A plugin for the Godot Game Engine, to help creating/changing tileset scene. asset library tilesethelper
- create addons folder in project
- copy tileset_plugin folder into addons folder
- open project settings and activate plugin
A plugin for the Godot Game Engine, to help creating/changing tileset scene.
License: MIT License
A plugin for the Godot Game Engine, to help creating/changing tileset scene. asset library tilesethelper
Currently ImageTexture is created with default flags, meaning mimaps and tiling is enabled. Leading to imported being blury and having wrap-around artifacts, esp when scaled. I would think that that is mostly undesired, and there should be at least an option to disabled them. I'm quite new to godot and gdscript, and a bit lazy to contribute full patch with ui changes, still I made local modification to load without mipmaps and wrapping (names are also not great for vars, still hopefully that is useful):
diff --git a/addons/tileset_dock/tileset_dock_plugin.gd b/addons/tileset_dock/tileset_dock_plugin.gd
index ee890d2..15803f0 100644
--- a/addons/tileset_dock/tileset_dock_plugin.gd
+++ b/addons/tileset_dock/tileset_dock_plugin.gd
@@ -230,8 +230,10 @@ func addImageNodes():
print("creating ",imagesPath.size()," sprites from selection")
var _root = get_tree().get_edited_scene_root()
for _path in imagesPath:
+ var _img = Image()
+ _img.load(_path)
var _image = ImageTexture.new()
- _image.load(_path)
+ _image.create_from_image(_img, 0)
tileSize = _image.get_width()
var _imageName = getFileName(_path)
var _spriteNode
https://twitter.com/_eons/status/764823767440822272
What about adding an option to make multiple sprite nodes from single image (by given v and h frames)?
Are there any plans currently to update this plugin to support Godot 4? I am interested in using this plugin for a current project, and I have started porting it myself. If it's ok I can submit a Pull Request of the ported version to this repo.
please add 1d numbering system starting from 0 naming like so
tile_0..
tile_1..
tile_2..
and please when using 2d numbering system use name them like so..
tile_0_0..
tile_1_0..
tile_2_0..
When tiles are sandwiched (or in any other case, really) you usually move them around. Automatically applying flag that would forbid accidentally moving tile's children would be very handy (it should be somewhere in editorplugin class, I think).
any plans for supporting 3.0 (alpha?)
I'm adding possibility to create automate/manually tileset resource from plugin.
When the nodes are generated, it could be nice to dispose them next to each other.
I don't know how to save settings.
add possibility to create tile(s) from png(s)
thanks for this plugin!
I am using any godot plugin first time, followed all instructions given but no clue how to see start plugin,where to start seeing what is shown in first snapshot
Godot 2.2 alpha git build linux x86
Plugin is unable to create a tileset in a scene with empty tree but doesn't show an error message.
We already talked about this in chat, I'll just save it here for future generations. When generating tiles it would be nice if each tiles would be placed next to previous one, not on top of it. Just add set("rect/pos", Vector2(tilecount*32,0) during iteration. Maybe even switch to a next column after set amount of tiles.
The thumbnail shows up as the multiple-file image, but it only inserts one tile. Selecting existing tiles and using the plugin to modify them does work, however.
You can submit it via https://godotengine.org/asset-library (alpha frontend, expect some bugs/UX issues).
When you submit a download link, remember that the sha256sum of the zip archive is used to validate the asset (so that moderators don't validate an asset that would later be turned into something bad, each new version has to be moderated). So to prevent the download from being invalidated at your next commit, don't use the zip archive of the master branch, but instead of the latest commit: https://github.com/puppetmaster-/tileset_plugin/archive/fb5b8e09dcb3d8e4b0123b34b030164172fa4e5d.zip
(or tag a version).
I don't know if it is a bug in godot but when I create tiles from a tileset they don't refresh when tileset images got an update.
Extra characters are not shown either.You might want to restrict the size of an int in your field to 4. I remember this being one of the properties in inspector. Name field takes up to 12 symbols before going out of bounds.
Hi and thank you for this tool,
Are you going to make it work with Godot 3.0?
found this issues
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