2d-extras
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MultiTile
Hello, can you write a MultiTile?
where we can set ruletiles instead of sprites? so it places diffrent rule tiles instead of the sprites? like a brush?
Hi, could you elaborate more on the MultiTile functionality? Does it replace itself with a randomised RuleTile when you place it? Having some examples will be helpful, thanks!
First sorry iam from German and my english is Not the Best.
An example of multitile:
We have 9 Ruletiles (or Tilebases) I want that Ruletile number 1 only is placed on the left side when i place a multitile in the middle and in the left.
A multitile is builded up like a ruletile but AT the inspector where we can assign Sprites, there should a ruletile input field.
Next Feature i need is a z-axis field, because if i place sone tiles at z-axis 0 and some at 1, then if there are override rule tiles and normal rule tiles in some reasons the tiles placed at 1 doesnt shown up
And next is if i create a Sibblingtile with sibbling Group and make a Override Rule Tile from that Sibbling Tile, the sibbling Group Do Not work :/
So?
We have 9 Ruletiles (or Tilebases) I want that Ruletile number 1 only is placed on the left side when i place a multitile in the middle and in the left.
A multitile is builded up like a ruletile but AT the inspector where we can assign Sprites, there should a ruletile input field.
I guess that this sounds like a brush which paints additional neighbouring tiles when you paint a tile?
Next Feature i need is a z-axis field, because if i place sone tiles at z-axis 0 and some at 1, then if there are override rule tiles and normal rule tiles in some reasons the tiles placed at 1 doesnt shown up
I am not sure if this is what you need, but the Brush Editor has a field where you can specify the Z position of the brush. Or did you mean that the RuleTile should have rules where the Z position of the neighbouring tiles is used in the Rules?
If you could provide visuals of the results you want, that would be helpful!
the second idea is a 3D rule neightbour searching thing, using a z-axis.
the first idea is like a terrain tile, but it should like a house tile (3-layered walls) a Ground and many objects.