I know this is CC0 but i could not just use the most awesome resource pack without some kind of attribution or information. I've made a (very early) demo of my game on Youtube that it also lists this wonderful resource on attribution.
I am not fond of different RPG Maker versions like MV, XP or Ace etc. but it says the maximum tileset dimensions are 768x768 i.e. 16x16 of 48x48 tiles and obviously that's pretty limited. Regardless, you have to pick the desired tiles and make images of that size since you're using RPG Maker. The post itself is about 2 years old so i don't either if newer versions got out fixing this limit.
PS. i hope i didn't broke any TOS by posting the link
i am also doing a game using those wonderful assets but am not using any packages like RPG Maker or Unity or anything else, just plain OpenGL and my own 3D engine so i have a better grasp of limitations.
I don't know what is that 16th row you're referring to but if you're trying to load the entire atlas (provided above) as a single texture, you will have great problems of compatibility in the future.
The image itself it's 2048x3040, which is pretty huge and while desktop OpenGL/DirectX versions might be able to load it, if you're targetting embedded OpenGL (i.e. android and iOS) you'll find yourself in a world of hurt. Many mobile phones does not supported bigger resolutions than 2048x2048.
Provided you're already resized the texture to 150% of its size, you get a texture that will have even bigger problems in the future.
It's also non powered-by-2 image, some drivers still doesn't even support it and you may have performance hits where it works. Embedded devices are harder to forgive in that part.
Besides all that, you might crashed into a hardware limit set by RPG Maker itself which i don't know about. Still, the problem starts with the huge images. Increasing an image of 2048x1536 to something like 3072x2304 (150%) is not something a GPU processor would ever like or RPG maker for that part.
What you can do instead (and i'm doing in my game) is selecting only the tiles you really want for your game, placed into carefully crafted images of an at most 2048x2048 sized texture to achieve maximum compatibility. For example, i made an items.png, placing all my items there; around 512x512 which is guaranteed to work anywhere. Point is, creating your own atlas images of powered-by-2 images, placing only what you really need from this huge set of assets.
Just to keep in mind, textures with non powered-by-2 (etc. 800x600) sizes are not going to be loaded on a model that uses the repeat wrapping for texturing (etc. having <0 or >1 for textures coordinates).
Textures coordinates of outside [0,1] needs a REPEAT texture wrapping in 3d settings to be rendered correctly, but needs the textures to be in pow2 sizes.
Just a note for the future (im always resizing the textures in this case)
I know this is CC0 but i could not just use the most awesome resource pack without some kind of attribution or information. I've made a (very early) demo of my game on Youtube that it also lists this wonderful resource on attribution.
Thank very much!!
i did a very quick search on RPG Maker texture limitations and i found that:
https://forums.rpgmakerweb.com/index.php?threads/tileset-dimensions.47064/
I am not fond of different RPG Maker versions like MV, XP or Ace etc. but it says the maximum tileset dimensions are 768x768 i.e. 16x16 of 48x48 tiles and obviously that's pretty limited. Regardless, you have to pick the desired tiles and make images of that size since you're using RPG Maker. The post itself is about 2 years old so i don't either if newer versions got out fixing this limit.
PS. i hope i didn't broke any TOS by posting the link
hello,
i am also doing a game using those wonderful assets but am not using any packages like RPG Maker or Unity or anything else, just plain OpenGL and my own 3D engine so i have a better grasp of limitations.
I don't know what is that 16th row you're referring to but if you're trying to load the entire atlas (provided above) as a single texture, you will have great problems of compatibility in the future.
The image itself it's 2048x3040, which is pretty huge and while desktop OpenGL/DirectX versions might be able to load it, if you're targetting embedded OpenGL (i.e. android and iOS) you'll find yourself in a world of hurt. Many mobile phones does not supported bigger resolutions than 2048x2048.
Provided you're already resized the texture to 150% of its size, you get a texture that will have even bigger problems in the future.
It's also non powered-by-2 image, some drivers still doesn't even support it and you may have performance hits where it works. Embedded devices are harder to forgive in that part.
Besides all that, you might crashed into a hardware limit set by RPG Maker itself which i don't know about. Still, the problem starts with the huge images. Increasing an image of 2048x1536 to something like 3072x2304 (150%) is not something a GPU processor would ever like or RPG maker for that part.
What you can do instead (and i'm doing in my game) is selecting only the tiles you really want for your game, placed into carefully crafted images of an at most 2048x2048 sized texture to achieve maximum compatibility. For example, i made an items.png, placing all my items there; around 512x512 which is guaranteed to work anywhere. Point is, creating your own atlas images of powered-by-2 images, placing only what you really need from this huge set of assets.
thank you so much, this is beyond awesome!
Oh my god :)
when i thought i was done work with this huge tileset, it became gargantuan and TWICE more awesome =)
this is a tileset for a lifetime... thank you for this exquisite piece of work
Hi and thank you for these awesome tiled work,
i'm using them in a CRPG i recently started, check my Patreon account.
Hi, great model :)
Just to keep in mind, textures with non powered-by-2 (etc. 800x600) sizes are not going to be loaded on a model that uses the repeat wrapping for texturing (etc. having <0 or >1 for textures coordinates).
Textures coordinates of outside [0,1] needs a REPEAT texture wrapping in 3d settings to be rendered correctly, but needs the textures to be in pow2 sizes.
Just a note for the future (im always resizing the textures in this case)
No problem, i might be able to put a door on the used texture or make it a mage-only quest so they enter with the Fly spell :p
Thanx :)
Hi, nice sprites :)
But files are corrupted?
Hi, great model :)
Can i use the model as a sprite in my game?
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