RMVX MAP TILESET IMAGE PROBLEM
Posts
Pages:
1
I have this tileset I have been playing with and editing; I use the TweakPNG tool to make sure my .png's are correctly edited for my game, but I still have this problem:
http://rpgmaker.net/media/content/users/4763/locker/Mapping_Problem.png
Can anyone please help me out? I have the transparency options in my Microsoft Image Composer I have been using for everything else set correctly, and this is the only one that I have had the problem with among the 200+ (and no I am not over-emphasizing) images I have created/edited in it.
Thanks guys!
http://rpgmaker.net/media/content/users/4763/locker/Mapping_Problem.png
Can anyone please help me out? I have the transparency options in my Microsoft Image Composer I have been using for everything else set correctly, and this is the only one that I have had the problem with among the 200+ (and no I am not over-emphasizing) images I have created/edited in it.
Thanks guys!
Just bumping this real quick... I'm really needing help on this one guys, now that blue is showing up on everything that's considered a wall in my game... :(
its a shame but nobody uses vx i think your probably is most likely transparency
What you'll want to do is take the rounded edges and any other parts of that tile that include background areas and move them to TileE. Post up the actual tileset itself and I'll see what I can do for you.
Sorry, life hit hard over the past month guys... Posting now... Will edit post when I have it up. :/
EDIT:
Ok here it is:
http://rpgmaker.net/users/kitten2021/locker/TileA4.png
EDIT:
Ok here it is:
http://rpgmaker.net/users/kitten2021/locker/TileA4.png

Okay, so take these tiles and add them your TileE. Then, whenever you get a tile occur like in your first post:
1) Hold SHIFT and place the appropriate ground tile on the tile with the error. (pic 1/2)
2) Go to TileE and use the appropriate roof tile on that ground tile. (pic 3)
Examples 1/2/3



There's no way to actually fix the tiles themselves when in the TileA, as the program itself counts each tile as a full tile with no background. Thus we have to find ways to work around the problems presented.
The problem is that TileA-anything is counted as the ground layer - anything you put there is interpreted as being a part of the terrain, as in 2k3's bottom layer. Tiles B-E are equivalent to 2k3's top layer, where transparency is allowed.
Pages:
1















