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AUTOTILES
#2
Afraid not. Not only would you have to edit the hidden Tileset class which renders all the non-sprite(event) tile graphics on the game's map, but the editor itself lest you not see what you are rendering. Even more problematic is that (and I am aware of its coding to a degree) is that each tile in the autotile itself is broken into four smaller 16x16 tiles each. Even if someone rewrote the Tileset class to attempt to accommodate your 4x5 autotiles, it would also need to recognize that each of the 20 tiles per autotile would be broken into 4 smaller units.

Code:
+-----+-----+-----+
|     | ... |     |        +-----+-----+
|     | ::: |     |        |     |     |
+-----+-----+-----+        |     |     |
|   ..|.....|..   |<------>+-----+-----+
|  :  |     |  :  |        |     |     |
+-----+-----+-----+        |     |     |
|  :  |     |  :  |        +-----+-----+
|  :  |     |  :  |
+-----+-----+-----+
|  :  |.....|  :  |
|     |     |     |
+-----+-----+-----+

The upper center most tile is usually the one specified within the editor itself, and is also used if someone were to draw just a single tile on the map. Others add/spread out from that initial tile.

I recognize that it may be an attempt to use resources from another game developent system with the RPGMaker line. But this has been the way the system has worked since RPGMaker 95. Yes, it goes back quite a ways. More likely, you would need to convert these resources you have to the traditional 3x4 tile layout which RPGMaker uses.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
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Messages In This Thread
AUTOTILES - by Temper07 - 07-08-2016, 01:50 PM
RE: AUTOTILES - by DerVVulfman - 07-08-2016, 05:15 PM

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