Problem with the new tile editor
by Firas · in Torque Game Builder · 08/23/2006 (11:09 am) · 4 replies
Please see theis picture:
[IMG]http://img118.imageshack.us/img118/3531/problemsi2.th.jpg[/IMG]
as you can see the original iage with collision is ok but if I filp it horizantally only the image will filp but the collosion area will not so how to slove this problem?
[IMG]http://img118.imageshack.us/img118/3531/problemsi2.th.jpg[/IMG]
as you can see the original iage with collision is ok but if I filp it horizantally only the image will filp but the collosion area will not so how to slove this problem?
About the author
#2
I made it work by drawing the collision polygon flipped, as if the image had not been flipped horizontally. So your collision mesh looks completely bass ackwards, but when you paint the tile to the tilelayer it comes out right and collides right in the game.
It's a little odd.
I, like you, figured that if I triggered the flip horizontal switch that both the image and the collision mesh would flip, but they don't. But it does seem to flip the mesh when laying it into the layer.
Mark
08/23/2006 (6:55 pm)
Firas, I just stumbled across the same issue while following through the platform tutorial.I made it work by drawing the collision polygon flipped, as if the image had not been flipped horizontally. So your collision mesh looks completely bass ackwards, but when you paint the tile to the tilelayer it comes out right and collides right in the game.
It's a little odd.
I, like you, figured that if I triggered the flip horizontal switch that both the image and the collision mesh would flip, but they don't. But it does seem to flip the mesh when laying it into the layer.
Mark
#3
The current workaround is what Mark just described above.
(edit: typo)
08/23/2006 (7:43 pm)
This is a known issue and a bug has been logged on it. The current workaround is what Mark just described above.
(edit: typo)
Associate David Higgins
DPHCoders.com
your posts topic says this is an issue with the 'new' tile editor -- have you done this in the old one and it worked as you expected?
I would have expected it to work the way your screenshots show, the Flipped and Non-Flipped versions being two seperate brushes, with two seperate collision polygons ...