Maybe someone can help me here. Has anybody used RPG Maker autotiles in their engine? How do they work?
I'm not asking about how to implement autotiling, I'm quite familiar with that. I'm not asking about how to subdivide tiles and find edges by checking the neightbouring tiles, that's pretty clear to me. What I'm asking is using RPG Maker autotiles in particular, more precisely about the layout of those images.
I've read many posts on the topic, but somehow all are confused and missing a very important key part of the picture, that important combinations are missing. Take these for example:
https://www.rpgmakerweb.com/blog/classic-tutorial-how-autotiles-work
https://www.rpgmakerweb.com/blog/classic-tutorial-making-an-autotile
https://www.rpgmakercentral.com/topic/31419-the-anatomy-of-a-building-autotile/
I've even took a deep dive into Tiled's source and read everything in this issue, but no answer.
For a correct autotile, you subdivide a tile into 4, mark each part as 0 or 1 depending on which tile it refers to, which leaves us 16 combinations. RPG Maker autotiles has nowhere that many combinations, which just makes no sense to me. RPG Maker autotiles have this layout:
- {l Code}: {l Select All Code}
00 00 10 01 <-- note the 1st and 2nd coloumn
01 10 00 00
01 10 00 00
00 00 10 01
00 00 00 00 <-- the 1st and the 4th are the same as in the first row???
01 11 11 10
01 11 11 10
01 11 11 10
...
- {l Code}: {l Select All Code}
11
10
I believe it should be like this:
- {l Code}: {l Select All Code}
00 00 10 01
01 10 00 00
01 10 00 00
00 00 10 01
11 11 11 11 <-- here the 1st coloumn is the negate of the 1st coloumn in the 1st row
10 00 00 01
10 00 00 01
10 00 00 01
...
So the question is, is RPG Maker really buggy and messed up, 2^4 isn't 16, or am I missing something...?
Cheers,
bzt