I have a map for a platformer, with either a blank tile for air or a tile for ground in every spot. Now I’m trying to make it so that it connects every tile with every other tile according to this tileset: (note that the blank tile is not the tile in the bottom left corner, in the actual tile set I filled that up with another tile. When I say a blank tile, I mean a tile with no data on it.)
Now I’ve got a rule file with four layers:
- regions_input: A layer filled with “blobs” of a tile I chose to be the “selector tile”
- regions_output: A layer filled with the same selector tile, but only in the middle of those blobs, so that a change only affects the tile in question, being the middle tile
-input_ground: A layer filled with formations of the same ground tile, with blank tiles above regions_input to mark that a blank tile was expected
-output_level: A layer with every tile from the tileset above, in the spots where it would need to be filled in when one of the formations of input_ground is discovered.
Now here’s my problem: It only works when the surrounding blocks are equal to the selector tile! My aim is that e.g. it detects a blank tile above, it makes sure that it has grass on it. Now what happens, is that I need to fill the whole level with the selector tile to get it to work, which is not what I want!
Is there a property I can set to get the intended behaviour, or is this not possible and do I need to choose another path?
EDIT: I’ve encountered another issue, the edges of the map have the same problem, but I can’t put any selector tiles there. Is there a way to make that register as well?