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Portponky avatar Portponky commented on September 27, 2024

Hi, I'm not exactly sure what you mean, but that tileset seems to tile fine for me on the "match vertices" mode:

image

(Sorry, I cropped the tiles from your image, so the quality is poor, but hopefully that looks right).

Having "empty" type terrains and modifying the state of non-terrain tiles is a massive source of problems with the built-in terrain system. That is why better terrain works only by specifying the exact tiles to be used.

It is possible to distinguish connections between empty and non-empty tiles by using the category system. This could be helpful if you have two similar tiles which vary depending on if the neighbor is empty or non-empty.

from better-terrain.

KingPiEta avatar KingPiEta commented on September 27, 2024

Thanks so much for your response and your effort. I realise now that connecting tiles to empty spaces is a hacky solution to what I was trying to achieve, and is generally not a good solution. Separating terrains into different layers does also not seem practical, as useful as that would be to me. (I thought it might be the easiest way to reuse the same transparent tileset in different terrain transitions). Categories wouldn't have really helped either because the tiles would still be separated across different layers and the edges of my tileset don't reach the edge of cells.

FYI, this is what I meant (demonstrated by Godot's terrain system):
image
image

It allows me to have cells that are technically empty (e.g. the 1x1 holes) but still react to surrounding terrain. It also allows 1-wide diagonal paths that are not possible without an expanded tileset. However, it has glitchy behaviour in the editor, because it's probably not an intended feature.

Anyway, thanks for taking the time to explore an odd idea. Feel free to close the issue.

from better-terrain.

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