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Using Tilemaps

by Matthew Tuxworth · in Torque X 2D · 05/04/2007 (11:14 pm) · 6 replies

I don't know if I'm doing something wrong, but if I wish to create a tilemap do I have to import every single tile I want as a material one at a time? I can't see how to do it otherwise ie import one large image made up of all the separate tiles like you would with TGB. I could see this giving users a huge headache scrolling thru the names of 100+ tiles everytime they want to change one.

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#1
07/05/2007 (7:55 pm)
I hate bumping old threads, but I have this question as well. Can you not import a sprite sheet and then seperate it into individual tiles like TGB can?
#2
07/06/2007 (12:08 am)
At the moment the only way is to import material-at-the-time :/ There's been requests for enhancements in material management, but at the moment there's it's not known if/when they'll be available.

I've tried to handle the problem by having consistent naming with my tiles like "tileSand1-9.png" (corresponding with the numpad layout). This way you can pretty easily select the right tile from the list. And if you introduce a new tileset, you can just edit the XML to copy & rename and existing tileset specification.

Matias
#3
07/17/2007 (5:39 pm)
My question it a lot more noob. How do I change the Material on a single tile in C#?
Also is there a simple way to select a tile?
#4
08/11/2007 (2:15 pm)
I too wish TXB could slice and dice materials. I have some files that have many smaller images stored in them. For example, it would be nice to be able to tell TXB to chop a single file into 32x32 bit materials.
#5
10/17/2007 (11:15 am)
Has anyone had luck with a different approach to creating tilemaps?
It seems like the only way now is to have each tile as a material (which can grow to almost unmanageable proportions depending on how many materials you have)

It still seems like you can not use a single tile palette material for a tilemap. The weird thing is that the Torque Game Builder can correctly handle a single tile palette.

Any thoughts?

Regards,
Shawn Recinto
#6
10/17/2007 (1:16 pm)
The next version of Torque X will have support for using celled (or color keyed) images in tilemaps, particle effects, and as sprites. But, for the time being, there really isn't any way to do it.