mapeditor/tiled

Add an option alongside 'ignore' & 'locate file' to remove tiles from missing files #3671

patchuby posted onGitHub

Is your feature request related to a problem? Please describe. During the process of optimization, I sometimes changed the organization of folders on which the tilesets are based on. I would prefer one giant tileset (see #3670) but so far it's the only way for me to organize on the map making sides, which tiles go where.

When I do reorganize, tiles will not find their missing files, and the only way to remove it that I know is to go through the tileset and identify with the little icon which tiles are missing. #3083 would solve this problem for me as well.

Describe the solution you'd like Adding a button here to remove tiles related to the missing files with a prompt to confirm the deletion. <img width="179" alt="image" src="https://user-images.githubusercontent.com/9586594/233775336-dc64303a-bc76-40ba-9a18-0f51eb90aca3.png">


This sounds like a duplicate of #1189.

I do wonder though, since you're saying you're changing organization while optimizing, why is removal the desired action? Do you not need to actually fix the references after reorganizing your tile images?

posted by bjorn about 2 years ago

Yes it is a duplicate, I searched for a similar issue but I didn't find this one.

I'm trying to use tilesets to inform the user (the map maker) on which assets can be used where while keeping the game optimized. For example, have one tileset for each city + one tileset for props that can be used anywhere. When I move a prop from 'anywhere use' to 'city specific' use I need to remove the reference from one tileset and move it to another tileset.

After talking with eishiya though, I've realized I have very specific needs due to the isometric perspective and the fact I'm not making my artists cut the assets into tileable parts, I'm doing it after, so Tiled is only a reference to how things should look, not really how they are really organized in the game.

Due to this I think I'll have to create scripts to fit & optimize my use case. I will try to aim having the tile placement in maps inform the tilesets and the texture packing/grouping, so that everything is dealt with automatically and the map maker doesn't have to worry about optimization. The pipeline creates the most optimized texture organization.

In summary it's probably to reasonable to expect Tiled to cater to such specific problems that 95% of users will not have to think about ?

posted by patchuby about 2 years ago

In summary it's probably to reasonable to expect Tiled to cater to such specific problems that 95% of users will not have to think about ?

I think there are many features in Tiled that are used by less than 5% of the users, but improving the handling of such a dynamic source of images would likely benefit many others (maybe by #1189 short-term and #3083 longer term), so I'm sure we'll eventually get around to it.

Due to this I think I'll have to create scripts to fit & optimize my use case. I will try to aim having the tile placement in maps inform the tilesets and the texture packing/grouping, so that everything is dealt with automatically and the map maker doesn't have to worry about optimization. The pipeline creates the most optimized texture organization.

This will be a bit more effort for you, but I think it would indeed be beneficial to automate such things. Rather than having you or the map maker use pre-configured and then frequently adjusted sets of images, you could take what the map maker has made and construct the sets of images based on their usage. It gives the map maker more freedom and could even be more optimal in the end. Of course, when they use too many different images on a single map, it may become a problem, but you could use scripting to add a warning about this, or make your pipeline output a warning.

posted by bjorn about 2 years ago

Closing as "not planned" because that includes "duplicate".

posted by bjorn about 2 years ago

Fund this Issue

$0.00
Funded

Pull requests