I see where you messed up. You blamed it not updating old tiles, but you had the wrong rotation of tiles on this. Please, whoever watches this, keep in mind to double and triple check your tileset to ensure you have the proper tiles and the proper terrain setup! That said, awesome video, I learned a lot! Edit: Look around 26:50 and you can see there's two iterations of the bottom right corner tile. It's never fixed, and you can see the normal and the transposed ones alternating and those are the ones he's cleaning up later on. This happens for a few other tiles.
Glad someone pointed this out. I was watching and saw the difference immediately (while the tiles are orientated the same, the graphic isn't exactly the same) and realized that in that situation we'd need all three of Filp V, Flip H, and Transpose to get the desired effect. Although, I don't know if I really understand the purpose of the alternative tiles if I'm going to have to basically do everything anyway that I would've done had I just fliped and rotated tiles within the tileset itself. I doubt it saves much space, if any, so that wouldn't be the boon.
I learned a lot about how this works now so that's great, but I do feel like the second half dropped off. Both because I don't see the value in those auto tiles since that's something that could be done easily in any image editor (it just feels somewhat auxilatory with this example but I do think it can do more, even if I don't know what or why), and because the implementation of your second terrain, which didn't need to be a separate terrain (maybe wasn't built to be separate either) and because the 3rd auto tile was messed up since it needed all 3 transforms. Granted, thanks to the comment from Roracle I saw the former and the latter was obvious to me because I work with image manipulation all the time. Anyway, thank you for posting this because beforehand it was just so confusing looking at everything and even the documentation wasn't really clicking things in place for me.
Why would you create a second terrain with grass and darkgrass, while you could also add grass as a third element to your first terrain and make that work
I'm pretty sure that it works the way you think it does. It would only matter that you ensure you put in the proper 'color weights' as I like to call them since you'd paint with one of the three and then it would attach directly to whichever is the most accurate.
Really appreciate this tutorial, greatly showcases the difference between unity's and Godots autotiles. Unity I need to know what corner goes into what socket, Godot "this is grass, this is dirt, this is clay, now make it look pretty".
This is brilliant, I wonder if you could make a similar tutorial for isometric tilesets? There aren't a lot of up-to-date tutorials on isometric tilesets in Godot 4.x.
Thanks for this ^-^ I was wondering how I was going to get farm plots to know when they were next to each other to connect. Do you know, can I somehow read these terrain types from another node? For example, to have different footprint sfx play based on what terrain type the tile the player stands on is?
Could we use this in combination with a map generation script using perlin noise? And how about if we involved chunks? Can we join one tilemap to another one taking into account its terrain rules? These are the questions I need answered before ditching Unity and swapping over :D
Yes, you can use noise to decide which tiles to place. Then, place tiles with a function call at runtime. Look at set_cell() and set_cells_terrain_connect() for more details.
Thank you for this! I was looking for a video that explains the intuition behind how you draw the terrain props on, this was great!
I see where you messed up. You blamed it not updating old tiles, but you had the wrong rotation of tiles on this. Please, whoever watches this, keep in mind to double and triple check your tileset to ensure you have the proper tiles and the proper terrain setup!
That said, awesome video, I learned a lot!
Edit: Look around 26:50 and you can see there's two iterations of the bottom right corner tile. It's never fixed, and you can see the normal and the transposed ones alternating and those are the ones he's cleaning up later on. This happens for a few other tiles.
Glad someone pointed this out. I was watching and saw the difference immediately (while the tiles are orientated the same, the graphic isn't exactly the same) and realized that in that situation we'd need all three of Filp V, Flip H, and Transpose to get the desired effect. Although, I don't know if I really understand the purpose of the alternative tiles if I'm going to have to basically do everything anyway that I would've done had I just fliped and rotated tiles within the tileset itself. I doubt it saves much space, if any, so that wouldn't be the boon.
This is the best explanation I've watched. I feel like I can put mine terrain set together now. Thanks.
Explained this very well thank you 😃
Great video!
Helped me alot with figuring out this "auto tile" system.
Will save this for future reference.
I learned a lot about how this works now so that's great, but I do feel like the second half dropped off. Both because I don't see the value in those auto tiles since that's something that could be done easily in any image editor (it just feels somewhat auxilatory with this example but I do think it can do more, even if I don't know what or why), and because the implementation of your second terrain, which didn't need to be a separate terrain (maybe wasn't built to be separate either) and because the 3rd auto tile was messed up since it needed all 3 transforms. Granted, thanks to the comment from Roracle I saw the former and the latter was obvious to me because I work with image manipulation all the time.
Anyway, thank you for posting this because beforehand it was just so confusing looking at everything and even the documentation wasn't really clicking things in place for me.
the best explanation for this feature. very helpful, thank you!
Very helpful video. Thanks you!
Awesome tutorial! Very comprehensive.
Why would you create a second terrain with grass and darkgrass, while you could also add grass as a third element to your first terrain and make that work
I'm pretty sure that it works the way you think it does. It would only matter that you ensure you put in the proper 'color weights' as I like to call them since you'd paint with one of the three and then it would attach directly to whichever is the most accurate.
really good demonstration
Really appreciate this tutorial, greatly showcases the difference between unity's and Godots autotiles. Unity I need to know what corner goes into what socket, Godot "this is grass, this is dirt, this is clay, now make it look pretty".
This is brilliant, I wonder if you could make a similar tutorial for isometric tilesets? There aren't a lot of up-to-date tutorials on isometric tilesets in Godot 4.x.
Thanks a lot for this video Chris
Great tutorial :)
thaaankssss
i make the tile set but when i go to tilemap terrain to draw i have only one tile
How to scale image from taile map?
Thanks for this ^-^ I was wondering how I was going to get farm plots to know when they were next to each other to connect. Do you know, can I somehow read these terrain types from another node? For example, to have different footprint sfx play based on what terrain type the tile the player stands on is?
Slay queen! 💅
Could we use this in combination with a map generation script using perlin noise? And how about if we involved chunks? Can we join one tilemap to another one taking into account its terrain rules? These are the questions I need answered before ditching Unity and swapping over :D
Yes, you can use noise to decide which tiles to place. Then, place tiles with a function call at runtime. Look at set_cell() and set_cells_terrain_connect() for more details.
thanks!!! ❤🔥🔥
i'm too stupid for this shit!
First
Second :P
Jesus, could godot make it more difficult to put rules in place.
Unity´s way is a lot easier and faster.