Цитата Сообщение от DeSid Посмотреть сообщение
P.S.
Может еще и прога существует которая обрезает левый столбец автоматически? Так-то алгоритм вроде там простой, только вот с программированием у меня сложно.
Ну, если лень обрезать в графическом редакторе, есть скрипт, позволяющий использовать 4x4 в VX/VXAcе.
Для использования просто добавляешь в начало имени файла с чарсетом $xp
Например $xp_Eric.png

Спойлер :

Код:
#==============================================================================
# ** MSX - XP Characters on VX/VXAce
#==============================================================================
# Author: Melosx
# Notes translated by ShinGamix
# http://www.rpgmakervxace.net/index.php?/user/1272-shingamix/
# Version: 1.0
# Compatible with VX and VXAce
#
#==============================================================================
# * Description
# -----------------------------------------------------------------------------
# This script allows you to use xp in vx chara simply inserting the tag
# $ xp
# Before the name of the file.		  
# You can then use the normal VX / VXAce along with those of XP.
#
#==============================================================================
# * Instructions
# -----------------------------------------------------------------------------
# Place the script under Materials and above Main. Add to chara of XP
# $ Xp before the tag name.
#
#==============================================================================

#==============================================================================
# ** Sprite_Character
#==============================================================================

class Sprite_Character < Sprite_Base
 
  def update_bitmap
    if @tile_id != @character.tile_id or
	  @character_name != @character.character_name or
	  @character_index != @character.character_index
	  @tile_id = @character.tile_id
	  @character_name = @character.character_name
	  @character_index = @character.character_index
	  if @tile_id > 0
	    sx = (@tile_id / 128 % 2 * 8 + @tile_id % 8) * 32;
	    sy = @tile_id % 256 / 8 % 16 * 32;
	    self.bitmap = tileset_bitmap(@tile_id)
	    self.src_rect.set(sx, sy, 32, 32)
	    self.ox = 16
	    self.oy = 32
	  else
	    self.bitmap = Cache.character(@character_name)
	    sign = @character_name[/^[!$]./]
	    if sign != nil and sign.include?('$')
		  @cw = bitmap.width / 3
		  @ch = bitmap.height / 4
	    else
		  @cw = bitmap.width / 12
		  @ch = bitmap.height / 8
	    end
	    if @character_name != nil and @character_name.include?('$xp')
		  @cw = bitmap.width / 4
		  @ch = bitmap.height / 4
	    end
	    self.ox = @cw / 2
	    self.oy = @ch
	  end
    end
  end
		  
  def update_src_rect
    if @character_name != nil and @character_name.include?('$xp')
	  if @tile_id == 0
	    pattern = @character.pattern > 0 ? @character.pattern - 1 : 3
	    sx = pattern * @cw
	    sy = (@character.direction - 2) / 2 * @ch
	    self.src_rect.set(sx, sy, @cw, @ch)
	  end
    else
	  if @tile_id == 0
	    index = @character.character_index
	    pattern = @character.pattern < 3 ? @character.pattern : 1
	    sx = (index % 4 * 3 + pattern) * @cw
	    sy = (index / 4 * 4 + (@character.direction - 2) / 2) * @ch
	    self.src_rect.set(sx, sy, @cw, @ch)
	  end
    end
  end
end

#==========================================================================
# ** Window_Base
#==========================================================================

class Window_Base < Window

  def draw_character(character_name, character_index, x, y)
    return if character_name == nil
    bitmap = Cache.character(character_name)
    sign = character_name[/^[!$]./]
    if character_name != nil and character_name.include?('$xp')
	  cw = bitmap.width / 4
	  ch = bitmap.height / 4
	  n = character_index
	  src_rect = Rect.new(0, 0, cw, ch)
    else
	  if sign != nil and sign.include?('$')
	    cw = bitmap.width / 3
	    ch = bitmap.height / 4
	  else
	    cw = bitmap.width / 12
	    ch = bitmap.height / 8
	  end
	  n = character_index
	  src_rect = Rect.new((n%4*3+1)*cw, (n/4*4)*ch, cw, ch)
    end
    self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
  end
 
end