Chaos Project

RPG Maker => RPG Maker Scripts => Script Requests => Topic started by: Xero Shifter on November 16, 2008, 05:12:13 am

Title: Multi Palets
Post by: Xero Shifter on November 16, 2008, 05:12:13 am
This is something that I have wanted for a long time, but before now I could only think of doing it through making an omni-palet (giant mapping thingy that has all the enviornments on it.)

That takes a lot of work though, and is inconvienent (admittedly though, not too hard.) So just now i went and looked up some details on the newest rpgmaker, the graphix looked... well the mapping graphix any way, they looked atrocious. So i was thinking, what if someone where to make it as if a map had multiple pallets. After all its just pixles right?
What I am thinking is that if someone could make rpmxp maps have multiple enviornment pallets by tabbing between them for the map, without changing the map's current paint job it would be perfect (think tab a,b,c,d and then you switch between them to grab your mtns or your grass, or style A house, or style b house.
I can understand how this would be hard, because by the looks of things, the way the pixles are called on is by the map being given a reference number that tells it which pallet to select, then each square on the map has a separate reference number that says which square of the pallet to check.
It sounds like the best soloution to this would be to combine it, to where each square would be given a longer reference number, say 3 values?
XX-XX-XX
The first value representing which pallet to go to, the second representing which square on the pallet to go to, and the third telling the square what it's reference number is.
The only major problem i can forsee would be compatiblility issues, it might have to rewrite the game engine instead of just script, and this might cause a bit of lag.
But you are the scriptors not me, and so I would assume you know better than I, and that i might indeed be totally wrong on how it works.
If it cant be done, i guess its no biggy, but I think it would make people's projects easier.
Title: Re: Multi Palets
Post by: ozoke on November 16, 2008, 05:59:40 am
im not a scripter but from the sounds of what your asking for, that would be a complete program change, not a script. in VX the maps are tabbed like that because thats how VX was programmed to work. you can get extra tilesets for VX that would go on each tab if you wanted more.

or if its because you want a really big map with different tilesets you can get maplink scripts that would seamlesly tile a region/group of maps together regardless of the tileset used.
if you want a script that does that then theres one in the request section.
Title: Re: Multi Palets
Post by: Fantasist on November 16, 2008, 06:53:00 am
Quoteim not a scripter but from the sounds of what your asking for, that would be a complete program change, not a script.

That's right, it's not worth the time. Besides, I think it's illegal to share a modified exe...

Another thing could be done though. Say we have a map of size AxB. Take the same map, and attatch a copy to the bottom so the map is Ax(2xB). Now we map the first part and we can make a script to shift the offset downwards by half for a different 'season' by script call. But instead of all that, making multiple maps is easier I think. Oh, I'm a scripter btw :)
Title: Re: Multi Palets
Post by: Blizzard on November 16, 2008, 07:42:22 am
It's too complicated and simply not worth the time as FTS said. As you noticed you would need to rewrite the .exe and the .dll file. :/
Title: Re: Multi Palets
Post by: Xero Shifter on November 16, 2008, 04:17:33 pm
Yeah I kinda figured i would be really complicated, if not impossible, I was just hoping was all, because what i was wanting could be done through omni-palet, basically the issue was that some items on certain pallets fit into multiple scenes but are not all found on all the pallets (its like say grass isn't available on one that it should be, you could fix it with an omni pallet [super big pallet that has all the pallets on it] but it would be a pain.) btw, alright since this is too much, anyone got an omni pallet so i dont have to make one? If not I'll make it and post it in the resources center but If i dont have to make it it would be a lot easier.
Title: Re: Multi Palets
Post by: Blizzard on November 17, 2008, 04:39:10 am
On the other side tileset merges for RMXP that have all tilesets in one are very hard to work with (not to talk about the time you have to spend to set up the passability and priority). In the end it might actually turn out just the same. So in the end you might actually have only made things worse. >.<