Foreword: In case you are familiar with the german language, this is my original post - might be a bit less broken.
Hi there community!
About a year ago, I found PK8's
above mentioned script by pure accident, and I instantly
loved it to pieces - it just expands the graphical capabilities of the RMXP in such a ridiculously vast way, all that without stressing your CPU or being overly complicated - to make a long story short:
I quite like it.
Although I really love the script, I had to admit that it has one or two
disadvantages that slightly bugged me, mostly the calculations that you had to do when setting up a tile from a tileset - getting all the math done in your head is quite tricky and pretty annoying.citation needed
Since I am a real
sluggard when it comes to - well, anything - I wrote a small tool
(for me) that - at first - could load a tileset in
.png format and that would show you the corresponding number of a tile when pointing the mouse at it.
Over time, I added more and more
laziness functions to the program until I eventually thought that it might be
advanced enoughcitation needed to be released to the public.
In addition to the
pick mode there is now also an
edit mode, which can be accessed by clicking left, where you can specify the
nine "most useful" additional parameters of a tile (
angle, blending, bush depth, hue, mirror, opacity, size, scroll formulas, z coordinate) and see the ingame representation in real time (exept hue changes - just click on the word "hue" after changing the value to actually
render the tile).
Once you're happy with your tile and its parameters, one click on the
dump to clipboard button copies the whole code preformatted to -
you guessed it - the clipboard, ready to be posted into the RMXP script editor itself.
Three
remarkably meaningful screenshots:
Controls
In the main menu, you hover the mouse around to get the
ID of the tile at the cursor position; clicking right opens a
menu where you can actually
load a tileset, use the
"calculator" (asking you for both the
x and
y coordinate; pretty much just a cheap
n*32 shortcut) or
exit the program.
Clicking left on a tile switches
(as said) to the
edit mode, allowing you to alter the parameters of the tile. To do so, just
hover over one of the parameters and change its value by
rotating the mouse wheelup or
down (exept for the
scroll formulas and the
dump-to-clipboard option, obviously; use the
left mouse button for those instead).
Clicking
right in edit mode brings you back to the pick mode.
One big flaw that I need to mention is the fact that the
Unlimited Layers Helper(#name #creativity) cuts a tileset if its
height is greater than the maximum texture resolution that the host computer's graphics card supports (
2x pixel).
For the
normal user, this might be no big deal, e.g. the whole RTP is compatible with the program, and most
contemporary computers should be able to load textures with edge lengths up to
16384 pixels (
512 tiles).
However,
here ist the actual binary for your
mapping pleasure.
Greetings, Shabz
P.S.: This is my very first post here, so - I apologize for any inconvenience.
本贴来自国际rpgmaker官方论坛作者:Shabraxxx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/pk8s-unlimited-graphically-layered-maps-helper-1-1-2.22812/