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Assuming it's not an A-page tile, X's suggestion is probably the easiest way to go. The default tilesets have pages to spare, so you can just stick the new page in one of the empty slots of your map's tileset.
Otherwise you'll need to open up an image editor that can handle alpha-channel transparency (i.e. pretty much anything except MS Paint). I use GIMP (free); all you really need is copy, paste, export as png. Autotiles (A1~A4) can get a little complex if you want to do more than copy + paste them; full details under Help > Contents > Documentation > Asset Standards.
Community-made tilesets are often free if you credit the user, e.g. whtdragon's got some awesome stuff over here: whtdragon's tilesets addons, fixes and more![forums.rpgmakerweb.com] RMW's resource boards are generally a good place to start looking for resources. ^_^
Are you sure you selected the floors in the section A2 of the tileset?
Here is a tip: Look at the tileset, where the outside tile is already used. See how the A2 tileset is included there, and just do exactly the same in your costum tileset.
Anything beyond that is over my head as to why it looked and appeared shrunken down.
If you're prepared to edit the images, autotiles are fairly easy to just copy+paste. Remember to backup the original image in case something goes wrong!
- Open up the source (e.g. Outside_A4) and target (e.g. Inside_A2) images,
- Select and delete an unused block in the target image if necessary,
- Select and copy a tile block from the source to paste into a gap in the target image.
GIMP (along with many other image editors) has a "snap to grid" feature that can make precisely selecting tiles a lot easier. You may find it helpful to set the grid size to either 48x48 px (full tile) or 24x24 px (quarter-tile). =)It sounds like A1, A2, etc are all different from one another in how they all work.
If you want to demystify the autotile thing a little, I found a RMW blog post (with gifs) explaining how ground autotiles go together, i.e. A2 and the wall-tops of A4. You might find it easier to understand than the help file. Here's a link in case you're interested: http://blog.rpgmakerweb.com/tutorials/tutorial-making-an-autotile/ ^_^
https://forums.rpgmakerweb.com/index.php?threads/shift-click-mapping.14387/
In this Thread one User listed the Tileset Sizes, if you dont want to search the Helpfile.
https://forums.rpgmakerweb.com/index.php?threads/tileset-dimensions.47064/
MV
A1 and A2 are 768 x 576 pixels (Both are same size but different in function, so dont switch them)
A3 is 768 x 384 pixels
A4 is 768 x 720 pixels
A5 is 384 x 768 pixels
B-E Tilesets are 768 x 768 pixels. (B to E can be exchanged with each other, it doesnt matter)
1 Maptile is 48x48 Pixel.
A1 is animated tiles, for water for example. The way they are set up, are completely different than any other auto tile.
A2 to A4, are floors, walls and buildings. They work mostly the same, however, they all have their own layout.
If you simply make sure, you load the right type into the right slot, there shouldn't be a problem. If you go edit the tilesets, you need to understand how they work. If you won't edit them, all you need to understand, is that you can nt load them in the wrong slot.