Problems with mapping

rpggirl2134

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Hello,

I am a newb and am having troubles making a map. In my editor, the map looks like one thing, but when I run the game on playtest, the tiles are different to what is in the map editor. I attached pictures- you can see the roof is messed up. In the editor, it looks normal, but in playtest, it looks glitched. What could be causing this?

Here is the roof in the playtest:
in game.PNG

vs in the map editor, it looks normal:

in map.PNG
 

ct_bolt

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Map actually probably has the odd roof tile parts placed first (aka. "under/hidden") in the editor but those tiles are actually marked with a star in the tileset data which means they will overlay in-game.
Code:
ShaderTilemap.prototype._paintTiles = function(startX, startY, x, y) { 
    var mx = startX + x;
    var my = startY + y;
    var dx = x * this._tileWidth, dy = y * this._tileHeight;
    var tileId0 = this._readMapData(mx, my, 0);
    var tileId1 = this._readMapData(mx, my, 1);
    var tileId2 = this._readMapData(mx, my, 2);
    var tileId3 = this._readMapData(mx, my, 3);
    var shadowBits = this._readMapData(mx, my, 4);
    var upperTileId1 = this._readMapData(mx, my - 1, 1);
    var lowerLayer = this.lowerLayer.children[0];
    var upperLayer = this.upperLayer.children[0];
    if (this._isHigherTile(tileId0)) {
        this._drawTile(upperLayer, tileId0, dx, dy);
    } else {
        this._drawTile(lowerLayer, tileId0, dx, dy);
    }
    if (this._isHigherTile(tileId1)) {
        this._drawTile(upperLayer, tileId1, dx, dy);
    } else {
        this._drawTile(lowerLayer, tileId1, dx, dy);
    }
    this._drawShadow(lowerLayer, shadowBits, dx, dy);
    if (this._isTableTile(upperTileId1) && !this._isTableTile(tileId1)) {
        if (!Tilemap.isShadowingTile(tileId0)) {
            this._drawTableEdge(lowerLayer, upperTileId1, dx, dy);
        }
    }
    if (this._isOverpassPosition(mx, my)) {
        this._drawTile(upperLayer, tileId2, dx, dy);
        this._drawTile(upperLayer, tileId3, dx, dy);
    } else {
        if (this._isHigherTile(tileId2)) {
            this._drawTile(upperLayer, tileId2, dx, dy);
        } else {
            this._drawTile(lowerLayer, tileId2, dx, dy);
        }
        if (this._isHigherTile(tileId3)) {
            this._drawTile(upperLayer, tileId3, dx, dy);
        } else {
            this._drawTile(lowerLayer, tileId3, dx, dy);
        }
    }
};

To Fix:
Redo that part of the roof with a fresh tile directly from the tileset picker :)
...might need to place grass first, not sure.

Hopefully that helps :)

Edit:
Shaz has a better method below.

If you have placed a tile from the B-E sheets and don't want it anymore, you should use the top left B tile to erase it, rather than just drawing over it with something else. You can do this now, over those tiles, and redraw the roof tiles that you want to be there.
Brilliant! Totally forgot that would work too. (jeesh I've been going at it the hard way)
 
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Shaz

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@ct_bolt you need to look up the definition of "simply" :D

@rpggirl2134 there are two upper layers. If you have a tile that has a star passage setting, it will be drawn on top, regardless of which of the upper layers you place it on. The editor draws tiles differently to the way they're drawn in the game, and shows them in the order in which you place them.

If you have placed a tile from the B-E sheets and don't want it anymore, you should use the top left B tile to erase it, rather than just drawing over it with something else. You can do this now, over those tiles, and redraw the roof tiles that you want to be there.
 

rpggirl2134

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Thanks guys - that fixed the problem.

What's the difference between a star on the tileset and a "O" ?

I am not sure how to make use of the star in practice.

Also -

How could I make this work. Here is my house. I want the player to exit onto the roof area of the house through the door on the roof, and then be able to walk around the rooftop area. I have experimented with different passage options on the default tileset and can't find anything that works.
 

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rpggirl2134

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Hey guys,

Thanks for the help. My first map is coming along just great. Looking forward to sharing it. I came across another issue, not sure if there is a solution.

Here is a snapshot of my map in my editor. I am trying to set the passage settings so that I can have the player walk on top of the plants on top of the cliff (the red, blue, and green ones), without being able to walk over/through the cliff.

My lower layer is just a grass tile, one upper layer is the various cliff tiles from the bottom of tileset A5, and the other upper layer is obviously the plant.

I have set the cliff settings using 4-directional passage, and if there are no plants on the edge of the cliff, it works fine. Once I put a plant on the edge of the cliff, I run into issues.

If I have the plants set to allow passage, the player walks right over/through the cliff, and can also walk up onto the cliff from the bottom side.
If I have the plants set to "star" passage, the player walks under the plant, which isn't obviously right.
If I also set the plants to 4-directional passage, that doesn't work since the plants are also elsewhere on the map.

Is there anything simple that I am missing, or is this one of the limitations of RMMV?

Thank you.

Capture2.PNG
 

Andar

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Sorry, that is one of the quirks of the way mapping works - but your example picture is from one of the tilesets where the reason is difficult to see.

The programmers wanted to include a method to make a two-level-dungeon on a one-level-map.
To do this they introduced the ceiling tiles on A4/walls - basically you can walk on top of the walls in any dungeon as long as you can find an override to get there, with the override intended to be something like a ladder.
Unfortunately for programming restriction every passable B-E tile on the upper layer becomes one such override. It is not possible to walk from ceiling to floor directly unless there is a decoration, but that decoration can be anything passable on the upper layer.

In your tileset that same function is used by the cliff that is for the engine nothing but a regular wall that can be climbed. And the only way to stop the effect you see here is by not having a decoration path over the edge of the cliff. You can either move the flowers away from the edge, or you can make the path directly below the player impassible by placing a rock there or something like that, but you can't remove the effect itself without really messing up more.
 

rpggirl2134

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Sorry, that is one of the quirks of the way mapping works - but your example picture is from one of the tilesets where the reason is difficult to see.

The programmers wanted to include a method to make a two-level-dungeon on a one-level-map.
To do this they introduced the ceiling tiles on A4/walls - basically you can walk on top of the walls in any dungeon as long as you can find an override to get there, with the override intended to be something like a ladder.
Unfortunately for programming restriction every passable B-E tile on the upper layer becomes one such override. It is not possible to walk from ceiling to floor directly unless there is a decoration, but that decoration can be anything passable on the upper layer.

In your tileset that same function is used by the cliff that is for the engine nothing but a regular wall that can be climbed. And the only way to stop the effect you see here is by not having a decoration path over the edge of the cliff. You can either move the flowers away from the edge, or you can make the path directly below the player impassible by placing a rock there or something like that, but you can't remove the effect itself without really messing up more.
Thank you, makes sense.
 

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