Rotorz Tile System for painting 2D and 3D tiles!

Thanks for the information numberkruncher. All i mean is a different rule for tile placement when there is a height difference at tile borders.

Essentially i am looking for something like the old NWN toolset or starcraft 2 level editor, like this https://www.youtube.com/watch?v=wEPFlZ_QKVg
I believe they both operate on the vert and effect the four tiles around them rather than the middle tile and effect the nine tiles around them. This means less possible combinations which allows them to have rules for every possible tile placement including height up or down.

i can see from the documentation that working with different heights is entirely possible with your current system in conjunction with the normal unity tools. However, what i really need is to pass my assets off to level designers and for it just to work, so they dont have to worry about the actual construction and can concentrate on the flow and aesthetic of the level. The great strength of a system like this is the freeform nature of level building, where if something doesn’t work then it can quickly be deleted and painted out differently. If the process has manual tweaking and set up for different heights then i see that as a hindrance and the benefits of an automated system like this begin to disappear.

So i am wondering if you believe its possible for your tile system to be extended in this way? So it could deal with height in a similar way to the starcraft 2 editor. I would consider paying someone to extend this system or perhaps ask a colleague to look at it.

Cheers,
Gordon.

I haven’t used the starcraft 2 level editor, but from the video that you provided, it appears to be procedurally generating the terrain upon painting.

Rotorz Tile System is an object placement system which places instances of tile prefabs. The placement of objects can be influenced by their surrounding tiles, though each tile combination is a separate prefab.

I think that you are going to want an entirely procedural solution to achieve an editor like the one in the video. So in this scenario, Rotorz Tile System is probably not the best choice for your needs.

No its not procedural, it just places tiling meshes based on a set of rules as does the NWN editor. They are both very similar in function to yours.

https://www.youtube.com/watch?feature=player_detailpage&v=lLwj5GVvdLI#t=123s This video probably shows it better.

Ahh, yes now I can see what you mean, though this does still appear to be using a terrain mechanism to achieve this. Which Rotorz Tile System cannot offer.

Well anyhow, please see the private message which I sent you :slight_smile:

i can’t use prefabs

Hi Bando

I have sent you a PM so that we can discuss and diagnose your issue more easily.

I am trying to drag tiles to a tile system in my scene, but it’s not working.

How can I do it?

Hi Subone

Just as follows:

  • Create a tile system.
  • Select the tile system.
  • Select a brush.
  • Select the “Paint” tool.
  • Draw on tile system as you would paint in a paint program.

Please let me know if you are still stuck and I will do my best to assist :slight_smile:

Thanks, now it worked!

I forgot to tell you I have found an annoying bug that deselects gameobjects when play/pause is pushed. Can you look into this please?

When switching between play/edit mode Unity clears and regenerates everything which causes object references to be lost. In the case of the brushes palette, the designer window and the scene palette the currently selected brush, tileset and tile system will usually be retained.

Q1. Do you have the “Scene” palette window open?

Q2. Which game object is being deselected?

Q3. Could you please provide a list of steps which I can follow to reproduce the problem?

Please send your invoice number and E-mail address via PM if you would like to have access to pre-release versions of Rotorz Tile System. If you are interested, I would be very interested to know whether you experience the same issue in the upcoming version.

Many thanks!

Added: After switching to/from play mode you may notice that your tile system has become deselected in the scene hierarchy, but it will still be selected in the scene window (even if the scene window is not displayed). So if you just select the paint tool, the previously selected tile system should automatically “reselect”. I have just tested this with the current version and this is working as intended.

hello NumberKruncher

ive just updated to the latest version and im getting this compile error,
Assets/Rotorz/Tile System/Editor/RtsBrushPropertyDrawer.cs(22,65): error CS1502: The best overloaded method match for `Rotorz.Tile.Editor.RotorzEditorGUI.BrushInspectorField(UnityEngine.Rect, string, Rotorz.Tile.Brush, bool, bool)’ has some invalid arguments

ive tried deleting and reinstalling rotorz fresh but its still coming up , any idea whats going wrong ?

Q1. Are you installing from the asset store or the new BETA release?

Q2. Are any other scripts failing to compile when you check the console window?

Q3. Does the error occur if you create a blank project and then import the latest version of RTS?

1 installing from asset store
2 this is the only error in console
3 not tried that yet

I have just tested a clean install from the asset store using both Unity 3.5.7 and Unity 4.1.2 and no such errors are occurring for me.

Are you sure that you imported and overwrote all of package assets upon importing package?

hmm yep i just tried a new project and it compiled ok

i didnt change any options on import i just used defaults will check this now

edit
yeh definately imported the file

its also giving this error

Assets/Rotorz/Tile System/Editor/RtsBrushPropertyDrawer.cs(22,65): error CS1503: Argument #3' cannot convert Brush’ expression to type `Rotorz.Tile.Brush’

Okay, this indicates the true cause of the problem. Another script in your project has defined a class in the global space called Brush which is conflicting with the Rotorz one. Our class is placed in a namespace, but the current release of GameDraw has theirs in the global namespace which causes this problem.

If you are using GameDraw you should contact the developers since they tell me that they have a fix for this. Please let me know if you are using GameDraw.

yep ive got gamedraw installed ok cool ill remove it now not doing art atm, thanks for the help :wink:

Cool, like I said, just let the GameDraw developers know that you have the problem also. I had one other customer report this issue and the developers said that they would provide a fixed version immediately via E-mail since the asset store one will of course take a while to approve.

Another resolution is to avoid “using Rotorz.Tile” in any scripts in your project, but instead, to use explicit references or aliases.

// Example of alias, at top of script
using Rotorz.Tile.Brush as RtsBrush;

RtsBrush someBrush;

// Example of explicit reference
Rotorz.Tile.Brush someBrush;

Perhaps this will be of use to you :slight_smile: