Comments (11)
v1.2: All suggestions discussed here are implemented now.
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I suggest a new object class 'instance' (for rectangle, polygon, ellipse, point objects) + this custom property for the res file path.
I don't see any compelling reason why it has to be a tile object (which would normally lead to a Sprite2D).
Do you agree with this proposal?
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i actually like the implementation of tile object into sprite2D. i just find it better to have additional feature for tile object to use for res file path so that tiled and godot will have the same appearance.
.
*screenshot from tiled godot4 exporter.
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additionally if tiled object has detected that it has collision shape and has a class of "static" or "area". it should turn into Area2D with Sprite and CollisionShape or StaticBody2D with sprite2D and CollisionShape when imported. this feature is present in vnen's tiled importer. godot-tiled-importer
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Ok, got it.
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ill show a screenshot of what i made previously on godot 3.5.
in here a tile object is detected with collisionshape and a class of "static"
at the same time the collision has a class of "one-way"
and this how it turns out in godot 3.5
also work the same if its class is "area"
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Thanks for the clarification, I didn't know that (never dealt with vnen's importer and Godot 3.5).
Very interesting.
I'll implement that but can take a few days.
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wow! thanks a lot for implementing it.
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im not sure if i should bring this up. this might be a user matter. in tiled the origin position is in lower left corner. while in godot, usually the origin is in the center. or depends on how they create the instance.
in my example. the origin of my instance is in the center. when imported. the instance is kinda off. godot x,y position follows the x,y coordinates of tiled which is in lower left corner.
would it be possible for you to update so that when imported it will match? im thinking of the godot x,y position should take the tiled X + (width/2) and Y - (height/2).
or implement another thing if you have something in mind.
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For rectangle objects the Tiled origin is the upper left corner. And that's were the .tscn "naturally" is placed and which works in my test examples. If the origin of your instance is not also the upper left corner but the center this of course does not match.
So the easiest thing might be to change the ladder position in your .tscn.
If this should be not enough for you I'm unsure what's useful without actually having your .tmx/.tsx and .tscn.
Would it then be possible for you to zip those and provide it somehow?
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Its fine, i guess ill just have to edit something on my end. overall the importer works great. Thanks
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Related Issues (20)
- godot_node_type and/or res_path are not loaded from property types file. HOT 12
- Godot 4.2 - `TileMap.CellQuadrantSize` got renamed HOT 2
- AstarGrid2D (get_cell_tile_data) does not detect "custom data layer" in Tilset HOT 1
- How do I access raw tile id data? HOT 4
- Error `Can't find file 'uid://byk7emqeyttmh::::res://assets/mytilemap.png'.` HOT 3
- Reimporting multiple maps at once with same tileset results in hundreds to thousands of errors HOT 2
- Please add Object IDs to the imported nodes HOT 6
- Add a way to set the TileSet Texture NormalMap Texture and Specular Texture HOT 5
- Maps in projects exported on macOS are lacking collision data HOT 7
- Can't add multiple Tiles Collision Shapes with different physics_layer HOT 3
- Tile Collision Polygons not updating in Godot. HOT 3
- Make runtime loading compatible with threads ? HOT 2
- Need some help for the c# version HOT 1
- Support TileMapLayer nodes from Godot 4.3 HOT 7
- Error when enabling HOT 5
- GDScript Installation fails with Class "CustomTypes" hides a global script class HOT 6
- Option to import TSX files as an external TileSet resource HOT 6
- Custom Properties defined on object tile definitions do not propogate. HOT 4
- add_id_as_metadata does not work on instance items HOT 3
- Runtime package breaks when project is exported HOT 3
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