Autotiling question

Autotiling question

Postby bzt » 24 Jun 2021, 23:33

Hi,

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
...
As you can see, the top left block contains exactly the same combinations as the third row's first and last block, and for example
{l Code}: {l Select All Code}
11
10
cannot be found anywhere. But why? All tutorials neglects to explain this very important part, they just skip the top left block mostly, and not talking about the missing combinations at all.

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
...
And this would indeed give us all the required 16 combinations.

So the question is, is RPG Maker really buggy and messed up, 2^4 isn't 16, or am I missing something...?

Cheers,
bzt
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Re: Autotiling question

Postby mdtrooper » 31 Aug 2021, 16:59

The next version of Godot has this feature.

https://www.youtube.com/watch?v=V9OoaOlXc_4

I don't know if this info could help you.
And I have a Patreon in https://www.patreon.com/migueldedios.
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Re: Autotiling question

Postby bzt » 31 Aug 2021, 17:29

Thank you very much for your answer!
mdtrooper {l Wrote}:The next version of Godot has this feature.
Thanks, but I'm not interested in Godot. I wanted to implement this myself.

Just for the records, I gave up on autotiling and went with automap rules instead, because autotiling only works with orthographic top-down projection, but not really good with isometric and hard to imagine with hexagonal grids. Automap rules on the other hand works for all easily.

Cheers,
bzt
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