Multiple Tilesets
By Peter O., June 1, 2008
This is a system for allowing more tilesets than normally allowed in RPG Maker VX.
Tilesets are placed in the folder Graphics/Tilesets/ and each map can have its own tileset.
Download
Download link
A new version was uploaded to solve issues and emphasize very important points.
Introduction
This system is designed to support multiple tilesets in a game. It does so by placing each tileset image file in
the folder Graphics/Tilesets/. Each map can have its own tileset. For example, map 1's tileset could have a
certain set for TileA, TileB, etc., and map 2's tileset could have a different set for those same tilesets.
First Steps
First, copy the files in the tileset system's download to your game project's folder, then put the script file named
"TilemapRuntime" within the Materials section of the project's script editor.
Please note that the tileset editor cannot be run by itself. It must be used in conjunction with an existing project
(copy the files in the download to the project's folder).
The editing is done in the tileset editor. When you start the tileset editor, you are presented with two choices:
"Edit tilesets", for creating the tilesets, and "Edit maps' tilesets", for associating the tilesets with each map
in the game.
Edit Tilesets
Use the option Edit Tilesets to either create a new tileset, or modify an existing tileset. A tileset consists
of nine files, which have the same meaning as in RPG Maker VX. Here is an example of how a tileset could look
in the "Edit tilesets" part of the tileset editor.
TileA1: MyTileA1.png
TileA2: MyTileA2.png
TileA3: Buildings.png
TileA4: Walls.png
TileA5: Floor.png
TileB: MyTileB.png
TileC: MyTileC.png
TileD: MyTileD.png
TileE: MyTileE.png
By default, each file in a new tileset will be equal to the files found in the RGSS2-RTP named "RPGVX". Put those files
in a new folder, "Graphics/Tilesets/". This is where all custom tileset files should be placed.
Select a tileset image to change the image used for that part of the tileset. For example, select TileA1
to change the TileA1 tileset. You will get a list of all the image files contained in the Graphics/Tilesets/
folder to choose from.
There are two other options here: "Rename" and "Set passages". Choosing Set passages opens an editor similar
to the "Passage settings" mode in RPGVX. Here you can change the passability of each tile in the tileset. In
this editor, press the F5 key to move to a different portion of the tileset, and press X to save or cancel the
changes.
The last option is to rename the tileset. This is rather self-explanatory.
Edit Maps' Tilesets
The other choice found in the main menu is to "edit maps' tilesets", that is to edit the association of a map
with a tileset, as defined according to the steps above.
Here, choose any map, and you will have the option to choose a tileset or to load the tileset in RPGVX. If you
choose to choose a tileset, a list of all the tilesets available will appear where you can make a selection.
If you choose to load the tileset, you will be notified whether the loading is successful. If the tileset was
loaded, click on the map's name in the RPGVX editor to see the change and work with the map as usual. Passage
settings cannot be edited here, but only in the tileset editor. Internally, the process copies the files mentioned
in the tileset to the System folder of the project; thus, tileset files located there can be overwritten. This is
why all tileset files should be placed in the "Graphics/Tilesets/" folder.
It is very important to note that RPGVX will not load tilesets automatically. Whenever you decide to work with
a different map in RPGVX, you must select the new map in the tileset editor and load that map's tileset. If you
don't, the tileset for that map may appear incorrect. This is a problem with RPGVX, not with the tileset editor, because
the limitation is that RPGVX can load only one tileset at a time, not multiple tilesets. Once again, RPGVX will not load
the new tileset automatically.
Comments
Please post comments, improvements, or problems in this thread.
By Peter O., June 1, 2008
This is a system for allowing more tilesets than normally allowed in RPG Maker VX.
Tilesets are placed in the folder Graphics/Tilesets/ and each map can have its own tileset.
Download
Download link
A new version was uploaded to solve issues and emphasize very important points.
Introduction
This system is designed to support multiple tilesets in a game. It does so by placing each tileset image file in
the folder Graphics/Tilesets/. Each map can have its own tileset. For example, map 1's tileset could have a
certain set for TileA, TileB, etc., and map 2's tileset could have a different set for those same tilesets.
First Steps
First, copy the files in the tileset system's download to your game project's folder, then put the script file named
"TilemapRuntime" within the Materials section of the project's script editor.
Please note that the tileset editor cannot be run by itself. It must be used in conjunction with an existing project
(copy the files in the download to the project's folder).
The editing is done in the tileset editor. When you start the tileset editor, you are presented with two choices:
"Edit tilesets", for creating the tilesets, and "Edit maps' tilesets", for associating the tilesets with each map
in the game.
Edit Tilesets
Use the option Edit Tilesets to either create a new tileset, or modify an existing tileset. A tileset consists
of nine files, which have the same meaning as in RPG Maker VX. Here is an example of how a tileset could look
in the "Edit tilesets" part of the tileset editor.
TileA1: MyTileA1.png
TileA2: MyTileA2.png
TileA3: Buildings.png
TileA4: Walls.png
TileA5: Floor.png
TileB: MyTileB.png
TileC: MyTileC.png
TileD: MyTileD.png
TileE: MyTileE.png
By default, each file in a new tileset will be equal to the files found in the RGSS2-RTP named "RPGVX". Put those files
in a new folder, "Graphics/Tilesets/". This is where all custom tileset files should be placed.
Select a tileset image to change the image used for that part of the tileset. For example, select TileA1
to change the TileA1 tileset. You will get a list of all the image files contained in the Graphics/Tilesets/
folder to choose from.
There are two other options here: "Rename" and "Set passages". Choosing Set passages opens an editor similar
to the "Passage settings" mode in RPGVX. Here you can change the passability of each tile in the tileset. In
this editor, press the F5 key to move to a different portion of the tileset, and press X to save or cancel the
changes.
The last option is to rename the tileset. This is rather self-explanatory.
Edit Maps' Tilesets
The other choice found in the main menu is to "edit maps' tilesets", that is to edit the association of a map
with a tileset, as defined according to the steps above.
Here, choose any map, and you will have the option to choose a tileset or to load the tileset in RPGVX. If you
choose to choose a tileset, a list of all the tilesets available will appear where you can make a selection.
If you choose to load the tileset, you will be notified whether the loading is successful. If the tileset was
loaded, click on the map's name in the RPGVX editor to see the change and work with the map as usual. Passage
settings cannot be edited here, but only in the tileset editor. Internally, the process copies the files mentioned
in the tileset to the System folder of the project; thus, tileset files located there can be overwritten. This is
why all tileset files should be placed in the "Graphics/Tilesets/" folder.
It is very important to note that RPGVX will not load tilesets automatically. Whenever you decide to work with
a different map in RPGVX, you must select the new map in the tileset editor and load that map's tileset. If you
don't, the tileset for that map may appear incorrect. This is a problem with RPGVX, not with the tileset editor, because
the limitation is that RPGVX can load only one tileset at a time, not multiple tilesets. Once again, RPGVX will not load
the new tileset automatically.
Comments
Please post comments, improvements, or problems in this thread.