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Importing tilesets into RMVX

I had no trouble importing tilesets to rmxp, but with rmvx it seems a little different. I got the tileset, then went to the Resource Manager. I selected the Graphics/System folder, and clicked Import. After that, I did a Preview and it looks fine. However, I can't find how to actually use the imported tileset. I'm probably missing something really obvious, but I couldn't find the answer in a forum search or the Help files.
 
tilesets w/rmxp and tile sheets w/rmvx are different. from what i've seen messing around with rmvx, it doesnt use layers like rmxp does. w/rmxp you can select a layer on the map of your choosing, but rmvx defines layers with the tile sheets depending on the letter they are catagorized. (A-E). This is better explain if you go look at the website where one could download rmvx.
 

Godot

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Nuberus":1a520qmt said:
I had no trouble importing tilesets to rmxp, but with rmvx it seems a little different. I got the tileset, then went to the Resource Manager. I selected the Graphics/System folder, and clicked Import. After that, I did a Preview and it looks fine. However, I can't find how to actually use the imported tileset. I'm probably missing something really obvious, but I couldn't find the answer in a forum search or the Help files.

The name of your tileset has to be the exact same as whatever tileset you're replacing in VX.
 
Godot":1c2oqlwm said:
The name of your tileset has to be the exact same as whatever tileset you're replacing in VX.

I don't want to replace the existing tileset, just add to it. In rmxp each map had it's own tileset. In VX, it looks like there's one universal tileset. Am I wrong about this? If there's just one tileset group, it seems kind of limited. If I understand this correctly, only E can be added to, since it's blank. Changing the others would require removing existing tiles to make room for new ones. Please tell me it ain't so!

Also, as far as I can tell there are only three layers: A is the bottom layer, BCDE are all on the middle layer, and Events are on top.
 
It's so. Just add to E. If you're making a game in the RTP-style, there's plenty of tiles as it is. And if you're not using the RTP-style to begin with, then there shouldn't be a problem overwriting them.
 

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