I’m developing an isometric game on libgdx, based on TileMapEditor. Pretty good editor I must say. I want to change maps at runtime, deleting or inserting new tiles. I’ve got minimaps saved aside and loaded at boot, that share the same layers and tilesets of the gamemap, and I want to use the minimaps as templates of structures preloaded, for placing group of tiles on the gamemap at runtime. The problem seems to be this: when I try to set a new tile in an empty layer cell of the gamemap, by reading the tile from the minimap, the gamemap is actually updated (the correct tile is placed and seen on the gamemap), but the tile id seems not to correspond to the proper parent tileset: or it is not existing, or it belongs to another tileset. So when I save the map (via json map of tiles id) and load it back, I got problems..
Question 1: different tmx maps with same tilesets generate different tile ids, depending on some runtime logics?
Question 2: how can I read the local tileset ID of a Tile? May be it would be easier to retrieve the gamemap equivalent tile id upon placing it from another minimap sharing the same tilesets, just by finding the same tile local id on the same tileset of gamemap at runtime..
Question3: what am I missing?
Thanks..