Feature Request? : Import Tile-Map from PNG
by Matt Huston · in Torque Game Builder · 07/14/2006 (5:45 pm) · 4 replies
I haven't found anything like this in TGB yet, however several 2D engines I've used before had a feature such as this. You could edit your map in Photoshop, making sure its the right tilesize, 16x16, 32x32 etc and import it straight into the engines tile editor. For instance an image like this http://sprites.fireball20xl.com/NSA/Sheets/lttp3.png
The engine would then just import that tilemap, possibly delete repeating tiles, then all you need to do is setup collisions on the tiles.
Anything like this on the horizon for TGB?
The engine would then just import that tilemap, possibly delete repeating tiles, then all you need to do is setup collisions on the tiles.
Anything like this on the horizon for TGB?
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#2
07/15/2006 (9:41 am)
This is usually a feature inside of map editors. RPG Maker XP starts with 8x8 tiles and allows you to use combinations in multiples of 8 pixel tiles (8x16, 32x64, etc) in the editor. Mappy allows for some similar map work with tilesets. Of course, using that map would not be a good idea since it has two levels of offsets (look at how the trees are layered) and blending between the alpha segments (under the trees). What would be better (though illegal since they are ripped from LttP) would be to grab the tilesets with the transparent color fixed and create your tilemaps from there. You could use a number of tile rippers as well and then take them into Photoshop to remove the ground from the tree tiles and such, but that is work (though not as much work as contracting someone to make original artwork).
#3
07/16/2006 (1:19 am)
Off topic: Dang, I loved the art in LttP, lol. Still do.
#4
EDIT: so in the end doing it in TGB would be more efficient.
07/17/2006 (11:04 am)
Seems you could make something like this in script, though the problem would be recognizing if a tile is an image already loaded, through script you would have to load every tile as a new image map.EDIT: so in the end doing it in TGB would be more efficient.
Torque Owner Ricky Taylor
I have certainly never heard of any 2D engines that do that (in my months of scouring)... But you could always import the whole image, and add collision objects.
Personally, I dont see the benefit of making the map in photoshop, when you could do it in the TGB l/e and have layers. (So for EG you could have sand underneath the posts... etc)
-- Ricky