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?
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?
About the author
#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.
Torque Owner Jason McIntosh