Welcome !

Avatar

Hello everybody, my name is Schlangan, nice to meet you !

I won't say many things, I just like coding as a hobby, hence here I am creating a game and working on a software to help with RPG Maker character generation.


If you wish to donate a little bit, feel free to use the Donate button below through PayPal. Thanks in advance !

Extended Generator banner

Table of contents

- Introduction
- Importing RPG Maker Default Resources
- Use of the main window : creating a character
- Saving and exporting characters
- Adding new templates
- Managing templates
- Managing categories
- Masks and gradient colors
- Adding new resources - RXGE files
- Adding new resources - RPG Maker like folders
- Adding new resources - Manual addition
- Reordering, removal and edition of resources
- Exportation of resources - RXGE files

Introduction

The extended generator has been created in order to give new options to the users of RPG Maker MV. While the defaut generator presents many possibilities, we still lack many options. This is why this generator was created. It provides the same possibilities as the generator, while bringing new options for more convenience. However, because of this, the extended generator is more complicated than MV's default generator. Following these guides will help you understand how everything works.

Back to top

Importing RPG Maker Default Resources

Before starting anything, it is recommended that you import RPG Maker MV default resources to have basic resources and templates to work with. It is not mandatory, but it gives you presets which you won't have to configure by yourselves. To import ressources, go to the File menu, then click on Managing assets wizard. Select the first option "Import RPG Maker MV resources and templates".

Import Default

Here, you need to enter or select the path leading to the Generator directory within your MV installation folder. If RPG Maker MV has been properly installed on your computer, the path to the Generator folder will be automatically written. Once the generator folder is correctly selected, click on the "Begin importation" button to start the importation. Once the importation is completed, click on "Done" to validate the importation, and click on "Close" to close the window.

Now, you have all of RPG Maker MV resources imported. If you plan to import all resources from RPG Maker MV later, keep in mind that doing so will erase all your imported resources until now.

Back to top

Use of the main window : creating a character

The main window is separated in several parts. Here is the description of every part for a better understanding.

Choose elements

The top part is used to select elements from your available resources. You select the category (Male or Female by default) and the Part (Body, Face, Eyes, ...). The available elements will be shown on the list. To add an element, simply select it and click on "Add". you can also double-click on the picture to add the element. Keep in mind that this will always add an element, and not replace it. With the generator, you can have several elements of the same part.

Character data

On left side is located the list of all elements added to the current character. All elements are sorted by parts. On the example picture, for example, two Beards elements have been added. If you want to replace an element by another, you need to select the element in the list. Then, in the top part of the window, select the corresponding Part and element you want. Finally, simply press the "Replace" button. If the button stays grayed, it means that you didn't select the proper part for replacing the element, or that you didn't select an element in the treeview, but a part instead. You can also replace the element by right-clicking on the picture instead of pressing "Replace"

If you simply remove an element, select this element in the list, and click on "Remove". You can also right-click on the element after selecting it with the left-click. The "See credits" button is used to display the name of the authors of the elements that are currently in use for your character. Doing so, you easily keep track of who you need to credit.

When you select an element in the TreeView, details about the element appear below. In this part, you select the different colors for the element. You will notice that changing some colors such as the skin color, eye color or hair color affect all elements at once. This will save you some time while deciding the colors of your character.

The last section contains a droplist with the name of the templates (Face, Charset, Damage, Battler) and four arrows. With this, you can shift the position of the elements on every type of picture. You can for example move the nose around the face, move the mouth, and so on. To do so, simply select the template for which you want to move the element, and click on the arrows. The displacement is indicated besides the text "Shift".

By using the "File" menu, you can create a Random character by clicking on "Randomize character" or by simply pressing CTRL+R. The editor will randomly attribute parts to your character, with random colors. For now, you cannot define the behavior of the Randomization. Your character will always have the following elements : Face, Body, Ear, Nose, Mouth, Eyes. All other parts have 50% chance to be empty.

Back to top

Saving and exporting characters

Once you're done with your character, you can Save it in order to reopen it later in the editor. To do so, simply click on the File menu, then on "Save character as...". An RXGC file will be created for your character. To open a previously saved character, click on the "File" menu, then "Open character...". Fetch the file you want, and the character will open.

If instead of saving your character, you want to export it as a picture file, use the "Export" menu. Simply select for which template you want to export the character among the list.

Export character

The exportation window will open. Most of the default templates of RPG Maker MV are made to have many pictures on single image file. For example, you have 4x2 faces on the same image. When you export, simply click on the picture to place the image of your character. If you want to add your character to an existing picture, simply click on the "Load picture..." button to load the already existing image. The button will be grayed when you can't save more than one character per file, for example in the case of Battlers. Click on the "Export picture..." button when you're done, and enter the name of the picture file.

Back to top

Adding new templates

If the Face, Charset, Damage and SideView templates are not enough, you can add new templates to the generator. To do so, go the Asset Managing Wizard through the File menu. Select the "Add a new template" option.

New template

In the first window, you need to enter the name of the new template, and a key. Key are unique, you cannot have two templates with the same key. Then, specify the dimensions of the new template. In the right window, colored boxes appear close to the current placement of all your templates. You need to click on one of the blue boxes to define the position of your template. When a box is selected, it becomes pink.

After selecting the position, specify the number of elements per sheet. These X/Y values represent how many pictures you can put on a single image file. For example, basic charsets of RPG Maker MV are saved with 4x2 characters on a single picture.

The last option is the Color Type.
- Mask files : Select this option when any picture you add to the template is associated with a mask file, like charsets or side-view actors.
- Mask color ID : Use this option if you have several pictures per element, with a single color par picture. This is for example used in the case of face elements.

Once your options and positions have been set-up, click on "Next".

New template

Every template contain a list of drawing orders for every part of the characters. You set them in this window. The list of the left displays your current configuration, while the other list shows the remaining parts. You don't need to add all available subparts to your drawing order. If you don't want to configure everything from scratch and just desires to base yourself on an existing template, you can simply select that template in the "Copy drawing order from template" box then click on the "Copy" button.

To completely understand the logic, keep in mind that every part (Face, Eyes, Wings, etc.) may have many subparts. For example, Wings are drawn on the background of charsets facing down, while they are drawn on the foreground for charsets facing up. In fact, these are two different subparts, Wing1 and Wing2. For Sideview actors, wings are only drawn in the back, so this time it is a Wing subpart, with no number. What is drawn on the background is placed on top of the list. Everything you configure follow the same basis, you decide in what order the subparts are drawn. To reorganize parts, simply use the Up/Down buttons, and Add/Remove buttons.

You can also add parts and subparts to this window. For any new subpart, first select the Part, then type the subpart name by replacing "NewPart1". Click on "Add" to add the subpart. If you also want to create a new Part, instead of selecting an existing Part, simply type a new name besides the "Name" label. When you'll click on "Add" to add a new subpart, it will also create the new Part you wanted.

Once all parts and subparts are defined and organized, click on "Next".

New template

This window will only appear if you've added at least one new part. In that case, you must decide in which category the new part will appear. For example, the Female category does not display the Beard part. Select the first category and check the boxes if you want, then repeat for other categories. Once you're done, click on "Next".

The last window summarizes the details of your new template. After confirming every detail, presse "Done" to validate the creation of your new template.

Back to top

Managing templates

If you want to modify the templates, for example by repositioning them, you can go the Asset Managing Wizard through the File menu and select the "Manage templates" option.

Manage templates

In this window, you can select the template you want to edit by clicking on its rectangle in the preview window, or in the list at the right side. By clicking the "x" button, you can remove the template. While you cannot change the dimensions of the template, you can move it around or change the number of elements per picture file. For example, basic charsets of RPG Maker MV are saved with 4x2 characters on a single picture. To change the position of the template, simply edit the coordinates in the position textboxes. If the word "Position" turns red and the "Next" button becomes grayed, it means that two templates are overlapping. Be sure to properly configure everything to avoid overlapping.

If you wish to change the drawing priorities and elements displayed in the templates, click on the "Edit parts and drawing order..." button.

Manage templates

This windows works exactly in the same way as the New Template Creation window. Every template contain a list of drawing orders for every part of the characters. You set them in this window. The list of the left displays your current configuration, while the other list shows the remaining parts. You don't need to add all available subparts to your drawing order. If you don't want to configure everything from scratch and just desires to base yourself on an existing template, you can simply select that template in the "Copy drawing order from template" box then click on the "Copy" button.

To completely understand the logic, keep in mind that every part (Face, Eyes, Wings, etc.) may have many subparts. For example, Wings are drawn on the background of charsets facing down, while they are drawn on the foreground for charsets facing up. In fact, these are two different subparts, Wing1 and Wing2. For Sideview actors, wings are only drawn in the back, so this time it is a Wing subpart, with no number. What is drawn on the background is placed on top of the list. Everything you configure follow the same basis, you decide in what order the subparts are drawn. To reorganize parts, simply use the Up/Down buttons, and Add/Remove buttons.

You can also add parts and subparts to this window. For any new subpart, first select the Part, then type the subpart name by replacing "NewPart1". Click on "Add" to add the subpart. If you also want to create a new Part, instead of selecting an existing Part, simply type a new name besides the "Name" label. When you'll click on "Add" to add a new subpart, it will also create the new Part you wanted.

Once all parts and subparts are defined and organized, click on "Next". Then, click on "Done" when you're finished with the template management.

Back to top

Managing categories

If you want more Categories than the two default Male and Female categories, you can add new categories to the generator. To do so, go the Asset Managing Wizard through the File menu. Select the "Manage categories" option.

Manage categories

With this window, you can easily rename categories, add new ones or even duplicate the existing ones. Then, you select which parts are going to be displayed for each category. For example Beards are not checked for the Female category. Click on the "Done" button when you're done with your changes.

Back to top

Masks and gradient colors

Coloring elements in the generator is based on the use of mask colors and gradients colors. While gradients colors are tha actual colors of the element, the mask colors are used to tell the software which type of colors the elements are composed of. To manage these different colors, go the Asset Managing Wizard through the File menu. Select the "Configure mask colors and gradients colors" option.

Manage masks colors

If you've imported all of RPG Maker default resources, you should have many mask colors registered. Each mask color has a name given, in order to easily identify it. If you look at RPG Maker MV's mask files, you'll see that the skin is represented by a single color, the hair by another, and so on. These are mask colors. You can add new masks colors by pressing the "Add new" button.

By selecting a mask color, you can change the associated color by clicking on the "..." button and choosing the new color. The "Apply everywhere" checkbox is used for colors that have an impact on the whole character. For example, side-view, charset and damage bodies have a body color and the eye color. However, the eyes for faceset come from a different element, Eyes, instead of body. If the "Apply everywhere" is checked for Eyes color, changing the color on the body will change at the same time the color of the eyes on the body and also the eyes element. It also applies for Skin and Hair by default. Doing so, you won't have to set manually the color for every different element of your character.

Manage gradients colors

In addition to the mask colors, you need to configure the gradients colors to be able to color your character. RPG Maker MV works with a gradient file, with a limited amount of colors. Here, you can add as many colors as you want by selecting a new color and clicking on the "Add gradient" button. You can also remove colors that you don't need anymore, or reorder them if needed.

The automatic generation of gradients allows you to add new colors, but you might prefer creating them yourself and importing the new colors. To do so, simply click on the "Browse file..." button and fetch the gradient file you want to add. The software will determine if the gradients inside the file already exist. If not, the new gradients will be added.

Click on Done once you're finished setting up the mask and gradients. It is recommended to not alter RPG Maker's default masks if possible.

Back to top

Adding new resources - RXGE files

Resource creators who use this generator may propose you RXGE files to import into this generator. To import such files, go to the Asset Managing Wizard, and selection the "Add new resources" option. Then, select "Import a RXGE file" and click on Next.

Import RXGE ressources

In this window, first click on the "Select file..." button. Go fetch a RXGE file. If the file is correct, the resources and the templates available inside the file will be displayed. You can at this point select the resources you wish to add. Clicking on them display the icon and the name of the author. By default, all resources are selected, but you can uncheck those which you do not want. After selection, click on the "Start importation" button. After the importation, click on "Done".

Back to top

Adding new resources - RPG Maker like folders

Many resource creators can be found on the RPG Maker Web forums. However, not all of them use this generator. Because of this, you won't always find RXGE files to import. Instead, you will be providing folders whose structure is similar to RPG Maker MV default generator folder. You can easily import these folders too. Go to the Asset Managing Wizard, and selection the "Add new resources" option. Then, select "Import a resource folder" and click on Next.

You can also add resources for your personal templates that way. To do so, you need to create a similar folder structure, with folder named using your template keys. Inside these folders, you need the Male and/or Female and/or Kid folder and the subsequent resources. If the generator encounters resources with the same name, these resources will be merged in order to properly add the new template to the existing resources.

Import folder ressources

First, go select the folder by clicking on "Browse..." or by directly typing the folder path in the textbox. A name will be proposed from the folder name. Then you absolutely need to add a name to the Credits field. This will help you to keep track of the owner of the resources. Click on "Start importation" when you're ready, then on "Done" to validate the process.

Back to top

Adding new resources - Manual addition

If you do not want to use standard importations, you can always manually add new resources to the generator. Since the process is complicated, you will be guided step-by-step, until all required details and files have been given. To manually import resources, go to the Asset Managing Wizard, and selection the "Add new resources" option. Then, select "Manually add new resources" and click on Next.

Add new resource general

The first steps consists in giving the name of the resource and the author. The name must not already exists. Select the Category and the Part for which the resource is created, and choose the list of templates in which you want to import the resources. Finally, you need to specify an icon for the resource. Once all steps are done, click on the Next button. The next steps depend on which templates you've selected.

Add new resource mask color ID

This window will appear for all templates whose coloring option is "Mask color ID". At first, the window will be almost blank, with as may "Add file" buttons as subparts the part contains. In the example, accessories A only have a AccA subpart for face elements. If it was clothing, two subparts would be available.

For each subpart, you need to add as many files as you want. To do so, click on the "Add file" button of the corresponding subpart. A new box appears and asks you to import a picture and select a mask color. Repeat the process for all the files you need. In the example, two pictures are required. The first one is associated to the mask color "Accessory A color 1" while the second picture is set to "Accessory A color 2". The software will only let you import pictures of the correct dimensions.

Add new resource mask file

This window will appear for all templates whose coloring option is "Mask files". For each subpart of the element, you need to add the picture file and the associated mask file. The software indicates how many files you've added out of the number you have to add.

At any moment, you can press the "Back" button to reimport files, if you notice any mistake. Here, you see that the headband is purple on the mask file, which correspond to the mask color Accessory A color 2" we selected before. The decorations are gray, in accordance to the mask color we chose. But if you notice you chose the wrong mask colors, don't hesitate to go back.

Click on Next to import resources for the next template, or Done if you were at the last template.

Back to top

Reordering, removal and edition of resources

In the process of dealing with resources created by many RPG Maker users, you may want at some point to sort things a bit by removing the ones you don't use. To do so, go the Asset Managing Wizard through the File menu. Select the "Manage resources" option.

Manage ressources

This window offers you a complete list of all resources imported into the generator. You have a list of all categories, parts and names of the author of the resources. You can select ressources and remove them by clicking on the "x" button. If you have many resources, you can also filter them by unchecking elements in the Categories, Parts and Authors lists. If you want to reorder elements, you need to make sure that all checkboxes are checked, or else you won't be able to change the order. You can move/delete many resources at once by multiselection.

Once you're done with reordering and removal of resources, click on the "Done" button. The removal won't be saved unless you click on that button. If you wish to edit resources, you must select only one resource, then click on the Pen button. Doing so will open the Resource Edition window.

Manage ressources

Please first note that you cannot change the category or part of the resource. Doing so would require to edit all currently imported files and excessive workaround. If you absolutely want to change a category or part, you need to import a new ressource. In this window, however, you can change/remove the icon of the resource, and edit all files. To do so, simply select the template you wish to work on. You will either see the subfiles used or the picture and its mask, depending on the type of the template. By using the "Add file", "Import" and "Remove" button, you can select new files that will replace the current files. You can also change the Mask color of the elements if necessary.

This window is particularily useful if you create a new template, and wish to add new pictures of this template for existing resources. Doing so, you won't need to recreate whole new resources.

Back to top

Exportation of resources - RXGE files

After creating resources for other users, if you want to redistribute them, you need to consider the naming scheme of RPG Maker MV, which is tedious. With the extended generator, you don't need to. Go the Asset Managing Wizard through the File menu and select the "Export template / resources" option.

Export ressources

This window asks you to select all the resources you want to export, as well as the templates for which they are exported. Once you've selected the elements, clicking on "Export resource package..." will prompt you to give a location for an RXGE file. This file is a package file that will contain all informations about the resources and also contain the pictures within. It is a good way to dostribute resources with a single file. The informations of the templates will also be saved through the export.

Back to top