okay, maybe I'm a bit confused - printing out your heightmaps?
Did the thread have the demo to look over how they did heightmaps?
I can try to take a look at it myself too.
Update: So, when creating a map, it's important to remember that a map that's say 100x100 will require a 3200x3200 greyscale JPG file that it reads and applies to the main map... those are in your Graphics/Heightmap folder
However, those squares that you show there, those are for the tiles themselves, where basically each tile is a number, (2 through infinity)
In this case, with that tilemap, there are 40 such tiles (5 rows of 8 columns), each one with their own colormap/each of four side maps. For complex shapes, in particular tile number 7 with that cool-looking L-shaped building? you can ensure that each side of the building is represented by that four sided color map.
(Really good for making ziggurats.)
Of course, remember that all the buildings are ONLY represented by heightmaps, and there's no real way to do complex shapes except by using events centered on the top that can give the illusion of things like overhanging roofs.
Ultimately, H/Mode 7 allows for some VERY interesting atmospheres... enjoy!
In these scenerios, I had to create a 'colormap' for each tile I created. It was an exhaustive process but as you can see, the rewards were worth it.
I wish you the best of luck working with the RPG Maker XP's H-mode7
One thing I can't stress enough. When making buildings that are tall and you're trapped with the idea of having to make those tiny little colormaps for EVERY wall in your game? I used wall events, pushed them up against the sides of the buildings. That way I could focus on JUST the borders (top of the walls, and down the major sides. This gave me the aiblity to do MUCH crisper floors and walls without having to do hundreds of little blockmaps.
Did the thread have the demo to look over how they did heightmaps?
I can try to take a look at it myself too.
Update: So, when creating a map, it's important to remember that a map that's say 100x100 will require a 3200x3200 greyscale JPG file that it reads and applies to the main map... those are in your Graphics/Heightmap folder
However, those squares that you show there, those are for the tiles themselves, where basically each tile is a number, (2 through infinity)
In this case, with that tilemap, there are 40 such tiles (5 rows of 8 columns), each one with their own colormap/each of four side maps. For complex shapes, in particular tile number 7 with that cool-looking L-shaped building? you can ensure that each side of the building is represented by that four sided color map.
(Really good for making ziggurats.)
Of course, remember that all the buildings are ONLY represented by heightmaps, and there's no real way to do complex shapes except by using events centered on the top that can give the illusion of things like overhanging roofs.
Ultimately, H/Mode 7 allows for some VERY interesting atmospheres... enjoy!
In these scenerios, I had to create a 'colormap' for each tile I created. It was an exhaustive process but as you can see, the rewards were worth it.
I wish you the best of luck working with the RPG Maker XP's H-mode7
One thing I can't stress enough. When making buildings that are tall and you're trapped with the idea of having to make those tiny little colormaps for EVERY wall in your game? I used wall events, pushed them up against the sides of the buildings. That way I could focus on JUST the borders (top of the walls, and down the major sides. This gave me the aiblity to do MUCH crisper floors and walls without having to do hundreds of little blockmaps.
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