Note: YOU MUST HAVE LEGAL COPIES OF RPG MAKER MV AND VX ACE TO FOLLOW ANY OF THE BELOW!
While some people who have made games in RPG Maker Vx Ace may wish to port their games to MV and there are already tutorials for that, this is a guide on how to do the reverse. Follow basically the same instructions for importing files as you would any standard resources for either maker, but you should have one of these tools:
* Photoshop
* GIMP
Either will do nicely, and any tool that allows for discrete resizing of png files without removing the transparency layer will be fine, but the above are best IMO.
Pointers:
1. The resized resources MUST be of the same size as a standard VX Ace tile/spritesheet when imported into VX Ace. Even values one pixel off will result in graphical artifacts.
1a: It's possible to use MV tilesets in their original state in VX Ace, but they will be much larger than VX Ace dimension tilesets, so mixing the two art styles will result in some graphical incompatibility, so either use all MV style tilesets or reduce MV tilesets to VX Ace style dimensions. They will still format the tiles in 32x32 pixel format either way you decide to go with. Character sheets are different, they must conform to VX Ace dimensions.
2. Tilesets, character sheets, faces, battlers, battlebacks and portraits will port over the best. Most system graphics will port over nicely as well. Some parallaxes may or may not port over nicely, same for animations, though the formats for both are largely identical to VX Ace aside from possibly needing to be resized. Many can be ported over as is though.
2a. Portraits can be any size that will fit in the window, though I highly recommend they be, at largest, 75% of their original MV size, which should maintain proportion with VX Ace sized portraits.
2b. Battlebacks can be of around 60-75% their MV size and they will port over the best. Some distortion of the image may occur due to compression artifacts, so some experimentation to eliminate this may be required.
2c. Parallaxes in the MV RTP are identical to their VX Ace counterparts, just higher resolution. Any non RTP MV Parallax files should be shrunk to VX Ace sizes (544 x 544)./ This is not a hard requirement, but it may look better when using multiple overlays and other advanced graphical effects in tandem with the parallaxes.
2d. Only 34 files correspond to their VX Ace equivalents in the Animations folder, the rest will not overwrite anything. These can be copied over as is, since all of them are at the same size in both RTPs. If you wish to use the rest of the non overwritten animations files, you'll have to set them up in the Animation editor.
2e. Battlers will all port over nicely enough, including the sideview battlers.
2f. If you attempt to use the sideview character spritesheets with VX Ace, they much have the spritesheets resized to VX Ace proportions, and I cannot provide any help integrating them into any sideview battle systems, though they may be supported to a lesser/greater degree.
3. In either Photoshop or GIMP there may be a need for some sharpening and interpolation to fix any blurriness. I have managed to port over most resources to VX Ace without the need for a lot of sharpening, but the interpolation values should be set to any other values than "Cubic". "Sync" seems to work best in GIMP.
Here's a screenshot with some sample settings:
https://imgur.com/yOr1Wku
4. Bear in mind, especially when porting the RTP, that not all RTP tilesheets are 1:1 translations. The World Map autotiles especially can look odd since things like icebergs and coral reefs are autotiled in the MV tilesheet but not in the VX Ace sheet, so you'll have to do some map adjustments on a VX Ace map. Some RTP sheets also switched the position of graphics around even on the ones that do mostly match up, so when importing into an existing game, keep this in mind.
IMPORTANT NOTE: Copy over the text files (rename them if need be) for the tilesets, or they will be mislabeled if you are replacing default VX Ace RTP assets.
5. Unless you plan to mass convert the VX Ace default graphics to match the MV RTP, add something like "MV" to the ends of all RTP assets from MV you port in case you wish to mix the two resource formats (which are about 99.99% compatible in all cases)
Here's an image depicting a mix of Ace and MV ported resources (in editor screenshot):
https://imgur.com/FTBLkFQ
6. If the intention is to mix the RPG Maker MV/VX Ace tilesets, bear in mind there are some color differences that can make mixed tilesets look horribly off, so make any changes with any program that can change the hue/shading values so the converted resources match up.
7. I have noticed no issues with porting over MV facesets, but do NOT attempt to port over the generator art for making new faceset/sprites. VX Ace's generator works much differently, so make the art in MV first if you wish to use MV style facesets and sprites, then resize and port to Vx Ace.
本贴来自国际rpgmaker官方论坛作者:GethN7处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:
https://forums.rpgmakerweb.com/threads/how-to-port-rpg-maker-mv-rtp-resources-to-vx-ace.57179/