0 votes

I'm working on integrating Tiled maps into Godot, by exporting tileset files as .tres files, with collision maps and all. I have what I believe is something very basic that should work, but it simply does not. No errors on format, no crashes or freezes, just a grey background instead of a the Tiled map.

Here is the most basic output of the tileset .tres file:

[gd_resource type="TileSet" load_steps=3 format=2]

[ext_resource path="res://TileSets/grasslands.png" type="Texture" id=1]

[resource]
0/name = "grasslands 0"
0/texture = ExtResource( 1 )
0/tex_offset = Vector2( 0, 0 )
0/modulate = Color( 1, 1, 1, 1 )
0/region = Rect2( 0, 0, 1024, 1024 )
0/tile_mode = 2
0/autotile/icon_coordinate = Vector2( 0, 0 )
0/autotile/tile_size = Vector2( 64, 64 )
0/autotile/spacing = 0
0/autotile/occluder_map = [  ]
0/autotile/navpoly_map = [  ]
0/autotile/priority_map = [  ]
0/autotile/z_index_map = [  ]
0/occluder_offset = Vector2( 0, 0 )
0/navigation_offset = Vector2( 0, 0 )
0/shape_offset = Vector2( 0, 0 )
0/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
0/shape = 0
0/shape_one_way = false
0/shape_one_way_margin = 1.0
0/shapes = [  ]
0/z_index = 0

I have validated ext_resource but can't figure out why I get a grey background with this file.

Anyway, what I'm really looking for is DOCUMENTATION on how to properly format .tres files for tilesets.

Any help would be greatly appreciated. Thanks!

in Engine by (16 points)

2 Answers

0 votes

I figured out what was wrong and Godot's documentation is good enough to work through things. This can be closed.

by (16 points)
+1 vote

The TSCN/TRES file format documentation can be found here. That page only mention TSCN, but TRES is very close in design.

Also, there's a Godot Tiled importer available here.

by (12,889 points)
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