BeaR wrote:0.7 won't need this at all btw.
Good none of this makes any since to me.
BeaR wrote:As we use 1024x1024 tilesets and 64x64 pixels, during the mipmap generation no kind of `bleeding` happens because of the downscaling.
Do you mean to say that my tileset(the hole image) needs to be 1024x1024? and each tile needs to be 64x64 with or without a 1 or 2 pixel border? Are all these Borderadd/set things a scripts that I can run on my images? If so where can I get them?
As you can see from my original post all my tile sets are 6x14 tiles or 384x896 px. is this 1024x1024 a hard requirement made by Teeworlds? If so why can't Teeworlds accept tilesets that are multiples of 64x64?
say for example I only want to make a one Tree tileset that is 4x4 tiles or 256x256 px. Why could Teeworlds just see this as a 4x4 object?
In the middle of typing this post I figured out what was wrong with my tileset. I found out that indeed Teeworlds does have a 1024x1024 hard rule on the tilesets that it will accept. My problem that I was having is that when I tried to load my tileset teeworlds say a 384x896 image and forced it to be a 1024x1024 tileset. This gave me a stretched look that I did not understand.
I thought that my tiles were not the right pixel height and width there for it was zoomed in to much. Now I know that teeworlds was stretching my tiles. also I did confirm that the first tile in a tile set must be empty... I have no idea why this is.. actually I do. I think the old way of doing things cartographers would hold space to reveal the available tiles for this layer. There not being an eraser tool the first tile needs to be empty in order to provide a way to erase tiles.
I am used to a different system and new to the way teeworlds do things. In my opinion a lot about this system could and should be changed to make cartography a hole lot easter, intuitive and user friendly. I was planing on making a post on my thoughts for a new map editor mode.
I will update my tilesets to reflect my new discoveries soon.
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