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Character Generation
Image Generation
Transparent images (images with alpha channel) are arranged as layers to generate the final image.
Additionally, Face Image layers have child layers.
Layer images correspond to their respective icons in order. If icon number 1 is chosen, the image
corresponding to number 1 of that part will be chosen. Numbers cannot be skipped.
Note however that the first slot for some parts, such as hair and beards are left blank.
Recolouring Facesets
Child layer images are set to grayscale, and recolour with a gradient map.
* For Walk/Damage Character and SV Sprites, a separate mask image is required in addition to the
layer image used for generation.
Windows
Path Contents
RPGMaker MV installation folder\Generator\Face\Male\ Male Face Image resources
RPGMaker MV installation folder\Generator\Face\Female\ Female Face Image resources
RPGMaker MV installation folder\Generator\TV\Male\ Male Walk Character resources
RPGMaker MV installation folder\Generator\TV\Female\ Female Walk Character resources
RPGMaker MV installation folder\Generator\TVD\Male\ Male Damage Character resources
RPGMaker MV installation folder\Generator\TVD\Female\ Female Damage Character resources
RPGMaker MV installation folder\Generator\SV\Male\ Male SV Sprite resources
RPGMaker MV installation folder\Generator\SV\Female\ Female SV Sprite resources
RPGMaker MV installation folder\Generator\Variation\Male\ Male icon resources
RPGMaker MV installation
Female icon resources
folder\Generator\Variation\Female\
RPGMaker MV installation folder\Generator\gradients.png Gradient map images
Mac
Right click RPGMaker MV.app in the RPGMaker MV installation folder, and choose “Show Package Contents”.
Path Contents
About the Additional Character Generator Variations
Resource Dimensions
Type Dimensions
Face Image layer images 144 x 144
Charset layer images 144 x 192
Charset mask images 144 x 192
Damage Character layer images 144 x 48
Damage Character mask images 144 x 48
SV Sprite layer images 576 x 384
SV Sprite mask images 576 x 384
Icons 64 x 64
Resource Format
Images must have RGBA bit depth and be in 8-bit PNG-32 format.
Type
Type should be one of FG (Face Image), TV (Charset), TVD (Damage Character), SV (SV Sprite),
or icon (Icon displayed on the Variation palette).
LayerName
Refer to "Layer Structure".
VariationNumber
The range of p00~p99 is allowed. The variation numbers of icon images must be consecutive
(otherwise, the selected icon and corresponding part will not match).
About the Additional Character Generator Variations
Mask
For Facesets, specify one from the range of c1~c6, and specify the layering order of the child layers.
For Walking/Damage Character and SV Sprites, add "c" to the mask image.
MaskNumber
This should only be added to Facesets. This mask value is used for colour changing, which will be
covered later in this document. If this is not added, colours will not be changed for that image.
Layer Structure
Facesets
Layer Order Layer Name Type Mask Number Notes
1 AccB Accessory 2 c1
2 AccB Accessory 2 c2
3 AccB Accessory 2 c3
4 AccB Accessory 2 c4
5 Glasses Glasses c1
6 Glasses Glasses c2
7 Glasses Glasses c3
8 FrontHair Bangs c1
9 Cloak1 Cloak c1
10 AccA Accessory 1 c1
11 AccA Accessory 1 c2
12 AccA Accessory 1 c3
13 BeastEars Animal ears c1
14 Beard Beard c1 Not used for females
15 Clothing1 Clothes c1
16 Clothing1 Clothes c2
17 Ears Ears c1
18 RearHair1 Hair at back of head c1
19 RearHair1 Hair at back of head c2
20 Eyebrows Eyebrows c1
21 Eyebrows Eyebrows c2
22 Eyes Eyes c1 Pupils
23 Eyes Eyes c2
24 FacialMark Marks c1
25 Nose Nose c1
26 Mouth Mouth c1
27 Mouth Mouth c2
28 Mouth Mouth c3
29 Face Face c1
About the Additional Character Generator Variations
30 Clothing2 Clothes c3
31 Clothing2 Clothes c4
32 Clothing2 Clothes c5
33 Clothing2 Clothes c6
34 Body Body c1 Fixed
35 Cloak2 Cloak c1
36 Cloak2 Cloak c2
37 RearHair2 Hair at back of head c1
Charsets
Layer Order Layer Type Type Notes
1 Wing1 Wings 1
2 AccB Accessory 2
3 FrontHair1 Bangs
4 AccA Accessory 1
5 RearHair1 Hair at back of head 1
6 Glasses Glasses
7 BeastEars Animal Ears
8 Cloak1 Cloak
9 Tail1 Tail
10 Clothing1 Clothes
11 Beard1 Beard Not used for females
12 Clothing2 Clothes
13 RearHair2 Hair at back of head
14 FacialMark Marks
15 Body Body Fixed
16 Beard2 Beard
17 Fronthair2 Bangs
18 Tail2 Tail
19 Cloak2 Cloak
20 Wing2 Wings
Damage Characters
Layer Order Layer Type Type Notes
1 AccB Accessory 2
2 FrontHair Bangs
3 AccA Accessory 1
4 BeastEars Animal Ears
5 RearHair Hair at back of head
6 Wing Wings
7 Glasses Glasses
About the Additional Character Generator Variations
8 Cloak Cloak
9 Tail Tail
10 Beard Beard Not used for females
11 Clothing Clothes
12 FacialMark Marks
13 Body Body Fixed
SV Sprites
Layer Order Layer Type Type Notes
1 AccB Accessory 2
2 FrontHair Bangs
3 AccA Accessory 1
4 Glasses Glasses
5 BeastEars Animal Ears
6 Cloak1 Cloak
7 Clothing1 Clothes
8 Beard Beard Not used for females
9 Clothing2 Clothes
10 RearHair1 Hair at back of head
11 FacialMark Marks
12 Body Body Fixed
13 Tail Tail
14 Cloak2 Cloak
15 Wing Wings
Recolour Masks
RGB Hexadecimal Values for Face Image Colour Masks and Allowed Layers
Mask Number RGB Hexadecimal Allowed Layers Corresponding Notes
Values Colour Name
m001 F9C19D Face, Ears, Eyebrows, Nose, Skin colour
Mouth
m002 2C80CB Eyes Eye colour
m003 FCCB0A FrontHair, RearHair1, Hair colour
RearHair2, Beard
m004 B892C5 RearHair1 Sub-colour Hair
accessories,
etc.
m005 009296 FacialMark Mark colour
m006 D3CEC7 BeastEars Animal ear colour
m007 AE8682 Clothing1, Clothing2 Main colour
m008 FE9D1E Clothing1, Clothing2 Sub-colour 1
About the Additional Character Generator Variations
RGB Hexadecimal Values for Charsets, SV Sprites Colour Masks and Allowed Layers
RGB Hexadecimal Allowed Layers Corresponding Colour Notes
Values Name
F9C19D Body Skin colour
2C80CB Body Eye colour
4F413C Body - Colour of
undergarments (non-
supporting)
FCCB0A FrontHair, FrontHair1, Hair colour Hair accessories, etc.
FrontHair2, RearHair,
RearHair1, RearHair2,
Beard, Beard1, Beard2
009296 FacialMark Mark colour
D3CEC7 BeastEars Animal ear colour
E6D6BD Tail, Tail1, Tail2 Tail colour
A7D6D6 Wing, Wing1, Wing2 Wing colour
AE8682 Clothing, Clothing1, Main colour
Clothing2
FE9D1E Clothing, Clothing1, Sub-colour 3
Clothing2
1C76D0 Clothing, Clothing1, Main colour
Clothing2
D9A404 Clothing, Clothing1,
Clothing2
D8AC00 Cloak, Cloak1, Cloak2 Sub-colour
A30708 Cloak, Cloak1, Cloak2
About the Additional Character Generator Variations
Tutorial
In this tutorial, we will add a pair of glasses for usage with female characters.
The colour-changeable area will be defined on the lenses.
Face Image, Walking/Damage Character and SV Sprite Image Creation and Addition
• Create images at the specified sizes, name them according to the standard, and place them
into the specified folders. For the Face Image, separate the glasses frame and lenses, and
create a child layer.
• Match the variation number with the icon's number.
Face Image filename: FG_Glasses_p02_c1.png
Face Image filename: FG_Glasses_p02_c2.png
Charset filename: TV_Glasses_p02.png
Damage Character filename: TVD_Glasses_p02.png
SV Sprite filename: SV_Glasses_p02.png
• Start the editor, select the glasses, and check that it is being used in the generator.
We cannot change the colour yet.
Name these images as specified (add the suffix “c”), and place them in the specified folders.
• Charset filename: TV_Glasses_p02_c.png
• Damage Character filename: TVD_Glasses_p02_c.png
• SV Sprite Character filename: SV_Glasses_p02_c.png
Completion
A Glasses part with colour-changeable lenses has been successfully added.
F.A.Q
When I click the icon for a newly added part, the preview doesn't change.
• Check that the Face Image/Charset/Damage Character/SV Sprite images that correspond to
the icon are present.
• Check that the filenames are correct.
• Check that the folders are correct.
• Check that the variation numbers are correct.
• Check that the mask image uses correct RGB hexadecimal values.
When I change the colours, the colours turn out too light/too dark.
• The colour is adjusted by the brightness of the original image. This is expected behaviour for
gradient mapping.