Closed Rusty-Box closed 2 years ago
You do mean *.strf, right?
You do mean *.strf, right?
Oh snap! Yeah you're right. My bad :P
I think it should still be the water instead of ID 0, So you don't have to manually add the water yourself.
I get your point, though.
@Busybody64 Uhm, I’d be against this for the fact that a worldmap only starts with one solid tilemap which is more relevant to pathing so you would have to add a new layer and fill the water in there anyways.
Edit: Though an idea would be to have newly created worldmaps be generated with two layers: one z=0 soilid tilemap filled with tiles of id 0 and one z=-100 non solid tilemap filled with ocean tiles.
... Oh yeah, I forgot about that! Sorry about that.
Actually, who said worldmaps only get one tilemap when firstly created… levels don’t so why not worldmaps too
Actually, who said worldmaps only get one tilemap when firstly created… levels don’t so why not worldmaps too
Yes the two wordmap tilesets is very confusing and time constuming switching they. Why we can't merge theese (in game's directory the two tilemap can stay for backwards compatibility but for new worldmaps would be good if could use the merged one for default)?
Fixed with #1925; closing
When you create a new worldmap its tilemaps generate with the tile ID 9. This is due to the fact that it still useses the deprecated
worldmap.strf
as default instead ofice_world.strf
. There the tile ID 9 is used for the blue water which is why it was chosen.Worldmaps should always use
ice_world.strf
by default and generate new tilemaps with tile ID 0.