How to properly code coast-like tiles
Posted: Sun Feb 09, 2020 1:43 pm
I would like to implement Mangrove tiles in hex topology, which should work like coast ocean tiles trees standing on ocean blend, sand beach along nearby land, not around trees).
I literally copied hexemplio water*.spec files and changed coast to mangrove:
of course same for tilespec file:
but client crashes with message:
Are coast tiles somewhat hardcoded? Version 2.6.
I literally copied hexemplio water*.spec files and changed coast to mangrove:
Code: Select all
gfx = "hexemplio/water1"
...
2, 0, "t.l1.mangrove_cell_u000"
2, 1, "t.l1.mangrove_cell_u100"
2, 2, "t.l1.mangrove_cell_u010"
2, 3, "t.l1.mangrove_cell_u110"
2, 4, "t.l1.mangrove_cell_u001"
2, 5, "t.l1.mangrove_cell_u101"
2, 6, "t.l1.mangrove_cell_u011"
2, 7, "t.l1.mangrove_cell_u111"
...
}
Code: Select all
[tile_mangrove]
tag = "mangrove"
blend_layer = 2
num_layers = 2
layer0_match_type = "coast"
layer1_match_type = "water"
layer1_match_with = "water"
layer1_sprite_type = "corner"
No idea what is going wrong, surely I have t.l1.mangrove_cell_u000 (mangrove.spec is included in tileset files section).Loading tileset "augmentedi".
0: Don't have graphics tags "t.l1.mangrove_cell_u000" or "" for same cell terrain "Mangrove".
Are coast tiles somewhat hardcoded? Version 2.6.