# Strange behavior of auto tiles / animations (RMXP tiles)

**URL:** <https://discourse.mapeditor.org/t/strange-behavior-of-auto-tiles-animations-rmxp-tiles/2594>\
**Category:** Questions\
**Created:** [July 25, 2017, 9:24pm UTC](https://discourse.mapeditor.org/t/strange-behavior-of-auto-tiles-animations-rmxp-tiles/2594 "2017-07-25T21:24:51Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![Huberto](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.mapeditor.org/huberto/32/1386_2.png) [@Huberto](https://discourse.mapeditor.org/u/Huberto)\
**Post date:** [July 25, 2017, 9:24pm UTC](https://discourse.mapeditor.org/t/strange-behavior-of-auto-tiles-animations-rmxp-tiles/2594/1 "2017-07-25T21:24:51Z")

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Hello everyone,

I’m using tiles from the RPG Maker XP and kindly ask for help as I started using them with the great Tiled Editor (just for hobby, I don’t sell anything).

a) I know the auto tile function from the RPG Maker XP which also allows tiles of 1x1 and not only 3x3 or 2x2 (with holding CTRL down). I have the graphics for it, but how do I implement it? Please see here my tileset below. I also have an issue when painting with 2x2 (with holding CTRL down), there are sometimes glitches / grey tiles as you can see from my GIF animation. But I don’t know how to prevent these? Please see my screenshot of the tileset, right top corner it’s the used SandOnGrass from the GIF. Sometimes this grey tiles also appear when not completing the circle, just by drawing a diagonal simple line starting with 2x2.

b) Also again using the RMXP auto tiles: How do I animate correctly an auto tile with 4 frames, like you can see below? It was very time consuming doing it my way because I needed to click on 13 tiles for each frame, meaning clicking on 52 tiles and then inserting there 4 frames, so about several hundred clicks to be done. And now, when I want to change the timing between the frames (now it’s 1200ms), how do I do that, repeat the whole process? 😜 Is there an easier way to animate such auto tiles? And lastly, I think I don’t understand the whole animation process with auto tiles: Is there are a random element included? As you can see from the GIF animation, the lava is not animated in the same way. Some tiles have different starting points. It looks quite nice but I would like to understand how it works.

Thank you for your help in advance. And even bigger thanks to the developers here, it’s such an awesome piece of software you guys achieved here 🙂

Cheers,  
H

 ![Buggy 2x2](https://canada1.discourse-cdn.com/flex035/uploads/mapeditor/original/2X/d/de36d16df44d1d25dcbc24916e31fa34da8c13c1.gif)

 ![MyTileset](https://canada1.discourse-cdn.com/flex035/uploads/mapeditor/original/2X/a/aae761f5d99436db86833b197dc352758c371eb4.PNG)

 ![Lava with irregular pattern](https://canada1.discourse-cdn.com/flex035/uploads/mapeditor/original/2X/5/5107b8645005415f03b16b9d0315fcbd7416db3c.gif)

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**Author:** ![M4rw](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.mapeditor.org/m4rw/32/1174_2.png) [@M4rw](https://discourse.mapeditor.org/u/M4rw)\
**Post date:** [July 27, 2017, 11:48am UTC](https://discourse.mapeditor.org/t/strange-behavior-of-auto-tiles-animations-rmxp-tiles/2594/2 "2017-07-27T11:48:15Z")

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Hello!

Regarding a: It seems you only defined a terrain for the path, not for the grass around it. So for the terrain tiles in the top-right corner, you need to define a new terrain, which is the inverse of the path (so the outer edges on the 3x3, and the inner circle on the 2x2 tiles, and the 1x1 with just grass).  
On drawing the path, you just draw atop of ‘nothing’, since your grass tile is not part of a terrain. The grey tiles only appear when the automapping occurs, and the terrain can’t find a match for a grass tile.

For b, you started out nicely, but indeed some randomness happens. When multiple options are available, the tool selects one at random. In your case, you only need a lava terrain of the left-most 3x3 and 2x2 tiles, instead of doing this on all four animation parts. And again here, you need to define a terrain for the stone floor as well, so the outer edges again.

Check out the 5th image here for terrain transition definitions: [http://doc.mapeditor.org/manual/using-the-terrain-tool/](http://doc.mapeditor.org/manual/using-the-terrain-tool/)

And last, no, there is no efficient way to change timings for animations. The best way I found is to go into the tileset-file, and ctrl+h to change all values in one go.

I hope this clears things up 🙂

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**Author:** ![Huberto](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.mapeditor.org/huberto/32/1386_2.png) [@Huberto](https://discourse.mapeditor.org/u/Huberto)\
**Post date:** [August 5, 2017, 7:02pm UTC](https://discourse.mapeditor.org/t/strange-behavior-of-auto-tiles-animations-rmxp-tiles/2594/3 "2017-08-05T19:02:09Z")

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Thanks again, Marcel!

Marcel did some Skype chat with me the other day and further explained to me what I did wrong. Just for information, the most important learning for me is to really highlight / mark all grass tiles of all tiles I used for the same terrain.

Cheers,  
H

EDIT: 1x1 Auto-tiling like in the RPG Maker is currently not possible with the Tiled Editor.

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**Author:** ![bjorn](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.mapeditor.org/bjorn/32/1599_2.png) [@bjorn](https://discourse.mapeditor.org/u/bjorn)\
**Post date:** [August 6, 2017, 10:21am UTC](https://discourse.mapeditor.org/t/strange-behavior-of-auto-tiles-animations-rmxp-tiles/2594/4 "2017-08-06T10:21:08Z")

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Thanks for helping out, @M4rw!

> [@Huberto](#):
>
> EDIT: 1x1 Auto-tiling like in the RPG Maker is currently not possible with the Tiled Editor.

Supporting RPG Maker style autotiling is covered by the following issue on GitHub:

> <https://github.com/mapeditor/tiled/issues/1022>
>
> Tiled is a great tool, especially for those who use Unity or game engines other …than RPG maker. With the release of the newest humble bundle I foresee many people like myself wanting to use their new assets with Tiled (and eventually game engines other than RPG maker). It appears that their \`Autotile\` format is quite common and works well for compacting things, but makes it difficult to use in Tiled without an external tool.
> 
> I think it is within the scope of Tiled to support importing this format and then automatically slicing it up. While the terrain tool works well for some sprites, it doesn't seem to work with this format. There is an existing tool \[Remex\](https://www.assembla.com/code/rpg-maker-to-tiled-suite/subversion/nodes) but it only supports the 64x96 pixel image at a time. It would be better to automatically detect the size and split it accordingly (It appears 512x384 is standard)

Maybe it’ll come eventually. I wonder if it could be supported on top of the [Wang Tiles project](http://discourse.mapeditor.org/t/wang-tiles-and-filling-improvements/2339), though the map and tileset would need to use half-sized tiles to allow for the combinations that RPG Maker creates.

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<div class="post-metadata">

**Author:** ![Huberto](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.mapeditor.org/huberto/32/1386_2.png) [@Huberto](https://discourse.mapeditor.org/u/Huberto)\
**Post date:** [August 6, 2017, 3:16pm UTC](https://discourse.mapeditor.org/t/strange-behavior-of-auto-tiles-animations-rmxp-tiles/2594/5 "2017-08-06T15:16:54Z")

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Ah thanks, Bjorn! Good to know.  
This feature would be highly appreciated to see it included in the full release.
