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[制作教程] Naoso's Guide to Character Generator(file structure)

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    灌水之王

    发表于 2026-7-7 10:34:10 | 显示全部楼层 |阅读模式
    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


    本贴来自国际rpgmaker官方论坛作者:NaosoX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/naosos-guide-to-character-generator-file-structure.140502/

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