I decided I wanted to do a custom tileset, so I went and edited Bel'Shir under terrain texture sets by removing a few textures and adding in the ones that I wanted. My problem is that when I'm trying to add the new texture to the map it either won't show up at all or it will completely overwrite the terrain I'm writing over for the entire map (even if I am using add or replace texture). I read something about the order of the textures being a factor, but I am not sure I understand exactly.
Yes I've had Braxis Alpha Rock in my tileset for a good while now, it is on the far right. I use add texture but it wont overwrite anything. On the other hand I imported a concrete tile which works, and is on the far left. I'll keep messin with it tho.
The weird thing is when I click to add Braxis Alpha Rock, it is like there is nothing even occurring because there is nothing to undo.
When I use replace instead of add, it overwrites the texture being replaced on the whole map instead of just where I click.
Having the same problem. Using textures from Bel'Shir and Char simultaneously results in Char tiles either not showing up at all (using the paint texture brush), or completely covering the map if I use the replace texture brush. Yes I removed some textures to make room for the Char textures.
After screwing around with it more for the last couple of hours, I have determined the problem is related to what textures you have already put down on the map. While I don't think I had any of the textures I was trying to replace already put down, it seems the best way to fix the problem is to create a new map, load up the textures you want in data (before putting any of them down) and then copy/paste your terrain over from the old map. You should then be able to use all 8 of your textures.
And you've realized there is an eight texture limit to a tileset, right? You can't 'add' textures past that point, only replace existing ones.
I want to ask you how did they implement 3 tilesets into the map TestBug. I've been searching forever for a solution in the data editor, but so far I'm stuck. There must be some kind of texture limit modifier, I just cannot find it. :/
I'll be happy to get some advice or help.
I want to ask you how did they implement 3 tilesets into the map TestBug.
They didn't. Testbug uses 8 textures like any other map. Feel free to count them: jungle has grass light (1), brush (2) and dirt (3), space platform has plates (4), volcanic area has red stone (5) and dirt (6) and the desert area has sand (7) and tiles (8), along with some of the dirt also used in the volcanic area.
What is more puzzling is how they got the lower-ground space background in the bottom left corner and the normal lower-ground desert area in the top right corner.
I decided I wanted to do a custom tileset, so I went and edited Bel'Shir under terrain texture sets by removing a few textures and adding in the ones that I wanted. My problem is that when I'm trying to add the new texture to the map it either won't show up at all or it will completely overwrite the terrain I'm writing over for the entire map (even if I am using add or replace texture). I read something about the order of the textures being a factor, but I am not sure I understand exactly.
The order shouldn't matter too much - have you already restarted the editor?
@Mozared: Go
Yes I've had Braxis Alpha Rock in my tileset for a good while now, it is on the far right. I use add texture but it wont overwrite anything. On the other hand I imported a concrete tile which works, and is on the far left. I'll keep messin with it tho.
The weird thing is when I click to add Braxis Alpha Rock, it is like there is nothing even occurring because there is nothing to undo.
When I use replace instead of add, it overwrites the texture being replaced on the whole map instead of just where I click.
And you've realized there is an eight texture limit to a tileset, right? You can't 'add' textures past that point, only replace existing ones.
Having the same problem. Using textures from Bel'Shir and Char simultaneously results in Char tiles either not showing up at all (using the paint texture brush), or completely covering the map if I use the replace texture brush. Yes I removed some textures to make room for the Char textures.
Has anyone found a solution?
After screwing around with it more for the last couple of hours, I have determined the problem is related to what textures you have already put down on the map. While I don't think I had any of the textures I was trying to replace already put down, it seems the best way to fix the problem is to create a new map, load up the textures you want in data (before putting any of them down) and then copy/paste your terrain over from the old map. You should then be able to use all 8 of your textures.
Hey there. I have made a new map, it's almost finished, but I want to have a lot more than 8 textures to make it polished.
I want to ask you how did they implement 3 tilesets into the map TestBug. I've been searching forever for a solution in the data editor, but so far I'm stuck. There must be some kind of texture limit modifier, I just cannot find it. :/ I'll be happy to get some advice or help.
They didn't. Testbug uses 8 textures like any other map. Feel free to count them: jungle has grass light (1), brush (2) and dirt (3), space platform has plates (4), volcanic area has red stone (5) and dirt (6) and the desert area has sand (7) and tiles (8), along with some of the dirt also used in the volcanic area.
What is more puzzling is how they got the lower-ground space background in the bottom left corner and the normal lower-ground desert area in the top right corner.
@Mozared: Go
I figured that one out for you.
Just have to add a space platform cliff into a non-space platform tileset (or vice versa) and you can paint cliffs with or without a floor.