It’s manually JSON creating. I was thinking of UI for creation, but never went to make it - it’s a complex task. There’s Python schema validator script in utils to check the tileset you’ve made.
Hi, I'm trying to use this to create a tileset file from a folder full of loose tiles, but I can't figure out how to select which tile I want to change the texture of
If I just click the "Add Texture" it'll only change the first tile
If I click one of the other tile it doesn't appear to select it
Hi! It can not do that, it produces tilesets from files containing several tile parts (sides and corners) placed in a row. You probably need another tool for what you want to achieve. If you use Godot, you probably can do that inside the editor. Otherwise there are other tools specifically targeted at mapping, you can lookup Tiled or Ldtk map editors.
Help! When I try to create a tile and enter its name, manage rulesets or manage templates, the program crashes with no explanation. I have the latest itch version for Windows.
Hi! I will look into it. Are there more details? Are you a new user? Do you have some tiles already? If you do, I’ll need those to reproduce the bug. What system are you running, Windows? You can try to clean your ui cache in User/AppData/Roaming/TilePipe2 - just delete the folder and the program should return to default examples folder on the next launch. If this does not help, then I guess something is wrong with one of the tile files, but the program should not crash either - that’s certainly a bug.
You would also help me greatly if you’d send the logs folder from User/AppData/Roaming/TilePipe2
How do I work with tiles smaller than 32 px if the image can't be smaller in either dimension? Do I have to add empty space? Why is there such a limitation in the first place?
I don’t think there is such a limitation. Most examples are 16x16px even. The templates are 32x32, but they only regulate where the resulting subtiles are located on the output image.
There is setting for input tile size and for output tile size if you want to resize the tiles. The output tiles will be scaled to the output tile size, if you “Output resize” in “On”.
This is an amazing tool! I love all the options and flexibility. I’ve been recommending it to others frequently lately.
I wanted to let you know that I added TilePipe2’s built-in export formats to TileBitTools (https://github.com/dandeliondino/tile_bit_tools/) for Godot 4 — so Godot 4 users can use this tool more easily — and gave TilePipe2 its own tag in the plugin to search for them. Hope you don’t mind!
I don’t know if you have plans to move to Godot 4 terrains, but, if you do, I’d love to see your take on generating multi-terrain transitions. I imagine it would be quite a lot of work to support, but I think all the features TilePipe2 already has would be perfect for generating those tiles.
I was planning on terrains export as it also transpires to Tiled export format, but generating all the transitions would be too much. My idea was to export multilayer tileset, as it looks much simpler.
Unfortunately, I did not have time to work on the project lately. I even can not bring myself up to create a somewhat detailed video tutorial on how to TilePipe2 is supposed to be used. As soon as my life stabilizes a bit, I will return to it all.
I was thinking about implementing directory export, but for another reason (long planned Tiled export). I have it in the backlog. Will add your request too.
This is an amazing tool and it's really helped me get my tilesets set up quickly and imported into Godot. My only question is this: how do I prevent the randomization of combinations of the provided tile parts? I have a project where I have four lines of parts, and they are outputting to my custom quadruple 47 template just fine, but they are randomized and I'd like them to stay with their respective rows.
In essence, I want all of row 1 to output to the first 47set in the template, all of row 2 in the second 47set, etc. Is there a way to do this?
I was working on the problem you’ve mentioned in the light of animation. If I ever finish this work, there will be a switch randomization/animation, and the latter will work somewhat like you describe. However talking about Godot you don’t have to have everything on one texture, there is special AnimatedTexture resource type which works with tilesets too.
If you are going for animation, you can split your input into 4 parts and generate separate textures with a single 47-tile template. Export the first one as a Godot tile, then replace it’s texture with animated texture, created from 4 47-tile textures. It’s a bit of extra work, but it can work even now.
As for updating program, I don’t know when I will be able to get to work on it - maybe in a week, maybe in a month.
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Hello. Is it possible to create new rulesets inside TilePipe? Or would I have to create its JSON file manually?
It’s manually JSON creating. I was thinking of UI for creation, but never went to make it - it’s a complex task. There’s Python schema validator script in utils to check the tileset you’ve made.
Hi, I'm trying to use this to create a tileset file from a folder full of loose tiles, but I can't figure out how to select which tile I want to change the texture of
If I just click the "Add Texture" it'll only change the first tile
If I click one of the other tile it doesn't appear to select it
Is there something I'm missing?
Hi! It can not do that, it produces tilesets from files containing several tile parts (sides and corners) placed in a row. You probably need another tool for what you want to achieve. If you use Godot, you probably can do that inside the editor. Otherwise there are other tools specifically targeted at mapping, you can lookup Tiled or Ldtk map editors.
oooh, alright, thank you for the advice! :)
Help! When I try to create a tile and enter its name, manage rulesets or manage templates, the program crashes with no explanation. I have the latest itch version for Windows.
Hi! I will look into it. Are there more details? Are you a new user? Do you have some tiles already? If you do, I’ll need those to reproduce the bug. What system are you running, Windows? You can try to clean your ui cache in User/AppData/Roaming/TilePipe2 - just delete the folder and the program should return to default examples folder on the next launch. If this does not help, then I guess something is wrong with one of the tile files, but the program should not crash either - that’s certainly a bug.
You would also help me greatly if you’d send the logs folder from User/AppData/Roaming/TilePipe2
How do I work with tiles smaller than 32 px if the image can't be smaller in either dimension? Do I have to add empty space? Why is there such a limitation in the first place?
I don’t think there is such a limitation. Most examples are 16x16px even. The templates are 32x32, but they only regulate where the resulting subtiles are located on the output image.
There is setting for input tile size and for output tile size if you want to resize the tiles. The output tiles will be scaled to the output tile size, if you “Output resize” in “On”.
i must've tried to add the texture as a template, my bad
This is an amazing tool! I love all the options and flexibility. I’ve been recommending it to others frequently lately.
I wanted to let you know that I added TilePipe2’s built-in export formats to TileBitTools (https://github.com/dandeliondino/tile_bit_tools/ ) for Godot 4 — so Godot 4 users can use this tool more easily — and gave TilePipe2 its own tag in the plugin to search for them. Hope you don’t mind!
I don’t know if you have plans to move to Godot 4 terrains, but, if you do, I’d love to see your take on generating multi-terrain transitions. I imagine it would be quite a lot of work to support, but I think all the features TilePipe2 already has would be perfect for generating those tiles.
Thanks!
I was planning on terrains export as it also transpires to Tiled export format, but generating all the transitions would be too much. My idea was to export multilayer tileset, as it looks much simpler.
Unfortunately, I did not have time to work on the project lately. I even can not bring myself up to create a somewhat detailed video tutorial on how to TilePipe2 is supposed to be used. As soon as my life stabilizes a bit, I will return to it all.
Wonderful tool, tried the first one, then this one, and it's really useful.
One request: An export that exports to a directory, with each tile as a separate file, named <projectname>-<bitmask>.png
Silly as it is, it would really help out people using LibGDXs TexturePacker, and, I imagine, other tools that might take TilePipe's output as input.
Thanks.
I was thinking about implementing directory export, but for another reason (long planned Tiled export). I have it in the backlog. Will add your request too.
Check out the Alpha 4 release, it should do what you requested.
This is an amazing tool and it's really helped me get my tilesets set up quickly and imported into Godot. My only question is this: how do I prevent the randomization of combinations of the provided tile parts? I have a project where I have four lines of parts, and they are outputting to my custom quadruple 47 template just fine, but they are randomized and I'd like them to stay with their respective rows.
In essence, I want all of row 1 to output to the first 47set in the template, all of row 2 in the second 47set, etc. Is there a way to do this?
Thanks again! Your work is so appreciated!
Thanks!
Are you making an animated tile?
I was working on the problem you’ve mentioned in the light of animation. If I ever finish this work, there will be a switch randomization/animation, and the latter will work somewhat like you describe. However talking about Godot you don’t have to have everything on one texture, there is special AnimatedTexture resource type which works with tilesets too.
If you are going for animation, you can split your input into 4 parts and generate separate textures with a single 47-tile template. Export the first one as a Godot tile, then replace it’s texture with animated texture, created from 4 47-tile textures. It’s a bit of extra work, but it can work even now.
As for updating program, I don’t know when I will be able to get to work on it - maybe in a week, maybe in a month.