Help With Scaleing Vx Ace To Mv Abdl Parts

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Help With Scaleing Vx Ace To Mv Abdl Parts

tylerr90
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tylerr90
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Joined: 24 Jun 2017, 16:35

12 Aug 2017, 21:31 #1

hello I'm new here but anyways I found a way to customize the generator
in rpg maker mv but I have to rescale the parts from csfox's vx ace items
to fit in the mv generator since there vx ace I would like some one to
convert csfox's abdl clothing items and others to The mv standards
or you can tell me how Please respond asap!
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Wimpy64
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Wimpy64
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Joined: 25 Apr 2016, 15:34

13 Aug 2017, 01:42 #2

I found this with a quick google search, should be able to help get you going.

https://rpgmakermv.co/threads/the-best-re-s...v-with-tut.337/


Just found this one as well, might work out better for you.
https://forums.rpgmakerweb.com/index.php?th...e-assets.48830/

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CS_Fox
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CS_Fox
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Joined: 23 Sep 2012, 13:08

13 Aug 2017, 02:37 #3

I re-scaled all the sprites for the tilesets. For the character generator I found it was easier to build them in VX Ace size and then re-scale the sprite sheet after to MV since there's no easy re-scale for the clothing and maker.
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KaleSnowtail
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Joined: 10 Jul 2015, 09:50

13 Aug 2017, 02:52 #4

What I recommend is downloading GiMP (a free image manipulation software. Think Photoshop but ugly.) then generating a character from RPGM MV's built in character maker, then exporting that image sheet that it makes and then loading the .PNG into GiMP and turning on the grid to measure exactly how many pixels a single sprite takes up. In RPGM VXAce all character sprites are 32x32 pixels by default, so it's probably a safe bet that sprites in MV double (64x64px) or even triple (96x96px) the size, to allow for more detail. However, I'm away from my computer right now, so I can't check, so I'd recommend using the method I described above. This process has been super helpful for me as I constantly find good sprites online but sometimes they're from other versions of RPGM (as far back as 2000) and I use RPGM VXAce so knowing exactly how big each sprite is/can be is super useful.

And once you know exactly the size of your sprites, then scaling the old sprites up or down and cleaning them up is super easy, GiMP even has a pretty decent scaling tool built in.

Also, the grid in GiMP can be a little confusing to turn on and use, you turn on the grid using the view drop down menu (side note, I also recommend turning on the snap to grid feature while in that drop down menu) and then to adjust the size of the grid open the image drop down menu and adjust grid should be near the bottom. And once you do this enough, you'll memorize the keyboard shortcuts and you'll be even more efficient. :)

Hope this helps. :)
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tylerr90
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tylerr90
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Joined: 24 Jun 2017, 16:35

13 Aug 2017, 15:19 #5

well I searched google and found this pagehttps://forums.rpgmakerweb.com/index.php?th...-into-mv.47004/ and I figured out to multiply the width and height by 2 and then scale down 75% after I multiply and it fit the mv standards
,
so if anyone wants to try this and convert it with this method I used gimp btw
also everyone I am making a mv game that has abdl mechanics if anyone wants to test it out when I'm done feel free to oh and you can delete this posting I figured it out thanks everyone for your help though! ;)
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XenonVoid
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XenonVoid
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Joined: 07 Sep 2015, 05:02

14 Aug 2017, 04:57 #6

tylerr90 @ Aug 13 2017, 09:19 AM wrote: well I searched google and found this pagehttps://forums.rpgmakerweb.com/index.php?th...-into-mv.47004/ and I figured out to multiply the width and height by 2 and then scale down 75% after I multiply and it fit the mv standards
,
so  if anyone wants to try this and convert it with this method I used gimp btw
also everyone I am making a mv game that has abdl mechanics if anyone wants to test it out when I'm done  feel free to oh and  you can delete this posting I figured it out  thanks everyone for your help though!  ;)

That's a step more than is actually necessary. VX Ace sprite cells are 32x32. MV sprite cells are 48x48. It's pretty simple math to figure out that this means to rescale Ace sprites to MV size, one simply needs to scale up by a multiplier of 1.5.

But once you do that, I can guarantee that the result will look a bit too pixellated for plug and play use. I'd advise cleaning the lines of the image up so that they don't look so big, as well as adjusting the color borders to make them smaller and more fluid. It's a bit of a challenge if you're not super familiar with an art program like GIMP, but if any of those steps confuse you, Google is gonna be your best friend until you understand it well enough to get to work on it.

What I'm personally more interested in than generator parts... is if someone could help me rescale a lot of VX Ace tilesets which I bought of the RPG Maker Web store so that I can use them in MV. Since you already have experience with this, CS, would you mind helping me out with that? I'd really appreciate it, there are so many which I want to use in my project that I can't because they're too small! Send me a PM if you're willing to help me out and I'll make a zip of all the ones which need rescaling... and if you're not interested in doing it yourself, if you could point me in the direction of a tutorial which explains how to do it, I'm fine with going that route as well.
"I am the master of the Void, Xeo. Before me, you are but a speck in this endless dimension of darkness." - Xeo/Xenon from Blessed Lightning, a novel I'm working on.

Links to my games with downloads:

The Blades of Legend (this dead shit sucks ass, don't click)

Angels and Demons (kinda bad but it's getting better every release)
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BabyBunch
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Joined: 02 Jan 2015, 06:14

14 Aug 2017, 08:07 #7

XenonVoid @ Aug 13 2017, 10:57 PM wrote:
tylerr90 @ Aug 13 2017, 09:19 AM wrote: well I searched google and found this pagehttps://forums.rpgmakerweb.com/index.php?th...-into-mv.47004/ and I figured out to multiply the width and height by 2 and then scale down 75% after I multiply and it fit the mv standards
,
so  if anyone wants to try this and convert it with this method I used gimp btw
also everyone I am making a mv game that has abdl mechanics if anyone wants to test it out when I'm done  feel free to oh and  you can delete this posting I figured it out  thanks everyone for your help though!  ;)

That's a step more than is actually necessary. VX Ace sprite cells are 32x32. MV sprite cells are 48x48. It's pretty simple math to figure out that this means to rescale Ace sprites to MV size, one simply needs to scale up by a multiplier of 1.5.

But once you do that, I can guarantee that the result will look a bit too pixellated for plug and play use. I'd advise cleaning the lines of the image up so that they don't look so big, as well as adjusting the color borders to make them smaller and more fluid. It's a bit of a challenge if you're not super familiar with an art program like GIMP, but if any of those steps confuse you, Google is gonna be your best friend until you understand it well enough to get to work on it.

What I'm personally more interested in than generator parts... is if someone could help me rescale a lot of VX Ace tilesets which I bought of the RPG Maker Web store so that I can use them in MV. Since you already have experience with this, CS, would you mind helping me out with that? I'd really appreciate it, there are so many which I want to use in my project that I can't because they're too small! Send me a PM if you're willing to help me out and I'll make a zip of all the ones which need rescaling... and if you're not interested in doing it yourself, if you could point me in the direction of a tutorial which explains how to do it, I'm fine with going that route as well.

The reason you upscale with waifu2x then downscale with fant or bicubic interpolation is to get the effect of a neural network upscaler which is 100x higher quality than just scaling it up to 1.5x. In fact, I'd advise using one of the other waifu2x sites to scale it up to 3x then down to 50% of that for best quality if that's an option.

Examples:

Bicubic (non-neural network) 1.5x Upscale


waifu2x (neural network) 2x Upscale
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