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godot-ldtk-import's Issues

Entity Import Discussion

Currently, entities without the NodeType field will be skipped for import.
I think this behavior needs some more discussion.
I would prefer to import it as a Node2d node and import all fields as metadata to be used by post-processing scripts.

Also currently, only custom fields are imported. I think it might be useful to import the non-custom fields (__tags etc.) together.

I will open a proposed PR later.

Godot 4

How do you plan to handle the update to 4?
Not at all?
Maybe?
Soon?
Dont know yet?

Let's collaborate

Hi lgilbert,

I couldn't track down your contact info so this issue will have to do :)

Currently there are three Godot LDtk importers:

When I first checked out your importer, it was not as far along, and then I made the mistake of not checking back when embarking on reworking Josh's importer for my own holiday game making. I suggested to Josh that we all work together here:

JoshLee0915/GodotLDtkImporter#18

I believe our entity handling is more sophisticated (we can instance user scenes), but your importer has a bunch of better aspects like proper unit testing. If you want to chat realtime, I'm on the LDtk Discord, and my email is just my last name at gmail.

Cheers,
Keir

Requested file format unknown

I have added the addon, and it is working so far, however I get the following message when playing:
grafik

Is this something I can ignore? If so, is there a way to disable the window from showing?

Relative paths error

Godot couldn't load the TileSet texture. The bug turned out to be that the plugin specified the wrong path to the image.

Here's my file structure:

res://
  maps/
    test.ldtk
    tilesets/
      dungeon.png

In the test.ldtk file the relative path to dungeon.png was specified as tilesets/dungeon.png.

On the line 123 in the LDtk.gd Godot returns an error file 'res://tilesets/dungeon.png' not found.

#create new tileset from tileset_data.
func new_tileset(tileset_data):
	var tileset = TileSet.new()
	var texture_filepath = 'res://' + tileset_data.relPath
	var texture = load(texture_filepath) 

I fixed this bug by changing the value of the texture_filepath to:

var texture_filepath = map_data.base_dir + '/' + tileset_data.relPath

map_data.base_dir appears in the function load_LDtk_file:

#get LDtk file as JSON.
func load_LDtk_file(filepath):
    var json_file = File.new()
    json_file.open(filepath, File.READ)
    var json = JSON.parse(json_file.get_as_text()).result
    json_file.close()

    json['base_dir'] = filepath.get_base_dir()

    return json

After that, everything worked.

P.S.
sorry for my broken english

Collisions are not created correctly if we set a single tile at the right side of the level.

LDtk version: 1.1.3
Godot version 3.5.rc5 (also happens in 3.4.4 stable)
Hi, I have found some issue setting a level with a single tile width at the right of the level. This level for example:
imagen
If you import it, you will get these collisions:
imagen
I have added a few prints to try to understand what is happening and I have found that looks like initial_position is not being calculated correctly for the case where there's a single tile:
imagen
If I add one more tile the issue is gone:
imagen
The issue happens as well if there isn't any tile at the beginning of the row:
imagen

Collisions not imported

I created a layer named "Collisions", and put down tiles in it, but I do not see any collision shapes imported in the game
(Clicking "Show collisions" on the TileMap doesn't reveal anything)

Combining colliders of different types

I imported sample LDTK project and colliders located in the same row are combined.

image

I expected colliders of type "ladder" to be separate from "dirt" colliders - so I can apply some game logic to ladders right away.

I'm not entirely sure that it is importer combines the colliders - but I can't find an option to "uncheck" the combining in the LDTK editor.

'Rectangle of tiles' doesn't import properly

Unsure if limitation or user error, but marking an area of tiles in either an Intgrid or Autotile layer fails to import appropriately into Godot.

image

It behaves appropriately in editor but doesn't seem to in the generated scene.

LDTK
image

Godot
image

Using Godot 3.5 Stable with LDtk 1.1.3-64bit

Minimal recreation: The 'AutoLayers 2 stamps' sample map in LDtk uses a 2x2 rectangle of tiles rule in its Intgrid layer.

Collisions preset not working.

The collisions preset does nothing. I have the preset enabled on the import tab, and in LDtk I've created a layer named "Collisions," but no colliders are generated when reimporting .ldtk file.

Showing no tiles on collision layer.

Hi, im using Godot 3.5 and Ldtk 1.2.5 and after the update of ldtk to the latest update (1.2.5) the collision layer is not showing any tiles. Any fix for that?
NoTiles

Not able to import tilemap images

Error given is in Godot 3.5.stable:
res://addons/LDtk-Importer/LDtk.gd:189 - Invalid get index 'autoTilesetDefUid' (on base: 'Dictionary').

I have all the tilemaps set and the IntGrid map name is: Collisions
even in the test-example provided in the repo if I draw a new map in GridVania mode the example fails

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