Importing your own character and tile art (not to mention music, scripts and various types of background art) is an important part of turning the games you build with RMVX into personalized creations. The limited instructions on the English-language site for RMVX means a lot of people are always asking how to do this. Here are my tips for importing art of any kind. First, we’ll start with preparing images. Then, we’ll move on to actually importing them in RMVX.
Tip 1: Get yourself a decent image editing program, either Photoshop or GIMP 2.4 (which is free and I have a link to in my blogroll under the Software category). Once you’ve done that, importing files is MUCH easier. I tried to do it without using an image editor and I wasted hours trying to figure out how to correctly align any resources I imported into a tile template. RMVX primarily uses .png files, so whenever you save something, save it with that file extension.
Tip 2: For characters, create either a new file with a transparent or single-color background that’s 96 pixels high x 128 wide for a single character or a template (which is the default size RMVX likes to import) that’s 256 pixels high x 384 wide for 8 characters. If you use the 128 x 96 template for your character sprites, make sure you put a $ in front of the filename. Here’s an example of a 128 x 96 template with a single-color background.
To import this sprite properly, you must go to the Tools menu, select Resource Manager and the Graphics/Characters tab and then hit the “Import” button. When you find the character, in the above format (9 tiles, 3 different animation frames per row, etc.), and you have a colored background, you’ll get a little menu that will pop up that has 2 colored bars at the bottom. Make sure you left click on the background color behind the sprite. This will tell RMVX that you want that color to be transparent. If you don’t do this, you will end up with a background-colored square behind your sprite everywhere it’s displayed in the game. The screen cap below demonstrates how this works. After you’ve selected the background color as transparent, hit the “Okay” button and you will now be able to access your custom characters whenever you create a new Event.
From there, you can easily import any recolored sprites you downloaded from either a website that offers sprite mix-and-matching or from a file in MS Paint. I’ll discuss “Frankenspriting” and recoloring of sprites in a future blog post. Even later than that, once I actually develop some spriting skills (with luck, before the end of the decade), I’ll do a spriting tutorial. Suffice it to say, if you’re going to make you’re own sprites, I suggest you visit the www.rpgmaker.net forums and look for PINEDAVX’s RMVX-style template for creating character sprites. It’s great.
Tip 3: Tiles and tilesets. First of all, RMVX has somewhat limited space for custom tiles. Although TileE is blank, that’s the only blank space you can really use without replacing tilesets A, B, C and D (yes, you can replace them if you want, but I advise that you export all of those files first and save them, just in case). To use prepare files to import them into TileE, you need to create a blank 512 x 512 template that has either a single-color or transparent background (transparent is preferable). In GIMP, you can do this by using the following menu:
It brings up a new menu that will look like this:
In that menu, you should turn on the Snap to Grid and View Grid options. You’ll see grid crosshairs appear on the blank template. Also, whenever you use the selection tool, you’ll notice that the program forcibly drags your box to the edges of each 32x 32 box that makes up the template. This is what you want because you want to avoid placing tiles and accidentally cutting parts of them off. The reason every object has to fit neatly within the 32 by 32 space is because of how the program’s tile selection system works. You can get creative with it to make some interesting tile effects, but for now, stick with getting each tile or series of tiles neatly into those 32 x 32 boxes.
To import a tileset, open the saved tile .png file and leave the template open. In the “Edit” menu, select “Copy.” Next, click on your open 512 x 512 template, go to the Edit menu and hit “Paste.”
Using the Move tool (it looks like a small cross and is on the right-hand side of the menu, below the scissors), drag it into place on your template. Because you have the Snap to Grid and View Grid options on, you should be able easily align it in place.
Afte you’re happy with its position, go to the Layer menu and select “Anchor Layer.” You have to do this for every tile and tileset you copy and paste into your template. GIMP can only save .png files if it has a single layer. Because the background layer is transparent, you don’t need to worry about there being any background colors around your tiles when you import it into RMVX.
Okay. We’re almost done. The last thing you need to do, which is one of the more confusing things about RMVX, is actually name the file with all your tiles in it TileE.png. Don’t use any spaces, make it exactly like that. When you import the file into RMVX, the program will recognize it as TileE and will then display it in the tile selection menu on the left-hand side of the RMVX editor. Here’s my TileE ready to go (with some custom roads I made and some custom roofs that I downloaded from www.rpgrevolution.com).
Here’s the last step. Open RMVX and go to the Tools menu. Under Tools, select the Resource Manager. Next, go to the Graphics/System menu and select Import. Find the folder you saved your custom TileE in, select TileE and hit the “Open” button. TileE will now appear with a red dot in front of it, which means it’s your custom tile. Close the Resource Manager out and click on your TileE tab. All your tiles should now be there.
Tip 4: The IconSet (and yes, to import your own IconSet you have to name the file IconSet.png) can use just about any size template you want. I have no idea why the tile editor is so limited but the icon menu isn’t. They should have just used both systems for tiles and icons. It would have made the program a lot easier to use with custom tiles.
Well, I hoped those tips helped those of you who are new to using the program and to using GIMP 2.4 (or other image editors with similar functions, for that matter). If you have any questions, as usual, feel free to post a comment.


8 comments
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November 5, 2008 at 7:01 pm
CCd
Thanks, very useful
May 2, 2009 at 10:20 am
fhgddh
i still dont understand you were talking about how to set it up the go to saying your dont wtf??
May 2, 2009 at 11:20 am
gbasich
What are you trying to import? Are you trying to import a tileset? A sprite? A background? I explained how you import a number of different things in that post, so for me to be able to help you, you need to explain what you are trying to do.
June 9, 2009 at 5:26 am
Tim
Hi, there very imformative info. Ive spent literaly countless hours at this point trying to figure out some issues im having and Im seriously extremly annoyed at this point and Im hoping you can possibly help me.
Ive been doing searches all over the place and came across your blog here. Basicly Im using gimp to create character sets, battlers and in turn im cutting and copying from the shoulders up from the battlers to use as faces. All for rpgmvx.
They all look great except when I go to import the battler and face and try to use them in game theres this weird blotch of graphics or sprites you call them? Anyway a bunch of garbled colors directly surrounding the battler and the face I copied and pasted from the battler also.
Im still learning about things so idk what im doing wrong. Idk if its the background I used or if im importing wrong, I dont think so but who knows at this point. I posted my probs over at another site and have yet to get any real answers or help so maybe you could visit my thread there where Ive explined this in a little better detail and also I have some pics posted there to better illustrate what Im talking about.
Any help on this would be great and thankyou in advance for your time .
June 10, 2009 at 7:52 pm
gbasich
Hey Tim, the problem here is that you have an image on a background in the first place. Unfortunately there really isn’t an easy way to you need to cut your image out of the background and then paste it onto a transparent background. The only way to do that is to use either the magic wand tool (near the lasso in the toolbar) or one of the selection tools (the “scissor” tool) and cut around the image you want to use.
Another option would be to use the magic wand tool to select the background color and then hit delete to get rid of it. That might work, but if you have any of the same colors in your sprite as in the background, then you would delete those colors, too. You could change the background color to a color that you’re sure isn’t in your image/sprite and then delete it. If that doesn’t work well, then you’re left with cutting your image out, like I said above.
Did you draw this sprite yourself in GIMP or use another program to create it? In the future, you always want to create sprites on a transparent background (in GIMP you select “File” then “New” and click the “Advanced” plus sign button near the bottom of the window, then in the “Fill With” option you have you select “Transparent”).
I hope that helps. Let me know how it goes.
June 9, 2009 at 5:28 am
Tim
Oh lol, Im sure it would help if I posted the link ( ;
http://www.rpgmakervx.net/index.php?showtopic=15132
June 16, 2009 at 4:21 pm
Tim
Hi there Gbasich and thankyou very much for your quick response and I apologize for my delayed response. Ive been busy lately and plus I have spent many more hours with this trying to figure it out and was just burnt out. And the thought just crossed my mind to check back here. ( :
Ok well I am by no means an artist by heart but I do feel I have a good eye for it and have actualy learned quite a bit about spriting – I think lol but as for more detailed pics like a battler or a face I have been using the website
http://www.ugo.com/channels/comics/heromachine2/heroMachine2.asp
to generate pre renderd characters and then I use gimp to take a picture of it and then proceed to edit and recolor small peices here and there. At first attempt throughout all this I original used the default background that came with it which was a bluish color with designs all in the background. I somehow missed the part where you can choose a background color so anyway once I captured that image with gimp, I colord in all of the background with a different color blue thinking that when I go to import the image I could set that color to transparent which I did but yeah that weird mess surrounding the character was very noticable anyway.
So then I started all over from scratch on the heromachine website and instead used a white background cuz I was told its much easier to do it that way and should avoid the problem. Well after doing that I captured the image with Gimp again, zoomed way in, edited the picture like I wanted it and used the tool to select a color and all the similar color present as well (the stray pixels surrounding the character) and proceeded to delete all of them I could find.
The end result was Id say about a 75% improvement as opposed to my previous attempt but STILL there was a slight but noticable weird outline affect immediatly surrounding the image. And you know, I look at all the other battlers, hundreds ive come accross and NONE of them have that. They all look completly proffessional and edited 100% perfect…..soooo at that point I really just couldnt take it anymore. BUUUUT, reading over your advice its kind of reinspired me to try again. I believe I did end up deleting the white background and refilling it with a transparent background at one point…I think but dont remember doing it the way you say so Im going to reattempt it carefully trying to go by the methods you suggest and well see.
Thanks again very much for your time on this and Ill be posting back very soon.
June 18, 2009 at 5:17 am
Tim
Ok, Back ( :
Well, I finally got this figured out – the hard way, still dont know if theres an easier way, but heres what I did.
I opened up a new Gimp window doing the method you said and got my transparent background, then I copied and pasted my entire character along with a portion of the white background onto that new window.
Then I used the select by color tool to select all of one particular color on screen, in this case being the white background, I hit delete, to the naked eye it appeared to be completely gone, however I tested this first by importing the image and then previewing it in the enemy database setup.
Suuuure enough there was still a little bit of a white outline surrounding the character.
Sooooo I went back to Gimp and zoomed way in and saw still there were other various shades of white pixels and even some not so white but still light colored pixels immediately surrounding the character. IDK how that was since I chose a pure white background to begin with, why there would be other shades of white left over but w/e.
So I proceeded to use the color selection tool again and systematically clicking on each and every (and there were still lots of them) little off-white colored pixel and deleting that group of em, then moving on to the next stray set of pixels still bordering the character I could find and so on and so and every so often saving the pic, then re-importing the revised pic into the database to see how it was looking. And every time, I did notice a slight improvement.
I continued this process a few times until I realized in doing so I was beginning to also delete some of the more subtle light colored pixels mixed in within the character image itself and began to become noticeable and rather aggravating.
Sooooooooo I undid all my previous pixel deletions, took the lasso tool (free select tool) and zoomed way in and excruciatingly clicked around each and every pixel. Pixel by pixel by pixel until about 20-30 mins later I had finaly made a complete circle around the entire image and connected the whole thing. I hit delete, saved the image, imported it again and finally – success. The image finally appeared the way its supposed to – no weird looking white outline anymore.
In the effort of attaining perfection, I still noticed some very slight discoloration, hardly noticeable at all but still noticeable to the eye so I checked it out and somehow there was even some like 90% or so transparent pixels here and there too, cant figure that out either but deleted those and was finally happy with it.
Great except I still dont understand why there was all these other off white and kind of white colored pixels surrounding the image. Why not just the pure white background color I had chosen. Also doing it that way takes so long to do, I still think there has to be an easier and more time efficient manner to do this.
But anyway I at least figured out a way to solve this.
And again thankyou very much for your time and help on this.