Is it possible to input multiple tiles at the same time? I’d like to input the base tile, but also a normal map tile on another layer which would match with the base tile. Is this doable?
There are at least two ways of doing this:
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If you create your multi-layer combination of tiles on the map once, you can capture this region while having multiple layers selected to create a multi-layer stamp, which you can then place elsewhere, modifying all layers at once.
This stamp can also be saved, either under a shortcut (Ctrl+Number to store, and Number to recall) or explicitly with name in the “Tile Stamps” view.
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Alternatively, you could set up Automapping rules, which place the normal map tiles based on matching tiles.
Finally, since you’re talking about normal maps, maybe consider whether you need these placed as additional tiles at all, or whether you couldn’t associate a normal map texture with your tileset instead and take that into account while rendering the map. If you can solve this with just a custom property on the tileset or on each tile, then it could be an easier solution than placing the correct normal map tiles everywhere in your map.
Thanks, great to have input from an expert.
I’m not sure your final method would work as I’m exporting the whole lot as an image and importing into Blender to map onto a 3d landscape. Would ideally export a PNG for albedo, one for normal etc.
What if you swap out the tilesets instead of having a bunch of layers? If the tiles are arranged consistently across your diffuse and normal map tilesets, then replacing one with the other should produce the appropriate type of the same map. So you’d build your map, export your map image, then swap in the normal map tileset, and export the map image again, this time this would be the normal map. You can then swap the main tileset back in for further work. The Tilesets panel has a “Replace Tileset” button for this.
Ah yes, great idea. Guess I need to pull my finger out now and do some actual work!
If you’re willing to dig into scripting, you could write a script that automates all of this. You can write a script that calls map.replaceTileset(oldTileset, newTileset)
on the map using a pair of tilesets based on the currently used tileset (e.g. swap to Normal if currently using Albedo, or vice versa, or you can set up a longer chain). You can also use map.toImage()
to save the map to an image as part of the script, instead of using the Export As Image action. This has fewer options than the Export As Image dialog, but it should be fine for your needs. You can even put this together into a single script that will generate all the relevant images of your map in one run, and then return the map back to the regular tileset for further editing.
Could I copy the current set of tiles to a new layer then swap out each tile with the equivalent normal map then output both layers to separate files with a script? I’m lazy so automating the whole thing sounds like a good idea
You could, yes. However, I feel that having the script swap tilesets for the whole map, as I described in my previous post, would be the simpler solution. It would avoid bloating your map with extra layers, too.
hi guys i am new to tiledset and i have a problem.I don’t have the terrain window and can find a tutorial how to add.
Please don’t hijack existing threads with unrelated questions. You can open a new thread. The second paragraph of the “Define the Terrain Information” section in the Terrain documentation describes how to open the Terrains panel in the tileset editor.