Autotiles: the inner fill is taken rotated by half a tile, inner corners come from the upper right tile

admin committed 2026-09-17 22:28:15 +02:00
1 parent 8a03318e1f
commit f739aa5a7b
1 file changed
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+11 -3
@@ -19,9 +19,17 @@ sheets use:
The bottom 2 × 2 tiles of either block are one fully bordered tile: its middle four quarters are
the inside, the ring around them the borders and the convex corners. A floor block has one tile row
more, and that row holds the four notches — the piece for a corner whose two sides are joined but
whose diagonal is not. A wall knows no diagonals, which is why it is a row shorter and has 16 tiles
instead of 47.
more; its **right** tile holds the four notches — the piece for a corner whose two sides are joined
but whose diagonal is not. The tile to the left of them is a lone tile, the same picture the four
convex corners make, and it stays unused. A wall knows no diagonals, which is why it is a row
shorter and has 16 tiles instead of 47.
The inside is taken **turned by half a tile**: the top-left corner of a drawn tile gets the quarter
from the bottom right of the block's inside. That is not a detail — it is what makes two tiles next
to each other continue the drawing, because the quarters that meet on screen are the ones that touch
in the sheet. The borders behave normally, left on the left and top on top. The rule is the one of
RPG Maker MZ (`Tilemap.FLOOR_AUTOTILE_TABLE`), and the tests check the editor against that table
row by row.
**The tile size comes from the picture**: a block is two tiles wide by definition, so a 96 px wide
block means 48 px tiles and 24 px quarters. There is no field for it — a second number could only