There seems to be a discrepancy with how the map editor displays tree tiles, and how wargus displays tree tiles in-game.
I was making some new trees, and they look fine in the map editor, but a couple of tiles are swapped in the actual game. It should be easy enough for me to fix the tileset for the game, but an update to the map editor would probably be good.
map editor glitch
map editor glitch
Last edited by b_o on Tue Jan 28, 2014 1:54 pm, edited 1 time in total.
Re: map editor glitch
A good idea, I think, would be to test a tileset in Wyrmsun's campaign map. This is because for that map the, tile types (tree, water, etc.) are coded, but the variation picked for a specific tile is random, while in the editor always the same variation seems to be chosen, regardless if (for instance) grass tiles have 3 variations. You could also generate a random map in Wyrmsun, since (besides obviously having random tile types chosen), it implements the tile variations randomly as well.b_o wrote:There seems to be a discrepancy with how the map editor displays tree tiles, and how wargus displays tree tiles in-game.
I was making some new trees, and they look fine in the map editor, but a couple of tiles are swapped in the actual game. It should be easy enough for me to fix the tileset for the game, but an update to the map editor would probably be good.
Re: map editor glitch
Here is something else weird about the editor:
Notice how the top row changes, adding a new tree tile where there was none when I use a 1*1 dirt tile to remove a tree tile 2 tiles away:
Notice how the top row changes, adding a new tree tile where there was none when I use a 1*1 dirt tile to remove a tree tile 2 tiles away: