Glad you could solve it. Blender is a tricky beast. It's a very powerful tool, but it has its quirks. For example, in the earlier versions, there was no "undo" option. The reason is that it was technically difficult to implement. But, since more and more people kept asking "where is the undo button?", that lack started to become rationalized as "well we don't really need an undo button. Real sculptors don't have an undo button in real life", and so on. Luckily, it's been several versions since there was indeed an undo option implemented.
Although it's a tutorial about tiles, he also provides insight into the configuration he uses for the camera, lighting, rendering, and such. I'm assuming that the problem you're experiencing is due to render size, but I'm not sure. Clint uses the following render size: "Resolution to X: 64 and Y: 32 and the Scale to 100%." He then tweaks the camera location "Z" and the Orthographic Scale to get size that he wants for the tiles.
He also explains how to set up a transparent background in that link I copied.
I think that automap is way better than the terrain brush. It's certainly even faster, since it fills the collision layer, unlike the terrain brush. I checked the cave_template.tmx and messed around with it a little. The randomization is done very nicely, every time I press "A" it alternates the wall tiles for example, rendering mushrooms, spiderwebs, etc.
The thing about Tiled (I think you might agree here) is that it's a little bit tricky at first. When I tried to set up the wall terrains for the dungeon and cave, I realized that I could not rely on intuition to do this (maybe with orthogonal tiles it's a bit more intuitive). I had to use a sort of "trial and error" method in order to get the tiles facing the right directions.
But yes, once you get the hang of it, Tiled has a lot of extremely powerful and time-saving features. Automap is definately a joy. I've been messing around with the Wang sets lately, but I don't think I'll actually use them for making Flare maps.
Update: You might be wondering "what if I want to add some variations and details to the walls, do I have to use the stamp brush on each individual tile, after I use the terrain brush?"
Well, that's one way, sure, but it's extremely time consuming. The terrain brush allows you to automatically generate those variations, you just have to tell it what to do.
Here's an example: consider the cave tileset. A single wall tile, facing south-east, can have mushrooms, or rocks, or spiderwebs, or spikes, etc. You can tell the terrain brush to take this into account. There's no easy way to explain this in just a few paragraphs, but if there's interest, I could write a more lengthy step-by-step tutorial. For now, I hope the following screenshots can give you an idea of how the selection of the tiles should look. The walls in the last screenshot took only a couple of seconds to make, notice that some have mushrooms, some have spiderwebs, etc.
Nice! I see that save_oncutscene is a bool type set to true by default, and that in GameStatePlay.cpp, it allows save_load to point to saveGame(). So there was no need to use the logical negation operator. A very elegant solution, and a new attribute! : )
Glad you could solve it. Blender is a tricky beast. It's a very powerful tool, but it has its quirks. For example, in the earlier versions, there was no "undo" option. The reason is that it was technically difficult to implement. But, since more and more people kept asking "where is the undo button?", that lack started to become rationalized as "well we don't really need an undo button. Real sculptors don't have an undo button in real life", and so on. Luckily, it's been several versions since there was indeed an undo option implemented.
Hi!
Have you checked out Clint's tutorial on isometric tiles in Blender? If not, here's the link:
http://clintbellanger.net/articles/isometric_tiles/
Although it's a tutorial about tiles, he also provides insight into the configuration he uses for the camera, lighting, rendering, and such. I'm assuming that the problem you're experiencing is due to render size, but I'm not sure. Clint uses the following render size: "Resolution to X: 64 and Y: 32 and the Scale to 100%." He then tweaks the camera location "Z" and the Orthographic Scale to get size that he wants for the tiles.
He also explains how to set up a transparent background in that link I copied.
Hope that helps!
I think that automap is way better than the terrain brush. It's certainly even faster, since it fills the collision layer, unlike the terrain brush. I checked the cave_template.tmx and messed around with it a little. The randomization is done very nicely, every time I press "A" it alternates the wall tiles for example, rendering mushrooms, spiderwebs, etc.
The thing about Tiled (I think you might agree here) is that it's a little bit tricky at first. When I tried to set up the wall terrains for the dungeon and cave, I realized that I could not rely on intuition to do this (maybe with orthogonal tiles it's a bit more intuitive). I had to use a sort of "trial and error" method in order to get the tiles facing the right directions.
But yes, once you get the hang of it, Tiled has a lot of extremely powerful and time-saving features. Automap is definately a joy. I've been messing around with the Wang sets lately, but I don't think I'll actually use them for making Flare maps.
Update: You might be wondering "what if I want to add some variations and details to the walls, do I have to use the stamp brush on each individual tile, after I use the terrain brush?"
Well, that's one way, sure, but it's extremely time consuming. The terrain brush allows you to automatically generate those variations, you just have to tell it what to do.
Here's an example: consider the cave tileset. A single wall tile, facing south-east, can have mushrooms, or rocks, or spiderwebs, or spikes, etc. You can tell the terrain brush to take this into account. There's no easy way to explain this in just a few paragraphs, but if there's interest, I could write a more lengthy step-by-step tutorial. For now, I hope the following screenshots can give you an idea of how the selection of the tiles should look. The walls in the last screenshot took only a couple of seconds to make, notice that some have mushrooms, some have spiderwebs, etc.
Nice! I see that save_oncutscene is a bool type set to true by default, and that in GameStatePlay.cpp, it allows save_load to point to saveGame(). So there was no need to use the logical negation operator. A very elegant solution, and a new attribute! : )
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