[rpgds] RPG Maker resources converter

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Rave

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May 22, 2010, 11:29:01 AM5/22/10
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Can somebody make rpg maker to rpgds resource converter? Because I
have alot of rm2003/2000 and xp resources (mainly charsets and
chipsets/tilesets) and converting these resources "by hand" would be
painful and long way ;). My resource collection is about 4000+
resources, so...

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Mario

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May 23, 2010, 2:51:40 AM5/23/10
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This would be a pretty useful tool, will see if I can do something in
Java, but I won't promise anything

Rave

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May 23, 2010, 5:39:04 AM5/23/10
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When you'll programming this tool, have in mind that in rm2k(3) res
there is no alpha channels and you'll need to resize it, because rm2k3
ChipSets have 16x16 tiles instead of 32x32. Of course Sinc
interpolations known from GIMP or another SuperEagle would be pretty
useful. You need also add alpha channel based on background color,
because after resizing resources would be blurred also on edges, so
normal transparent generation method of RPGds based on colors will
fail.

Rave

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May 23, 2010, 5:43:21 AM5/23/10
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Further thoughts - you'll need to resize charsets as well, because
there will be too tiny compared to objects from tilesets.

Mario

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May 23, 2010, 5:54:43 AM5/23/10
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I know this :) I'm not THAT good at java programming but ill give it a
try, it shouldnt be too hard to just load an image, resize and
rearrange it and then save it again.
As for the alpha, that will probably have to be a user-chosen colour.

The Devils Jester

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May 23, 2010, 8:49:29 AM5/23/10
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Resizing dated resources from engines like rm2k/xp will only give you ugly scaled, either pixelated or blurry (even with the best filters) images that will end up with a lot of wasted, unused space in tilesets and others.

If you must use an rpg makers resources, I suggest using them from rpg maker vx which uses resources that are very compatible with rpgds with little to no modifications.

On May 23, 2010 4:54 AM, "Mario" <max....@gmail.com> wrote:

I know this :) I'm not THAT good at java programming but ill give it a
try, it shouldnt be too hard to just load an image, resize and
rearrange it and then save it again.
As for the alpha, that will probably have to be a user-chosen colour.


On 23 Maj, 11:43, Rave <rave...@o2.pl> wrote:

> Further thoughts - you'll need to resize charsets a...

> For more options, visit this group athttp://groups.google.com/group/rpgds?hl=en.


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Rave

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May 23, 2010, 10:57:13 AM5/23/10
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On 23 Maj, 14:49, The Devils Jester <thedevilsjes...@gmail.com> wrote:
> Resizing dated resources from engines like rm2k/xp will only give you ugly
> scaled, either pixelated or blurry (even with the best filters) images that
> will end up with a lot of wasted, unused space in tilesets and others.
Agreed. But it only would be visible (I speaking of filtered not
pixelated ones) if resize factor is >400% (or in some cases even
more). So if you resize it x2 it won't be so much visible (it would be
only visible with pixelated images).

> If you must use an rpg makers resources, I suggest using them from rpg maker
> vx which uses resources that are very compatible with rpgds with little to
> no modifications.
Yeah, but find me good modern resources or any custom vx tilesets at
all, so I will be grateful. I seen only good xp resources. Using vX
rtp isn't good idea, because it's maybe nice, but I seen it in so many
RM games and i am bored with rtp.

> On May 23, 2010 4:54 AM, "Mario" <max.se...@gmail.com> wrote:
>
> I know this :) I'm not THAT good at java programming but ill give it a
> try, it shouldnt be too hard to just load an image, resize and
> rearrange it and then save it again.
> As for the alpha, that will probably have to be a user-chosen colour.
User chosen color should be also in non-alpha versions, because it
hard to program to determine good automatic color, especially with
charsets. And with resizing - try use some filters, so image wouldn't
be pixelated. If I'd choose between pixelated and blurry - I would
rather use blurry, especially it wouldn't be so blurry because
resizing from 16x16 to 32x32 is not giving very blurry images.

Mario

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May 23, 2010, 12:54:55 PM5/23/10
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> User chosen color should be also in non-alpha versions, because it
> hard to program to determine good automatic color, especially with
> charsets. And with resizing - try use some filters, so image wouldn't
> be pixelated. If I'd choose between pixelated and blurry - I would
> rather use blurry, especially it wouldn't be so blurry because
> resizing from 16x16 to 32x32 is not giving very blurry images.
>
> --

It sounds like you could almost do this by yourself :P

Rave

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May 23, 2010, 2:32:31 PM5/23/10
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> It sounds like you could almost do this by yourself :P

If I could program graphics program... (i only created one texteditor
and only using RichEdit Delphi control in whole life and few games
using tools like rpg maker or the games factory)

The Devils Jester

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May 23, 2010, 4:56:37 PM5/23/10
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I disagree, even at 200% the blur in resized images makes them almost unbearable to look at for any length of time, and then try stretching those images full screen on an lcd monitor and it looks like your game went through the blender.

If you plan to use scaling, the best bet is no filtering at all, becauser when all is said and done its going to be scaled on your monitor in full screen mode anyway.

On May 23, 2010 1:32 PM, "Rave" <rav...@o2.pl> wrote:


> It sounds like you could almost do this by yourself :P

If I could program graphics program... (i only created one texteditor
and only using RichEdit Delphi control in whole life and few games
using tools like rpg maker or the games factory)


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Rave

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May 26, 2010, 9:13:26 AM5/26/10
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Anything done yet?

Mario

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Jun 1, 2010, 8:06:00 PM6/1/10
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Not really, been off on a trip, though as I said I'm not sure I
remember how-to :p

On 26 Maj, 15:13, Rave <rave...@o2.pl> wrote:
> Anything done yet?

The Devils Jester

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Jun 1, 2010, 8:08:02 PM6/1/10
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Its pretty simple if you use linux, c++ and dialogblocks

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The Devils Jester

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Jun 8, 2010, 9:08:01 PM6/8/10
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I suggest using the software available here:

http://www.dialogblocks.com/

This will provide you with a full development environment and GUI
creation tool. You can then design a nice GUI and a simple converter
application, and possibly even make it into a plugin for RPGds if you
desire.

This isnt something that will be done officially as I have already
created tools like this in the past and the resources do not turn out
well no matter what filter you use during the upscale. There is also
a lot of wasted space on the textures, which results in an over
bloated RAM and VRAM requirement for your game.

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