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Author Topic: [RMVX]Modern Tilesets (TileC)  (Read 4741 times)
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Replacing the good with the best. ;)

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« on: July 11, 2009, 06:45:39 AM »

I  needed these so I combined a few tilesets to make this. Enjoy.

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Today at 07:22:47 PM Apidcloud: hey blizzard, you can close the topic regarding the facebook feed. I added the answer
Today at 05:20:26 AM Tazero: Hey Magus ~ I have a lower level than you .-.
November 22, 2014, 06:04:01 AM Zexion: nvm i learned how to fix it Tongue
November 22, 2014, 03:40:42 AM Zexion: I can export the model to a .obj for blender and maya though but i don't have them haha
November 22, 2014, 03:34:14 AM Zexion: was in metasequoia
November 21, 2014, 07:25:14 PM R.A.V.S.O: Zexion, was that on Maya or Blender?
November 21, 2014, 12:15:53 PM Ranquil
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November 21, 2014, 10:09:35 AM Blizzard: Texture coordinates of XY are translated into a number space of [0,1]. Each vertex gets a UV value (aka XY in [0,1] space) and the rendered pixels within a polygon (triangles, quads, even lines) are interpolated between the two texture coordinates of two vertices that are part of the same polygon.
November 21, 2014, 09:18:44 AM Zexion: does anyone know anything about uv mapping cuz... uhmmm...
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i broke it...
November 20, 2014, 07:07:38 AM Kiwa: Gotta start somewhere i guess.

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