LappenLike

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So first of I know about the * but just copying outdoor- or building-tiles into B,C... and set them to * doesn't work because of how those tiles are made.


I also know about parallax mapping but that seems like a total overkill in terms of work for such a basic thing.


What I want is simply to let my character pass behind the top of some walls or buildings. In the VX Ace Version I used FenixFyrex's Script


http://forums.rpgmakerweb.com/index.php?/topic/2162-in-depth-maps-v20/  , which made this really easy. So far I couldn't find any JS to make that possible again.


I'm quite at a loss here,  can't even imagine to make a map with something like a high wall which blocks half of the screen and can't be underpassed. How do others deal with that right now?


Thanks in advance :)
 

Euphony

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So first of I know about the * but just copying outdoor- or building-tiles into B,C... and set them to * doesn't work because of how those tiles are made.


Wait, how does that not work? I've been doing this in VX Ace and it works fine. I imagine it's the same in MV, no? You should be able to do this:


-Lay down the wall using the wall autotile.


-Use shift-click mapping to erase the portions of the wall that you want to walk behind.


-Cover the erased portions with the corresponding wall tiles from B-E set to star passability.
 
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Wookiee420

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i may be wrong but can't you just use the regions?
 

LappenLike

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Well I never had to do it like that so I might be missing something but I'll explain my problem with this Screenshot.


So FOR EXAMPLE right here I used the default (I think) Outdoor_A3 and put it in E.


If I, for example, wanted to be able to walk behind the entire Roof area I'd need 3 rows of Roof-Tiles. In the Default A position I can just drag and drop the entire Roof and it's done, however, impassable. In the new E Version I'd have to build it myself, yea whatever. But here's the Problem: The middle Part just doesn't even exist.


So as I see it right now this is 1. A LOT more work than I'm used to for doing this (which is fine I guess) and 2. ... well it doesn't work :(


DOESNOTWORK.PNG
 
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LappenLike

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-Cover the erased portions with the corresponding wall tiles from B-E set to star passability.



As stated above, this is the problem. The middle Parts don't exist seperately, they only get added while autotiling... or am I just missing something?
 

Euphony

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Right, autotiles are formatted differently than the rest of the tiles - they use a 24x24 grid rather than 48x48 like the other tiles. So if you copy-paste an autotile to a B-E set, you're losing the pieces of the wall/roof that the program would be generating as an autotile.


What you have to do is use the autotile to make a generic building like this:

nFjx1qP.png





Screenshot that, then copy-paste the building into your B/C/D/E set. Voila, you now have all pieces of the building! But of course only do it this way if you're willing to give up some space on your tileset. :)
 
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Kes

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You can't just use regions, but there is a script by Neon Black Terrain Tags which allows you to set regions over autotiles giving you the equivalent of star settings.  So you map as normal, lay the regions down as per the instructions in the script - by default region 18 for tiles you want to walk behind, and then region 19 to mark the limits of the walk area.  It can have compatibility issues with some scripts, so you need to be careful.
 

LappenLike

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ksjp17: Scripts like that are what I was talking about, but there isn't anything like that written for MV yet :(


Euphony: I'll go ahead and try that then, thank you.


Doing that for every single Building or Wall I wanna use will be a huge pain, though. 


I think it's pretty strange that there isn't a script, using regions like there was in Ace. It made all of this incredibly easy and fast.


 Guess I gotta work with what I got, thanks :D
 
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Euphony

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Yeah, unfortunately it's only a good method if you have the space for it in your tileset. It helps if you're only using a handful of building styles, but if you plan on using a lot, a plugin would be far more practical.


This is why we need a third layer again. ;_;
 
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Ossra

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We have enough layers to make everything work snazzily, I think.  o:  Remember you can place two B tiles on top of one another, so that is technically two layers. Here is how I organize my tilesets ..


Inside_A2.png


A2 Tileset


• Column 1-2 : Primary Floor Tiles


• Column 3-4 : Primary Floor Decoration (will overwrite but compliment column 1-2)


• Column 5-8 : Secondary Floor Decoration (will layer on top of column 1-4)


 


Inside_A4.png


A4 Tileset


• Wall and Ceiling Tiles


 


Inside_A5.png


A5 Tileset


• All : Tertiary Floor Decoration (will overwrite A2 column 1-4, but is under A2 column 5-8)


 


Inside_E.png


E Tileset


• All : Star-Tile Overhead Decoration


 



The end result (with lighting image overlay and shadow plugin) :


transparent-wall-b.gif
 
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Euphony

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Remember you can place two B tiles on top of one another, so that is technically two layers.



Oh yeah, I forgot that's a thing in MV. I obviously haven't used it much. xD
 

Maidlyn

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Adding onto what @Wookiee420 said, you can use Yanfly Region Restrictions, make "All Through" set to 0, and just use the transparent region in the region editing tab, and that should work.
 

Squirrelzone

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why are you guys complicating this just set the tile to the star thingy
 

Kes

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@Squirrelzone Maybe it's because tiles on the A tab cannot be set to star, and there can be many good reasons for using autotiles rather than transferring everything over to B-E tilesheets marked with star - not least that you cannot then overlay e.g. walls and roofs, with windows, chimneys etc.
 

Squirrelzone

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@Squirrelzone Maybe it's because tiles on the A tab cannot be set to star, and there can be many good reasons for using autotiles rather than transferring everything over to B-E tilesheets marked with star - not least that you cannot then overlay e.g. walls and roofs, with windows, chimneys etc.

oh okay then. 
 

Aurawhisperer

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I'm curious, but has this been resolved yet? I want to learn this too for MV :D
 

Alastor01

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I was also thinking about that problem. I have made walls as B / C / D tiles to be able to put star possibilitiy and walk behind them. However, this makes it possible to have only 2 layes? If you count the A2 floor, would it mean 3 layers: A2 plus 2 B / C or D? I gues there is no win win situation :(
 

Shefflox

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I saw in someone's RPGMV game they made it so you could pass behind buildings or trees and as you passed that section the building or tree became like a 60% opacity so you could see your character while passing. If anyone knows how to do this I would be most interested, it still relates to the post as well as adds some extra to the initial question!
 

Shefflox

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I saw in someone's RPGMV game they made it so you could pass behind buildings or trees and as you passed that section the building or tree became like a 60% opacity so you could see your character while passing. If anyone knows how to do this I would be most interested, it still relates to the post as well as adds some extra to the initial question!

I assume that's a no go, and no one has heard of or knows how to do this?
 

Kes

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@Shefflox If it's the game I'm thinking about, it was done with overlays, not with tiles.
Until someone comes up with an MV version of NeonBlack's script for Ace (which is what I use to do this), I think probably overlays and star tiles on B-E are your only options.
 

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