Tilesets for rpg maker vx ace2/17/2024 That method is by no means perfect, but easy to automate in a photoshop action, and imo it works well enough as a starting point. Then I moved over the square with the outer corners in the upper right so that the entire autotile fits inside a 2x3 tile grid. XP tile and character animations have 4 frames instead of Ace/MV's 3, so first of all I would remove either the left or the right block of tiles (make sure to crop away exactly one quarter of the image's width).Ĭhanging the autotile itself to the new format is a bit tricky what I did was to only take the four corner pieces of the 3x3 tile block at the bottom of the autotile and put them next to each other in a 2x2 "circle", deleting the five tiles between them. I haven't used Shaz's converter, so I'm not sure what it does - maybe it automates some of the following steps. Also, if I'm not happy with the upscaling, I can just go back to the smaller tiles and try a different algorithm without having to reformat everything again. I always reformatted the graphics first - that way, I got a set of 32x32 tiles that could be used in VX Ace (or in MV with Shaz's Change Tile Size plugin). There were two steps in my process: Reformatting and resizing. Although I probably won't fix them in the near future, I will write them down in a to-do-list for when I have more time. You don't need to credit me if you use these graphics, but I won't stop you if you doįeel free to post here about any issues you have with these tiles. Repost and edit as much as you want, but please link back to this thread if possible. You can also download all tilesets and characters at once in the archive " XP Graphics for MV".įree for commercial and non-commercial use in any RPG Maker engine, as long as you legally own RPG Maker XP. The zip archive " XP Characters for MV" below contains all XP character graphics ready for use in MV (193 sheets, most of them single characters). There are duplicate tiles between the sheets if you want to use your tilesets more efficiently, you will need to rearrange some tiles yourself (or wait until I find the time to do it ). XP_to_MV_017-MineTown01 a_PixelScaled.png and XP_to_MV_017-MineTown01 b_PixelScaled.png, respectively. Some of the original tilesheets are split into two MV tilesheets those are named e.g. the 50 XP tilesheets reformatted for MV they can be used in any of the B-E slots. two sets of A2 autotiles (inside and outside) The zip archive " XP Tilesets for MV" below contains: If you don't like the resized tiles and would rather use the 32x32 pixel version of these tiles in MV (with a plugin to change the tilesize), you can find them in the VX Ace thread here. These tiles are meant more as a base for you to work with and less as plug-and-play graphics, although they are ready for use in the engine. (Please note that you must own RPG Maker XP in order to use these tiles.)Īs you can probably tell from the picture above, the result is by no means perfect - especially the autotiles have some issues - and I won't have time to fix them in the near future. As of now, I only upscaled the graphics using the "Fast" method of the RTP Scaler by RyanBram (which can be found here) and rearranged the tiles so that they can be used in RMMV. I resized and reformatted the tilesets from RPG Maker XP for use in MV a while ago and thought I might as well share them here. (Download links at the bottom of the post)
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