Regardless, if I hadn't already made the switch from RM to Tiled, and was still considering, discovering that an official map importer couldn't do autotiles would be a serious blow against the program in my mind. If you guys decide to go ahead with RM2K/3 map importing but skip water tiles, I completely understand.
One center tile, two possible border sets (edges, inner and outer corners), a "deep water" set that has to fit inside the center tile (including corners, inner and outer), times three animation frames each (larger files, if the image-per-tileset method is used), and none of this in the conventional autotile format. In any case, I wouldn't call autotiles "not used a lot." Sure, certain sets in XP mostly work without, but leaving out autotiles would break (or rather, make very ugly) the following in XP and 2K/3 alike: paths, dirt patches, dark spots of grass, the void beyond the interiors of houses, dungeon hazards (ice, pits, lava, etc.), more than half of the average world map (mountains, forests, poison swamps, snow.), water (for world maps and close-up scenes both). ) It would also be pretty awkward to design such a system to be able to save back to the RM map formats, I would guess. That may be a necessary evil, but hey, not my place to say. This would definitely keep the map size un-quadrupled, but you would have to store all those extra images created.which would be awkward and would probably offset the space saved by a smaller map file, especially for VX/A maps. For each autotile in a set, create an additional tileset image containing every useful combination of autotile parts, and then pull from that set when converting the map to.
It is a very clean transparent background image and its resolution is 768x576, please mark the image source when quoting it. A potential workaround that I can see (which has some serious flaws): have Tiled do the tileset modifications for you. Img - Rpg Maker Mv Water Tileset is a high-resolution transparent PNG image.