Open KoBeWi opened 3 years ago
Well, yeah, that's the expected behavior. Creating bigger tiles is meant for them to take the place of one tile, not more, in the grid. So what seems to happen here is that you end up with overlapping tiles. See this old example with trees:
You should simply not create big tiles there, and instead select the 4 tiles at once when painting.
But if I select 4 tiles at once, I can't draw random patterns. I want the big tiles to be selected randomly.
Ah yeah. This requires another feature then, randomly drawing TileMap patterns is not supported.
We discussed with reduz the possibility to create a pattern palette, where you could store patterns to paint. Having probabilistic painting there could work. But that might be a difficult problem to solve, as patterns may have different size and shapes.
For now, you can either try to use big tiles and erase one column/row out of two (you may want to change the texture_origin property to align them to grid though), or you do without randomization.
I guess you could make an editor plugin too, there's already a TileMapPattern class to help with patterns that should be exposed. It might simplify the work.
I worked it around with a script that goes through used cells and randomizes the patterns. That's enough for me, so if the issue is not going to be resolved then it's fine to close it.
I'll work on TileMap patterns soon, I'll see if such a feature is easy to implement or not. If so, I see no problem in adding it.
Godot version
a8fb450
System information
W10
Issue description
I have a tileset with some 2x2 tiles Seems like they still use 1x1 grid and I can't draw a pattern properly. Instead of this I get this
Steps to reproduce
Minimal reproduction project
ReproductionProject.zip