Cracks and deformities in Tilemap
by Brandon Martini · in Torque X 2D · 08/24/2009 (3:16 pm) · 4 replies
I'm guessing that I'm doing something wrong here, at least I hope so. I'm trying to make a simple ground for a top perspective game using a tilemap. I'm having issues making the tiles sew together. In some places they look fine, in others they are deformed or misplaced. Here are some shots.
You probably can barely see the cracks on the images.

Zoomed in image shows more cracks. This one you can see if you look pretty close.

The image is a cell image with 11 other images on it.

pretty basic stuff, just celled out to 4x3 80x80.
In the images it's pretty hard to tell, but in the game it's obvious as hell.
I've also noticed that whenever the camera zooms in or out it has a pretty dire effect creating all kinds of weird deformities and so forth. May not be a big issue here, as I'm probably not going to use a zoom in the actual game, although it would be nice to know how to handle it if I ever decided to.
I'm pretty new to torque X so any info to solve this issue would be greatly appreciated.
You probably can barely see the cracks on the images.

Zoomed in image shows more cracks. This one you can see if you look pretty close.

The image is a cell image with 11 other images on it.

pretty basic stuff, just celled out to 4x3 80x80.
In the images it's pretty hard to tell, but in the game it's obvious as hell.
I've also noticed that whenever the camera zooms in or out it has a pretty dire effect creating all kinds of weird deformities and so forth. May not be a big issue here, as I'm probably not going to use a zoom in the actual game, although it would be nice to know how to handle it if I ever decided to.
I'm pretty new to torque X so any info to solve this issue would be greatly appreciated.
#2
See this thread: Problem with image maps(solved)
Brian
08/24/2009 (7:00 pm)
I believe in another post it actually turns out it's a shader issue.See this thread: Problem with image maps(solved)
Brian
#3
08/24/2009 (7:28 pm)
Thanks Brian, I'll check it out.
#4
08/25/2009 (12:46 am)
Yeah, it's just the fact that the shader interpolates the whole image then takes it's piece and puts it on screen, so with anything other than point, you are going to get some bleed in from other cells. Im sure theres ways to make it do it without changing your filter to point, but it works for what I was messing with.
Torque Owner Brandon Martini
If anyone knows of a way to implement the allowance of sprite sheets from a single image please share. I feel the GUI will become extremely cluttered with single images. But for now this should work.