Rpg maker vx ace to mv converter zip#Since you already have experience with this, CS, would you mind helping me out with that? I'd really appreciate it, there are so many which I want to use in my project that I can't because they're too small! Send me a PM if you're willing to help me out and I'll make a zip of all the ones which need rescaling. is if someone could help me rescale a lot of VX Ace tilesets which I bought of the RPG Maker Web store so that I can use them in MV. Rpg maker vx ace to mv converter generator#What I'm personally more interested in than generator parts. It's a bit of a challenge if you're not super familiar with an art program like GIMP, but if any of those steps confuse you, Google is gonna be your best friend until you understand it well enough to get to work on it. I'd advise cleaning the lines of the image up so that they don't look so big, as well as adjusting the color borders to make them smaller and more fluid. It's pretty simple math to figure out that this means to rescale Ace sprites to MV size, one simply needs to scale up by a multiplier of 1.5.īut once you do that, I can guarantee that the result will look a bit too pixellated for plug and play use. That's a step more than is actually necessary. Rpg maker vx ace to mv converter free#So if anyone wants to try this and convert it with this method I used gimp btwĪlso everyone I am making a mv game that has abdl mechanics if anyone wants to test it out when I'm done feel free to oh and you can delete this posting I figured it out thanks everyone for your help though! Tylerr90 Aug 13 2017, 09:19 AM wrote: well I searched google and found this page and I figured out to multiply the width and height by 2 and then scale down 75% after I multiply and it fit the mv standards And once you do this enough, you'll memorize the keyboard shortcuts and you'll be even more efficient. This process has been super helpful for me as I constantly find good sprites online but sometimes they're from other versions of RPGM (as far back as 2000) and I use RPGM VXAce so knowing exactly how big each sprite is/can be is super useful.Īnd once you know exactly the size of your sprites, then scaling the old sprites up or down and cleaning them up is super easy, GiMP even has a pretty decent scaling tool built in.Īlso, the grid in GiMP can be a little confusing to turn on and use, you turn on the grid using the view drop down menu (side note, I also recommend turning on the snap to grid feature while in that drop down menu) and then to adjust the size of the grid open the image drop down menu and adjust grid should be near the bottom. However, I'm away from my computer right now, so I can't check, so I'd recommend using the method I described above. In RPGM VXAce all character sprites are 32x32 pixels by default, so it's probably a safe bet that sprites in MV double (64圆4px) or even triple (96x96px) the size, to allow for more detail. PNG into GiMP and turning on the grid to measure exactly how many pixels a single sprite takes up. Think Photoshop but ugly.) then generating a character from RPGM MV's built in character maker, then exporting that image sheet that it makes and then loading the. What I recommend is downloading GiMP (a free image manipulation software.
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