should all be solvable by utilising the layers and/or a similar edit like I did here for the critical row.
You might need to think a little and practise until you understand how to solve all cases (like here, for mapping a 4 tree high field I needed a second to figure which parts to use)
1685726965754.png
 

JohnDoeNews

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Honestly, I think it is much nicer to just use the single tree anyway. Specially if it is larger than the default 2 tiles, so you can easily have characters walk behind one tree, and at the same time infront of another tree.

Also you wont have to line up all the trees in the same formation all over the place. Why does every tree have to be 2 tiles apart? Maybe some can be 3 or 4 tikes apart. Even better: mix a few trees up. That would give it a much more natural look.

In fact, I often edit those tree clusters out of my tilesets to make place for other stuff. I rather put in 2 recolors of that tree, in stead of the cluster. (Should take up as much space).

Copy/paste is your friend here. You dont have to place each tree by hand.

I realize this is more time consuming when working on a larger map, but it looks so much better.

I know this wasnt your question, but i hope it helped anyway.
 

jedite1000

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Those trees actually would be perfect for my game, would i be able to use them?
 

jedite1000

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im sorry, i appreciated your help
 

Cow_Children

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This thread is exactly what I was looking for today - thanks for happening to illuminate this just a few days before I was going to ask!

Edited to say: I followed your guidance, but made myself the pair of tiles you advised using layers for (i.e. the top of one tree with the bottom of another, which is useful for vertical columns of trees). Your way is excellent, but I had a deep urge to keep all me trees on one layer.

Building a forest of these was a fun jigsaw puzzle, and my trees now look far better than in my previous game.
 
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