Multiple tilemaps in a single level?
by Ty Newton · in Torque X 2D · 01/14/2007 (9:23 pm) · 9 replies
Hi,
Is it possible to use multiple tilemaps in a single level?
I tried this: one tile map at layer 1 and another at layer 2. The result was I couldn't see the tilemap at layer 2.
Is there a setting I missed somewhere to tell the tilemap at layer 1 to be transparent?
Thanks,
T
Is it possible to use multiple tilemaps in a single level?
I tried this: one tile map at layer 1 and another at layer 2. The result was I couldn't see the tilemap at layer 2.
Is there a setting I missed somewhere to tell the tilemap at layer 1 to be transparent?
Thanks,
T
#2
01/28/2007 (3:33 am)
You know, I'm confused about what people mean when they say 'tiles' - but if a 'tile' is a Sprite, I believe it has a visibility level property you can set to 0 in order to see through it.
#3
01/28/2007 (4:43 am)
A tile is one cell of a tile layer. You could think of it as a sprite but it is not a static sprite or an animated sprite. It is a sprite that can't exist outside of a cell of a tile layer.
#4
I think I understand the difference between a layer and a tilemap. When I setup my tilemap I define the size of each tile and the number of rows/columns. If I want to have different tile sizes (e.g. 8x8 and 14x12) do I create multiple layers (I haven't tried this yet) or is this not possible with TGBX?
Thanks.
01/28/2007 (2:48 pm)
Hi,I think I understand the difference between a layer and a tilemap. When I setup my tilemap I define the size of each tile and the number of rows/columns. If I want to have different tile sizes (e.g. 8x8 and 14x12) do I create multiple layers (I haven't tried this yet) or is this not possible with TGBX?
Thanks.
#5
01/28/2007 (8:25 pm)
You can't create tilemaps. You can only create tile layers. The tile map is a game object that manages the tile layers in TGB. The thing you draw is a layer, the map globally manages it. If you open a new project and view the object tree (before you add anything) you'll see a tile map there. That tile map can't be removed and is there to manage the layers you create.
#6
When I create a tile layer I drag it off the side panel onto the level. If I drag one and setup the tile sizes to 8x8 and then drag another and setup the tile sizes to 14x12 should it work ok?
Now if I place one tile layer on top of the other tile layer should I be able to 'see' through the empty tiles? I assume I should set the layer number to define the z-order properly.
I'm asking these questions because I've had a bit of trouble getting this to work and I just want to make sure that what I am trying to do is actually possible.
thanks.
01/28/2007 (9:05 pm)
Ok, yes I noticed that a tile map exists before anything else does in the level.When I create a tile layer I drag it off the side panel onto the level. If I drag one and setup the tile sizes to 8x8 and then drag another and setup the tile sizes to 14x12 should it work ok?
Now if I place one tile layer on top of the other tile layer should I be able to 'see' through the empty tiles? I assume I should set the layer number to define the z-order properly.
I'm asking these questions because I've had a bit of trouble getting this to work and I just want to make sure that what I am trying to do is actually possible.
thanks.
#7
01/29/2007 (2:56 pm)
It was definitely possible when you first posted. I think we have a new build of TX and TGBX since then though and I haven't tested it with the newer builds.
#8
Thanks again for the assistance.
01/30/2007 (3:24 am)
Once again, thanks for the reassurance. I must have been careless when trying this; it works fine now. I installed the latest versions of the software and took my time putting the level together and it all works the way it should.Thanks again for the assistance.
#9
01/30/2007 (8:01 am)
Awesome! Glad you're up and running!
Torque Owner Ben R Vesco