#Need Help With Auto Tilemap Bitmask
1 messages · Page 1 of 1 (latest)
Here's how you'd have the grass tile bitmask set up. Make sure to select 3x3 minimal. This tileset does not cover all the possible tiles (All possible tiles: https://docs.godotengine.org/en/stable/tutorials/2d/using_tilemaps.html#x3-minimal) and if you paint a tile that is not possible, it will revert to the one specified in icon (topleft by default)
The tiles on the top row and the one dirt patch seem like individual tiles that don't need autotiling.
Explanation:
Everywhere you put the bitmask is a place that a tile is relative to that tile for example:
if you have a tile like this (asterisk meaning has bit):
_*_
_*_
___
it'd mean the tile needs to have a tile directly above it and there needs to be a tile on it (always true for tiles).
***
***
***
This tile means that there's a tile on it and each side and corner surrounding it.
By chance do you know how difficult it would be to make it have all the possibilities?
There're 47 tiles in a full 3x3-minimal tilemap
However, the simple design of this tileset might make that a lot simpler. I've done full autotiles a lot in the past
I believe this tilemap is for dirt not grass
Do you know of someone I could get to make all 5 tilemaps into full tilemaps?
sorry no I can't help you there
Okay, thats fine. Do you know how I would do the bitmap for it to be the dirt not the grass?
Thank you, sorry im having a hard time understanding it all
np
I just need to figure out how to make it a full tilemap now