0
\$\begingroup\$

I'm trying to set up autotiling for this tileset in Godot:

Tileset

I set the peering bits like this:

Bitmask

However, when I try to place the terrain tiles, all I get is this mess:

Result

What am I doing wrong?

\$\endgroup\$

1 Answer 1

3
\$\begingroup\$

You set some of the bits incorrectly for certain tiles, leading to misplacements in your tilemap.

Peering bits tell the engine how to fill a tilemap cell depending on neighbouring cells; it seems you used them to mark the walkable surface of each tile instead, which is not the intended use.

Here's a comparison between your setup and a tileset I adapted to resemble your arrangement (assets by Buch), with red dots marking the missing peering bits:

Tileset comparison marking the missing peering bits.

After updating these peering bits, painting terrains on your tilemap should produce consistent results (here I used both the Connect and Path modes):

Final result using terrains.

\$\endgroup\$

You must log in to answer this question.

Start asking to get answers

Find the answer to your question by asking.

Ask question

Explore related questions

See similar questions with these tags.