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Additional Features
Default 47-tile mode. Works exactly the same as Corners and Sides mode in the engine.
A 256-tile mode that matches diagonals.
This video features Echo in a Void's TilePipe2 template from the excellent tutorial below.
Create a full tileset using a tool such as TilePipe2 or set an ignore terrain to use a custom subset of the 256 tiles.
If you're working with full 256-tiles for the first time, check out Echo in a Void's Diagonal Autotiles in Godot 3.5 - TilePipe Tutorial. The steps are the same in Godot 4 with Terrain Autotiler except for the following:
- In TilePipe2, instead of exporting to Godot 3, export as a texture.
- Create the tileset in Godot 4
- Create a Terrain Set with a mode of
Corners and Sides
, and select theFull (256-tile)
option in the second drop-down menu. - Add foreground and background terrains to the terrain set.
- Set the tile size of 32px x 32px.
- Add the exported texture as a source texture, and say "no" to automatically create tiles.
- Set the source texture size to 48px x 48px, then automatically create tiles.
- Use the TileBitTools plugin to apply the bitmask with template:
3x3 Full 16x16
(coming soon) - TilePipe2 does not export a background tile in this template, but you can create it separately. Set the z-index of the background tile to -1.
Any terrain with a name starting with '@' will be treated as an alternative terrain
. By default, alternative terrains function like ignore bits in Godot 3, matching any other terrain. However, in the "Advanced" section in the TileSet inspector, you can instead give an alternative terrain a list of terrains to match.
Here is an example using Kenney's Pixel Platformer Industrial Expansion tileset.
Note that you can only use alternative terrains for peering bits. The matching algorithm will ignore any tile whose center bit is assigned to an alternative terrain and it will not be placed. In addition, the matching list for alternative terrains can only contain regular terrains. It cannot contain other alternative terrains.
In Godot 3, merging autotiles was accomplished by overriding a TileSet's _is_tile_bound
function. This was used in Godot 3 to create complex sidescroller slopes, and can also be used to create Celeste-style tilemaps.
Because of the increased complexity of the terrains system in Godot 4, a similar function override isn't logistically possible.
However, a similar effect can be achieved if multiple terrains share the same peering terrain. The base engine does not choose peering terrains consistently enough to do this, but Terrain Autotiler will. And if you set this shared peering terrain as the "primary peering terrain" for a terrain, it will have the same efficiency and prioritization as using the terrain's own terrain for peering bits.
Cells can be locked to preserve individual tiles or Path mode painting.