Naoso's Guide to Character Generator MZ(file structure)
This guide will try to explain how to understand, utilize, and modify image files for use with the
Character Generator within RPG Maker MZ.
File Type
RPG Maker MZ uses the
PNG file type for image assets.
PNG files can be set to a variety of color profiles, and can utilize transparency(including Alpha channels).
Folder Structure
Generator image files are stored within RPG Maker MZ's install folder(not project folder).
If using STEAM, naviagte to SteamLibrary>steamapps>common>RPG Maker MZ>generator.
Spoiler: Generator Folder
[/quote]
The folder tree is as follows:
Spoiler: Folders[quote]
Color Gradients
Four files located in the generator folder will contain color gradations to be used with their respective areas in the generator.
A single color gradation is 256 x 4 pixels; you can have as many colors as you like. Get my extended colors
HERE.
grad_common.png
grad_eyes.png
grad_hair.png
grad_skin.png
Spoiler: Gradient Example
Each section has its own way to color their respective areas. The example above is from the common color sheet.
Here is an example from the eyes color sheet.
Each area's gradient line looks for an absolute area on the line to colorize its respective color mask(the gradient line is not used as an entire whole).
Folder/File Details
Face - Parts displayed on character portrait. Files are 144 x 144 pixels. Some files are larger, like 160 x 160 pixels, but edges become cropped.
>Female
>Kid
>Male
SV - Parts displayed on Side-View battle characters. Files are 576 x 384 pixels.
Each frame is 64 x 64 and there are 9 x 6 frames per sheet.
Spoiler: Side-View Battler
[/quote]
>Female
>Kid
>Male
TV - Parts displayed on map characters. Files are 144 x 192 pixels.
Each frame is 48 x 48 pixels and there are 3 x 4 frames per sheet.
>Female
>Kid
>Male
TVD - Parts displayed for downed unit. Files are 144 x 48 pixels.
Each frame is 48 x 48 pixels and there are 3 x 1 frames per sheet.
*TIP: try using these for sleeping characters!
>Female
>Kid
>Male
Variation - Parts used to convey general image on the generator menu; and has no affect on in-game graphics. Files are 64 x 64 pixels.
Prefixed with [icon], requires an icon to be displayed in order to select parts for all other areas.
>Female
>Kid
>Male
The system will look in the same-labeled folders for corresponding parts.
Face/Female + SV/Female + TV/Female + TVD/Female + Variation/Female will all be referenced for corresponding part number.
Spoiler: Asset Standards[quote]
More information regarding asset standards can be found in the RPG Maker MZ help file.
Pressing F1 while program is open, or by navigating to the install folder(below generator), under the help-en folder.
File Name Structure
File Names are typed in a specific way as the generator seeks and utilizes the names to determine how they may be used and manipulated.
Let's use a file from the Face folder:
An example of a file's naming structure:
FG_
AccA_
p01_
c1.png
FG_
AccA_
p01_
c2_
m013.png
Spoiler: Reference1
[/quote]
Spoiler: Reference2[quote]
Both files relate to, and make up the complete image. Not all images will require multiple files.
Having multiple files to make up an item allows for unique coloring options(being able to color parts separately).
An underscore '_' will separate the different sections which instruct the generator on how to go about interpreting
the file. Files are
case-sensative.
[
FG] represents the generator's main section; may stand for Face Graphic and must prefix every file within the Face folder to be considered.
Main sections are as follows: [
FG] Face Graphic, [
SV] Side-View, [
TV] Top-View, [
TVD]Top-View Damage.
Parts affected are:
-Face - [
FG]
-Front Hair - [
FG], [
SV], [
TV], [
TVD]
-Rear Hair - [
FG], [
SV], [
TV], [
TVD]
-Ears - [
FG], [
SV], [
TV], [
TVD]
-Eyes - [
FG]
-Eyebrows - [
FG]
-Nose - [
FG]
-Mouth - [
FG]
-Facial Mark - [
FG], [
SV], [
TV], [
TVD]
-Beast Ears - [
FG], [
SV], [
TV], [
TVD]
-Tail - [
SV], [
TV], [
TVD]
-Wing - [
SV], [
TV], [
TVD]
-Clothing - [
FG], [
SV], [
TV], [
TVD]
-Cloak - [
FG], [
SV], [
TV], [
TVD]
-Accessory 1 - [
FG], [
SV], [
TV], [
TVD]
-Accessory 2 - [
FG], [
SV], [
TV], [
TVD]
-Glasses - [
FG], [
SV], [
TV], [
TVD]
[
AccA] represents the sub-section within the main section; may stand for accessory A and every file must have a sub section within the folder to be sorted into its corresponding sub-category.
Sub-sections are as follows:
[
AccA]
[
AccB]
[
BeastEars]
[
Cloak1] + [
Cloak2]
[
Clothing1] + [
Clothing2]
[
Ears]
[
Eyebrows]
[
Eyes]
[
Face]
[
FacialMark]
[
FrontHair]
[
Glasses]
[
Mouth]
[
Nose]
[
RearHair]
[
Tail] *not used in Face folder.
[
Wing] *not used in Face folder.
[
p01] represents the part number as a means of identification. Images within the generator menu will be listed in the generator, in order, according to this number--
p01 being top-most followed by
p02,
p03, etc.
Lower-case 'p' must appear first and may be followed with numbers and letters. No spaces nor underscores allowed.
This part number must match all related parts to be considered linked-- meaning face graphic with
p01 will be associated with
p01 in TV, TVD, SV, and Variation.
[
c1] represents the cell, or layer in which the image part will appear on. 1 being the top-most.
In addition to this rule are Cloaks, Clothing, and Rear Hair-- They may have Multiple Parts determined by their sub-section name. For example
FG_
Clothing1_
p08_
c1_
m007.png(which looks like a cloak, but is not designated as a [
cloak]-- perhaps to complete the outfit theme, style, or look of the clothing, will appear on top of (
FG_
Clothing2_
p08_
c2_
m008.png). This potentially allows for both parts to have multiple uniquely colored parts, and then both sections layered together to complete the look while still being able to layer a cloak on top.
Spoiler: Example1
[/quote]
[m013] represents the coloring scheme. The exclusion of '_mXXX' will not allow color changes.
Up to four areas may be recolored-- Main Color, Sub-Color1, Sub-Color2, Sub-Color3.
Multiple cells of the image whole may share affected color sections.
This section of the file name is only used for files under the Face folder. Corresponding files in other folders will follow the sub-category and part number to locate the file. parts in TV, TVD, and SV will translate the colors set by applying them to a color-masked image designated by 'c' section. Here is an example using the original example files.
Face folder will contain:
FG_AccA_p01_c1.png
FG_AccA_p01_c2_m013.png
TV folder will relate to:
TV_AccA_p01.png
TV_AccA_p01_c.png
Spoiler: Example1[quote]
The accessory as it appears on the TV graphic and its 'c' counterpart.
As you can see the graphic would be colored as default.
When making a change to the color choice in the generator, it then applies this to the 'c' file's color mask.
The 'c' file is color indexed and doesn't contain an alpha channel. What this means is that, on its own, cannot be transparent.
Through the system's process converts the white area to transparent, and applies color to the areas which use another color.
In this example, color mask is HEX color #d3cec2 while the pseudo alpha is HEX #ffffff.
Other areas will use their own mask colors; examining this detail closely will reveal greater understanding into how simple and easy the system can actually be.
*I recommend maintaining the 'c' file's color profile in order for the system to function correctly.
Coloring Scheme as follows:
-Face - [Skin Color]
m001
-Front Hair - [Hair Color]
m003
-Rear Hair - [Hair Color]
m003
-Ears - [Skin Color]
m001
-Eyes - [Eye Color]
m002
-Eyebrows - [Hair Color]
m003
-Nose - [Skin Color]
m001
-Mouth - [Skin Color]
m001
-Facial Mark - [Facial Mark Color]
m005
-Beast Ears - [Beast Ears Color]
m006
-Tail - [Not Listed] *not used in Face folder.
-Wing - [Not Listed] *not used in Face folder.
-Clothing - [Main]
m007 [S1]
m008 [S2]
m009 [S3]
m010
-Cloak - [Main]
m011 [S1]
m012
-Accessory 1 - [Main]
m013 [S1]
m014 [S2]
m015
-Accessory 2 - [Main]
m016 [S1]
m017 [S2]
m018 [S3]
m019
-Glasses - [Main]
m020 [S1]
m021 [S2]
m022
Body Files
Also contained in the Face folder is a file named
FG_
Body_
p01_
c1_
m001.png.
This graphic relates directly to the body graphics in Face, SV, TV, and TVD.
There is no alternative file name option, but you can replace the body image files to suit other generator style parts. The official body styles compatible with Character Generator MZ are: MZ, MV, and MV Beastman.
MZ overall positioning is slightly changed from MV. A major noticeable difference is the chant pose arm position in SV, as well as TVD overall positioning.
Spoiler: Body Position Difference
MV and MV Beastman body parts are compatible; some face parts are not.
If you plan to use, multiple styles within the MZ generator, I recommend making a separate folder to backup each style.
Further to the different styles are issues that may arise during merging.
Most DLC is already named differently to avoid conflict.
If you own MV and wish to integrate those files into MZ, take notice that most default files actually share the same file name. I would recommend making a copy of your MV generator files, then rename them using the guide above. Reference [
pXX] changing the part number for all corresponding item image files. Changing the range(from
p01 to
p5001), or adding label into naming scheme(from
p01 to
pMV01).
Hope this guide provides some insight into how the Character Generator works.
Recommended Tools
Photoshop
LINK
GIMP
LINK
Aseprite
LINK
Pixel Studio
LINK
Reference Links
Degica
LINK
Degica Shop LINK
MV Beastman DLC DEGICA
STEAM
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