![]() I will be using gimp because it’s the one I have and am used to, but any program that has a grid feature will do. Now, for this you will need an image editing program. Unlike the rest of the A tiles, these can be configured with 4 directional passability. The ceilings here can be used in any shape, unlike the A3 roofs. There is a specific setup to this sheet so be careful with it. ![]() A2 are the “ground+ground decoration” autotiles. Quick A tiles reminder: -A1 are animated autoriles (usually water). The very first tile (upper left corner) in the B tile sheet is the “nothing” tile and must be empty and with a *star* passability. The B, C, D and E tile sheet are 512x512 pixels each, while the A tiles vary in size. If you’re unsure of how they work, try to simply replace the default tileset with what you want (water for water, walls for walls, grass for grass, etc). The A tiles have their own rules, which I won’t cover here. They can be configured from the Database. One tileset can hold the A1-5 tiles (the base tiles) and the B-E tiles (items, furniture, etc). A few things before we start:īasic Knowledge about tilesets: -Each tile is 32x32 pixels. This can mean changing the color of only one part of the tile or the entire thing (such as the bloom of a flower or the whole plant, leaves and all). Recoloring means changing the color of a tile. ![]() It’s usually done with plants (for wilderness natural effects) and small items. Clumping is to combine one or more tiles in a pattern so they create a cohesive and visually nice tiles. Rearranging is by far the easiest, it simply means moving the tile around in the grid so it has a different position (for example, moving furniture so they line up better with the walls). There are roughly 3 very simple techniques: rearranging, clumping and recoloring. I will not talk about complex editing because frankly, I can’t do it myself so well, nor will I explain how image editors work in detail: there are many tutorials out there and help files to help you out, I will only give basic instructions. Now, what I will describe here is extremely basic. Simple edits can go a long way, and give the dreaded “RTP style” a fresh look if used well. So if you ever feel like those trees, caves and stones are looking boring, crack open a graphics editor and mess with the tiles a bit.” That said, I rarely see people posting screenshots of edited tilesets that are NOT parallaxes (those usually go hand in hand with editing so no need to mention them here), and there seems to be the fact that some people claim they could not “do that sort of thing”. The same grassy tiles can become a different map just by changing the colors (making the coloring greyer, more vibrant, a different tone, whatever) same goes for walls and floors. Small objects like flowers and single tile decorations are usually simple to cut and combine. It’s simple enough to recolor the flowers or make a simple cut/paste job to come up with new items. You may find that repeating, for example, the same weeds and flowers in fields over and over across the world gets old. Guide to simple tileset edits Once upon a time I submitted a mapping tutorial, and towards the end mentioned: “Simple edits and recolors: Everyone can do this, and it helps a lot to create ambience. ![]() TLDR: Stick all the icons in the same picture.This is my second tutorial and a bit more technical than the one I did before, so please bear with me if I have a harder time explaining myself. Also, the original set must line up against the top of the image, and the subsequent additions must also align, as the image will be subdivided into 24x24pixel squares starting with the upper left pixel.Īfter everything is added and aligned, you can save it to your project's Graphics -> System folder as Iconset.png, and it will load and have the additional icons below the original Iconset. If you want to add an entire extra Iconset, make sure it can be placed entirely below the original Iconset in the new image. Open the Iconset file in your image editor of choice, and copy everything to a new file with the same width(384 pixels) and a larger height that is a multiple of 24(not required but recommended) Open the folder called rtp, then Graphics, then System. I have like 100000 icons lol Wait how do I do that? Right Click RMVXA in your steam library -> Local Files -> Browse Local Files Originally posted by Corrosion:You can also simply extend the current iconset and then drop your file beneath it. ![]()
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