Using pre-rendered graphics as tilesets in RMXP.
#1
Wink 
One feature that VX has that I wish XP did is the ability to use panorama's instead of tilesets for your maps. Being a graphic artist, but not a pixel artist, this irked me. So I found a way around this limitation!
Render your background at any height, but with a width that is divisible by 256, in the case of my example I did 800x768. Next you take your pic and chop it into 256 wide sections, in my case it took three. You stack the sections vertically and save. Import it as a tile in XP, and reconstruct it in sections. The end result will look something like this.(I added some trees to use as middle layer objects for my example). The best part of all of this is that it requires no scripting. Just patience! I plan on doing a more complex version of this later on. But I wanted to share my basic technique.
[Image: screenie.jpg]
Reply }
#2
Wow that's really brilliant.
Niiice
Reply }
#3
this is something I thought of too.Im just o lazy to actualy do it.
Also Objects would be a hassle. its too easy for objects and sprites to look out of place.

For instance those trees. they look like they had lighting issues when pasted there.
not to mention that sprite looks like he landed in an alt dimension
Reply }
#4
Thats because I rendered the tree independent of the previous scene.
If I had rendered it with the same lighting setup as the rest it would have looked better, I also haven't rendered a replacement for the character sprite yet. I think probably the easiest/fastest thing to place into a game is replacements for the enemy battlers. You only have to render one frame, and you don't have to really manipulate it very much.
I plan on releasing a pack of those for public use.
Reply }
#5
I suggest using this script:
http://www.rpg-maker.fr/index.php?page=scripts&id=133
with this kind of graphics. It's in French, sorry, but it is really very good.

I'm suggesting this one because one of its features enables you to define a convergence point on the map and your character gets smaller and smaller as they get closer. It's brilliant for use on that kind of map for the perspectives. It's also really good for fluid movement (pixel movement, 8 directions, jumping, height maps...)
Reply }
#6
Only problem is that it can't be opened with the latest version of RMXP.
Reply }
#7
Oh he used the french translated version. Poo.

http://www.archive-host.com/files/931369...SS104E.dll

Here's the Dll for that version of RM. You may only need this...
Reply }


Possibly Related Threads…
Thread Author Replies Views Last Post
   How to turn your RMXP/RMVX project into a single installable EXE. Third333Strike 2 13,593 05-13-2014, 12:32 AM
Last Post: JayRay
   3d rendered realism in RMVXA Part I JayRay 1 9,991 12-22-2013, 12:28 AM
Last Post: JayRay
   RMXP Editor Hotkeys vgvgf 2 6,302 09-24-2009, 01:19 PM
Last Post: Alpha-Mad
   Calibre's Understanding the Basics of RMXP Calibre 0 4,194 12-06-2008, 05:49 PM
Last Post: Calibre
   How to merge tilesets, Using Gimp 2.0 Third333Strike 0 5,087 12-06-2008, 04:58 PM
Last Post: Third333Strike



Users browsing this thread: 2 Guest(s)