Bug in Tilemap Displays
by Chris "Hyena" Vogel · in Torque Game Builder · 04/01/2005 (3:31 pm) · 9 replies
I'm reading in a Tilemap in "Cell" mode and displaying it as the background for my RPG demo.
I'm getting some occasional white lines appearing between my tiles and I was wondering if this was a known bug, or possibly a mistake with the way I"m displaying things...
Here is a screenshot of what I'm talking about

I'm getting some occasional white lines appearing between my tiles and I was wondering if this was a known bug, or possibly a mistake with the way I"m displaying things...
Here is a screenshot of what I'm talking about

#2
04/01/2005 (3:33 pm)
Oh, and this is happening on an ATI Radeon Mobility 9700 w/ the latest drivers. Latest DX installed.
#3
04/01/2005 (3:42 pm)
That would be the filtering method being used to resize the tiles (I think it was bilinear by default, right?). It's been brought up before on this forum. I believe Melv is working on (or already has) adding a property to allow you to change the filtering mode used for each element.
#4
04/01/2005 (4:13 pm)
Thanks LoTekk
#5
This is one of the next priorities to sort out. It doesn't only affect tile-maps, it's just that it's most evident in them.
There are certain modifications we can't make until we've sorted-out the new T2D file-format so we've got a couple of problems like this waiting.
It'll be resolved soon enough. Just try to ignore it for now, nowing that it'll be automagically resolved without you having to do anything. :)
- Melv.
04/02/2005 (1:47 am)
Yes, this is hardware sampling at work.This is one of the next priorities to sort out. It doesn't only affect tile-maps, it's just that it's most evident in them.
There are certain modifications we can't make until we've sorted-out the new T2D file-format so we've got a couple of problems like this waiting.
It'll be resolved soon enough. Just try to ignore it for now, nowing that it'll be automagically resolved without you having to do anything. :)
- Melv.
#6
I'm sure it'll be fixed WAAAY before I'm ready to release a game =)
04/05/2005 (12:00 pm)
Thanks for the post Melv!I'm sure it'll be fixed WAAAY before I'm ready to release a game =)
#7
- Melv.
04/05/2005 (12:32 pm)
Thanks for your patience Chris; we'll definately be addressing this issue so expect it to be fixed in the near future.- Melv.
#8
Here's a little information about my settings:
-I have FilterPad turned off for my background image.
-I have FilterMode set to None for my background image.
I would change these settings, but when I do, the background doesn't show up for some people with other types of video cards.
Here's my imagemap settings if it helps:
new t2dImageMapDatablock(Hatchery4ImageMap) {
imageName = "Hatchery/data/images/backgrounds/lowres/4-Hatchery-4";
imageMode = "FULL";
frameCount = "-1";
filterMode = "NONE";
filterPad = "0";
preferPerf = "0";
cellRowOrder = "1";
cellOffsetX = "0";
cellOffsetY = "0";
cellStrideX = "0";
cellStrideY = "0";
cellCountX = "-1";
cellCountY = "-1";
cellWidth = "0";
cellHeight = "0";
preload = "0";
allowUnload = "1";
};
03/27/2007 (9:34 am)
Sorry to bring this up again. Did anyone ever come up with a fix? One of my users is having this problem right now.Here's a little information about my settings:
-I have FilterPad turned off for my background image.
-I have FilterMode set to None for my background image.
I would change these settings, but when I do, the background doesn't show up for some people with other types of video cards.
Here's my imagemap settings if it helps:
new t2dImageMapDatablock(Hatchery4ImageMap) {
imageName = "Hatchery/data/images/backgrounds/lowres/4-Hatchery-4";
imageMode = "FULL";
frameCount = "-1";
filterMode = "NONE";
filterPad = "0";
preferPerf = "0";
cellRowOrder = "1";
cellOffsetX = "0";
cellOffsetY = "0";
cellStrideX = "0";
cellStrideY = "0";
cellCountX = "-1";
cellCountY = "-1";
cellWidth = "0";
cellHeight = "0";
preload = "0";
allowUnload = "1";
};
#9
If you gotten it working already, I'd love to hear what you found. Thanks!
04/08/2007 (6:06 pm)
Sorry if I'm late to the party. What is the size of the image? if it's large-ish, and their video card does not support 1k textures (it'd be a pretty old video card mind you), then that would be the issue. One option for your background image would be to use a ChunkedBitmap as they are handled differently and I believe it would work around the 1k texture limit as it's not handled like an imagemap at all. Alternatively, you can have a smaller image that fits inside the 1k texture limit for those older video cards (and maybe splice several of them together if needed) so that they fit into say 512x512 textures. This is mentioned briefly in the TDN article I wrote up: tdn.garagegames.com/wiki/2D_Art_Tips:_Learn_From_My_MistakesIf you gotten it working already, I'd love to hear what you found. Thanks!
Torque Owner Chris "Hyena" Vogel
The tree tops are on a separate layer from the grass, but the tiles near the dirt circle are not. Any suggestions?