In the first screenshot from godot 3 I used the bitmask autotiling where the blue squares are optional bits. Is this feature gone in godot 4 and if so how do I replicate it with tilemap terrain? I've tried with the old optional bits all enabled and all disabled and neither tile correctly.
#Autotile Optional Bits?
14 messages · Page 1 of 1 (latest)
Yeah, it's not really implemented in Godot 4. You could use alternative tiles, but you'll need to manually created a large number to cover all possible combinations. Theoretically, it might be implemented in scripting only (set_cells_terrain_connect with the ignore_empty=true), but every time I've tried it, it hasn't worked. And it looks like you need your empty bits to actually match to empty anyways.
However, my plugin Terrain Autotiler can do it similarly to Godot 3. You just give a terrain the name "@ignore". https://github.com/dandeliondino/terrain-autotiler And there's a plugin Better terrain that may work also using terrain groups.
First of all thank you for the quick response and this plugin is great and very easy to set-up. I am having a bit of an issue when calling Autotiler.set_cells_terrain_connect with my array of cells. It seems that some cells are "unaware" of a cell next to it.
This cell for example
Is matching this
instead of this
the cell to its right also isnt matching to it but the cells on its diagonals are
in summary
Thanks for letting me know, and for trying it out. It's still in early stages, so it may be a bug. Are you able to either turn on cell logging in the debug panel, click refresh (so it recalculates), and take screenshots of the expanded logs for the cells involved, or upload an MRP here? https://github.com/dandeliondino/terrain-autotiler/issues
Actually, I'm looking more closely. Was this TileSet working in 3x3 or 3x3 minimal in Godot 3? It looks like you may be matching individual diagonals in 3x3? If so, you can change the terrain set mode drop-down under corners and Sides to full (256 tiles)
(It looks to me like it may be the corners not matching correctly, and choosing a side that doesn't match may be a side effect of not finding a matching tile for the corners in 47-tile mode)
Ok, it may more likely be an issue with a recent change I made to ignore terrain's matching priority. If you want to try this branch, it's possible it's fixed here: https://github.com/dandeliondino/terrain-autotiler/tree/fix-ignore-priority
It works perfectly on that branch, thank you!