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  • Tile Composer
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      • Documentation
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          • Introduction
          • Documentation: Tile Collections
          • Documentation: Tile
          • Documentation: Tile Composer
          • Documentation: Solvers
          • Documentation: Helpful Tools
          • Tutorial: Empty Tiles
          • Tutorial: Connectors
          • Tutorial: Neighbors from mesh
          • Tutorial: Neighbor matrix editing
          • Combining Workflows
          • Tutorial: Multiple Tile Composer Passes
          • Custom Grid Types
  • DirectX 11 Grass Shader
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Documentation

  • Introduction
  • Documentation: Tile Collections
  • Documentation: Tile
  • Documentation: Tile Composer
  • Documentation: Solvers
  • Documentation: Helpful Tools
  • Tutorial: Empty Tiles
  • Tutorial: Connectors
  • Tutorial: Neighbors from mesh
  • Tutorial: Neighbor matrix editing
  • Combining Workflows
  • Tutorial: Multiple Tile Composer Passes
  • Custom Grid Types

Table of Contents

  • Documentation: Helpful Tools
    • Create tile component on selected
    • Create tile hirarchy from selected
    • Create tile variation
    • Create tile replacement
Tile Composer > Documentation > Documentation: Helpful Tools

Documentation: Helpful Tools

The asset includes a number of helpful editor tools that make it easier to set up tile collections.

You can access them through the menu bar Tools / Stix Games | Tile Composer.

Create tile component on selected

This helper creates a tile component on each selected object.

Create tile hirarchy from selected

This helper treats the selected objects as a hirarchy of tiles, e.g. the parent will be the base tile and children will be tiles that inherit properties from it.

Additionally the tool creates a parent object for each tile.

Create tile variation

If you want to create a slight variation of a finished tile, use this helper, it will copy the selected tile and make the original the base tile of the parent.

Create tile replacement

When using the Auto-set neighbors from mesh feature there can be situations where you want to make manual changes, but still want to be able to iterate the base mesh.

In this case you can create a tile replacement: Create a copy, make the original the base tile, then deaktivate the original. Auto-set neighbors from mesh will still use the disabled original, your changes will not be overriden.


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