Closed emanresU102396 closed 7 hours ago
Tiles are scored based on their peering types. For each direction, if there are peering types set, the tile gets a score bonus if any of those types match (+3). If they do not match, it gets a big penalty (-10). If there are no peering types for that direction, it does not affect the score. The highest scoring tile of the correct type is placed. In the case of a tie, it picks a (weighted) random tile from the best.
As for your specific questions:
Hope this helps. No need to apologise, questions are always welcome.
I've had some troubles that I've run into while trying to use terrains, and I don't understand the matching system well enough to know whether the features I want exist or not (or if they even would work in the first place). I think my main point of confusion is in regards to the 'strictness' of matching rules. Sometimes, I want a tile to be considered a match if, say, the left and right neighbor match, without taking into account other neighbors (unless another tile is an even more exact fit). Sometimes, I want a tile to match if there's another tile of the same terrain to the left OR the right; or maybe I want it to match if there's a tile above, AND a tile to the left or right. Maybe I want to match if there's neighbors on the left and right, and NOT any neighbor above; or I want to match if there's a tile of terrain A above AND a tile of terrain B to the right; or if there's a tile of terrain A above OR a tile of terrain B to the right; or so forth... In short, I want to have control over how strictly a tile matches its neighbors. My questions are:
Apologies if these questions are unclear/unnecessary/unreasonable/uninformed/etc, or if any of this info is in the tutorial video. (I did watch said video, but it was a while ago, and I may have overlooked or forgotten this information. But I'm not about to hunt through a 30-minute video in the hopes that the information I want might be somewhere in it.)
Thanks in advance for any help/answers you can provide.