How do you access downloaded ChipSets?
did you download it? if so, make sher you drag and place the file into the right folder. Go into the game title folder of the game you are working on, go to Grafics, then tileset's, then place it there. GO into the matiral base in the game, and you should see it under tileset. Next open the Database, and go to tilesets, then look on the bottom left, see change max, up the number 1^, next add a name to the tileset, and click tileset grafic on the right box, click on the one you want.
that will work for most verions I think, I used xp to write about it
as always, much obliged
I'll try it now
yea, no problem try it post results, or where your stuck ;D
So I can't quite figure it out...I can go to Tools > Raw Materials Editor and I can see them there under folders; it's an import/export screen....any idea of where I'm at? lol
okies I may have it figured out, lol...we'll see
no worries, reply back will results
Okies, so I can see/change the chipsets in Database > Chipsets....But, can I use different tiles on different maps without changing them on every map?
you need a script, by defult one map = one tileset, you can choose which map uses which tileset...but other then that you need a script
How would I go about creating one??
class Game_Map
# ---------------
attr_accessor :new_tileset
#--------------------------------------------------------------------------
# * Setup (Modified for Change Tileset routine)
# map_id : map ID
#--------------------------------------------------------------------------
alias chgtileset_setup setup
def setup(map_id)
@new_tileset = false
chgtileset_setup(map_id)
end
#--------------------------------------------------------------------------
# * Replace Tileset (New Routine)
#--------------------------------------------------------------------------
def replace_tileset(new_tiles) # New Method
tileset = $data_tilesets[new_tiles]
@tileset_name = tileset.tileset_name
@autotile_names = tileset.autotile_names
@panorama_name = tileset.panorama_name
@panorama_hue = tileset.panorama_hue
@fog_name = tileset.fog_name
@fog_hue = tileset.fog_hue
@fog_opacity = tileset.fog_opacity
@fog_blend_type = tileset.fog_blend_type
@fog_zoom = tileset.fog_zoom
@fog_sx = tileset.fog_sx
@fog_sy = tileset.fog_sy
@battleback_name = tileset.battleback_name
@passages = tileset.passages
@priorities = tileset.priorities
@terrain_tags = tileset.terrain_tags
$game_map.new_tileset = true
end
end
class Spriteset_Map
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
alias chgtileset_update update
def update
if $game_map.new_tileset == true
@tilemap.tileset = RPG::Cache.tileset($game_map.tileset_name)
@tilemap.priorities = $game_map.priorities
for i in 0..6
autotile_name = $game_map.autotile_names[i]
@tilemap.autotiles[i] = RPG::Cache.autotile(autotile_name)
end
$game_map.new_tileset = false
end
chgtileset_update
end
end
To use this script, you call it like so:
Script: $game_map.replace_tileset(3)
Where the "3" indicates that the tileset will be changed to the third tileset in your database.
aka... 003: Forest if you use the RTP.
Okies I figured it out I think ^.^ Thank you
yep, no problem
I'm lost.
I was figuring something along the lines of:
Import the chipset with Import Resources > Make a new map or select one already made > Right click the map and hit map properties > Select the tileset for the map
Or did I miss something important here?
@Nouman6: Use code tags, lol! You (accidently) used sub tags and the code got corrupted. xD