![]() You can add many elements of the same part (ex. All gradients can be used for any item, and you'll be able to add new, whether by importation or by generation You can redefine the drawing order of elements over others (by default the current MV/MZ generator priorities will be set) You can add new templates for resources who do not match the dimensions of RPG Maker MV/MZ default resources You can add more "categories" and "parts", for example, Accessories 3, something different than Male/Female/Kid You can manually add new resources without having to think about the default generator naming conventions You can import resource packages (RXGE2) files from resources creators who use the generator The software will help you import all your current assets from your RPG Maker MV/RPG Maker MZ folder The editor behaves like the current MV/MZ editor, with the following additions: I'm counting on you guys to find them so I can fix that as soon as possible The generator has been revamped, but as usual, bugs may exist. I'm currently coding an extended version of the character generator, currently for Microsoft Windows operating system though. Also, there is no option for the addition of new colors, only gimmicks to replace the current gradients.Īfter thinking about it for a while, and seeing as no specific project has been achieved on this topic yet, I decided to give it a go. Even by knowing it, it is annoying to deal with a specific naming of files in order to make sure to not mess up everything. However, adding new assets is somewhat challenging if you don't know exactly how the numbering of items is made. I've broken things enough times now I'm getting pretty good at starting from scratch and totally rebuilding the database in thereĪs we know, RPG Maker MV brought in a nice character editor, also available in RPG Maker MZ. Worst case you'll find a bug and have to let Schlangan know. I tinkered with making a mask file for one of them but changing the color didn't turn out so great anyhow I have a number of warnings in there right now because those items don't have mask files but they're not setup to be able to have the colors changed. If you can't Apply and Close look in the bottom messages area for something in red as that's an item it can't save until you correct it. In the Files section you can rearrange by using the arrows on the side of the box and that X at the bottom right of the Files box lets you remove a file you accidentally placed in there. Depending on what part you're dealing with you might need to select the Mask Color on the right to match up like selecting Skin Color for a face part etc. Also it greatly helps to have the Tags set properly so the part can be found when you're using the generator. Big thing to remember is to select the proper Part from the dropdown on the left side near the Icon box BEFORE you start dragging the files up into the files window to make sure it knows what part. Once you get used to it you can actually just build the stuff from here by doing New like I did there. The icon file is found in the Variation folder if that exists but you can see that its name starts with Icon and you just drag it up into that little box for the Icon. ![]() Notice the file names SV_Glasses_p06 is the Regular file and SV_Glasses_p06_c is the mask file - that "c" is how it knows the mask file so as long as the names match it does that automatically. ![]() Here I've dragged the SV files from the folder in Explorer up to the upper right area and need to change the layer in that drop down on the right. View attachment 159411The easier setups will have a folder format like above where you can match up FG to the face folder etc. And you'll see the messages at the bottom of things the generator is warning you about. When you go into Manually Edit Resources you can use the assets already there as a guide to what goes where. ![]() Message: A generic error occurred in GDI+.Īt (String filename, ImageCodecInfo encoder, EncoderParameters encoderParams)Īt (String filename, ImageFormat format)Īt RPG_Maker_Extended_(String path, ProgressBar pbar, Label lbl)Īt RPG_Maker_Extended_Click(Object sender, EventArgs e)Īt .OnClick(EventArgs e)Īt .OnClick(EventArgs e)Īt .OnMouseUp(MouseEventArgs mevent)Īt .WmMouseUp(Message& m, MouseButtons button, Int32 clicks)Īt .WndProc(Message& m)Īt .WndProc(Message& m)Īt .WndProc(Message& m)Īt .ControlNativeWindow.OnMessage(Message& m)Īt .ControlNativeWindow.WndProc(Message& m)Īt .Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) ![]()
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