Game Development Community

Strange thing with tiles and using a "cell" datablock

by Chris · in Torque Game Builder · 05/05/2005 (1:56 am) · 5 replies

If you look at http://students.uat.edu/ChrConta/images/grass_dirt.png and look I have taken possible tiles for a dirt path/grass path. The problem is when I use these ingame I get these small lines from the tiles maybe not lining up.

My idea was to take each of the 16 squares and place them into 1 datablock instead of many. So I placed them in 1 png I thought that a 512x512 would be able to hold all 16 squares of 128. (512/128 = 4; 4*4 = 16 tiles possible of 128x128) Yet these lines come up from one texture moving into another textures square.

Any idea is it a bug? is it my logic behind the cell?

#1
05/05/2005 (2:00 am)
Just a guess, but you might be seeing filtering from the 3d card causing the tile edges to not match up since the pixels get blurred when they are scaled up or down in size. Can you show a pic of the lines?
#2
05/05/2005 (6:57 am)
This is a known bug related to hardware filtering, as Jason has guessed.
#3
05/08/2005 (10:35 pm)
Yeah and it's not so much a bug as just a limitation of 3D hardware and people not being familiar w/ how to use it.
#4
07/28/2005 (11:41 am)
So, is there a way around this? Is it going to be 'fixed'? If there isn't a way to get rid of this, then how are we supposed to do tilemaps for top-down RPG's? My whole reason for buying T2D was to build such a game, and the little lines between tiles is rather annoying =)
#5
07/28/2005 (11:44 am)
Nevermind, answered my own question. Melv posted in this (www.garagegames.com/mg/forums/result.thread.php?qt=29033) thread saying they are making changes to fix this.