kraken121 Posted April 8, 2014 Share Posted April 8, 2014 We have come across an issue with Tiled, wondering if anyone else has come across this or if it is a known bug or a workaround. We created a closed off tile set, with stone walls. No matter which way the tile set is rotated during world gen, the "in game" south side of the tile set is always missing 1 squares worth of floor tile even though it is perfectly aligned within the Tiled program. Link to comment https://forums.kleientertainment.com/forums/topic/34506-issues-with-tiled/ Share on other sites More sharing options...
Heavenfall Posted April 8, 2014 Share Posted April 8, 2014 (edited) I'm completely guessing here, but maybe there's a system to prevent such closed off spaces? Could cause issues with pathfinding after all. If that is so, you can create a prefab that doesn't count as a "block" at worldgen, and that prefab only serves to spawn another wall tile on top. It's a rather long workaround but... Edited April 8, 2014 by Heavenfall Link to comment https://forums.kleientertainment.com/forums/topic/34506-issues-with-tiled/#findComment-448452 Share on other sites More sharing options...
kraken121 Posted April 8, 2014 Author Share Posted April 8, 2014 I'm completely guessing here, but maybe there's a system to prevent such closed off spaces? Could cause issues with pathfinding after all. If that is so, you can create a prefab that doesn't count as a "block" at worldgen, and that prefab only serves to spawn another wall tile on top. It's a rather long workaround but... Thanks for the reply, But no, it can't possibly be pathfinding, since it happened even when we just had 4 stone wall pieces in each corner and was even happening when we just placed one item on the tile set. Link to comment https://forums.kleientertainment.com/forums/topic/34506-issues-with-tiled/#findComment-448455 Share on other sites More sharing options...
DeathDisciple Posted April 8, 2014 Share Posted April 8, 2014 fresh checkerboard 8x8 with 4 inventory items at the corners (just to see what happens), southern turf is always wrong (southern as in game direction, not tiled direction, since worldgen is rotating tiled, but its always the southern-most tile ingame that lacks turf). It seems there is some logic in place that makes south border 'merging' with whatever else is there, be it room ground type or even nearby (other room/biome) ground type, it will always bleed through no matter what... Now the funny thing is, if i remove ground entirely from border zones in tiled, nearby ground turfs bleed all over the layout without any sense or logic...i guess undefined background tile is completely breaking worldgen, so that's not an option either. Link to comment https://forums.kleientertainment.com/forums/topic/34506-issues-with-tiled/#findComment-448458 Share on other sites More sharing options...
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