custom tilesets and properties

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Started by gstv87 5 posts View original ↗
  1. I've been taking some measurements on the default tile sets to make my own one, and upon reading the documentation, something doesn't add up.

    here's the tileset with modifications.
    the red areas are masked out, as in the original, and I added some more masking on the "counter" tiles.
    tls.jpg

    the help files note that "when any of these blocks are set to 'counter', the 8 bottom pixels will be shifted down'.
    as they do, when they're set, that's why I made that custom wall texture expecting it to protrude onto the floor tiles when set to 'counter' (as it did, in one test, which I scrapped for another reason)

    the problem is, the cutouts I made to the 'counter' tiles on the right don't correspond to the textures that should appear below them, from the left-most column, as the documentation states.

    nuevo-5.jpg

    each row should show it's respective first column, but they all show the global third row's first column.

    I was hoping to use the 'counter' setting to make custom walls protruding onto floor tiles to help with the perspective look, but the transparency isn't helping.
    they won't transparent and show the corresponding 'floor' below them.
    no difference in making them 'field' or 'area' type.
  2. those "cutouts" do not follow the rules for autotile construction. I suggest you go to the official blog (link top right) and search for a topic "anatomy of an autotile" to learn more.

    Basically autotiles are constructed out of quartertiles, and the lines between those quartertiles are important.
  3. I don't care about the geometry... all I care about is the autotile not blending into the tile it's supposed to blend into.
  4. I haven't found your explanation completely clear. For example, these two instances
    upload_2018-9-22_16-10-31.png

    You could set those to counter, but they will still have the transparency, because of where you have put them. Are those the ones you have used in your screen shot?

    And as for the 'floor' showing through your tables - that will never look like floor, because you have shown no back edge to the 'holes' - if holes is what they are meant to be. By 'back edge' I mean the sort of thing shown by the hole in the floor tile.
    upload_2018-9-22_16-14-31.png

    I'm wondering if this would be better in 'Resource Support' if your problem is how to make the autotiles so that they do what you want.
  5. EDIT:
    running a check.
    they might be transparenting *the first texture of the row corresponding to the floor texture*
    which in this case is the third.

    EDIT2:
    confirmed.
    they blend into *the first texture of the floor texture's row*.

    @Kes as I was making up a mockup of what I wanted, I discovered that.
    What I need is the textures set to 'counter' to have a small lip over the 'floor' textures.
    I can't do that with regular tiles because I'd need every possible variation of floor+wall textures, so I thought of using the 'counter' setting which gives me that overlay.
    The problem is, I didn't know *how* that overlay was calculating it's under texture.

    EDIT3:
    turns out, the offset is not 8 pixels, as stated in the documentation, but 16.