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Author Topic: Update a tilemap without corrupting everything  (Read 3720 times)

zeteginara

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Update a tilemap without corrupting everything
« on: May 17, 2014, 08:54:50 pm »
So, I have a sprite sheet that I made a tilemap out of.  Suppose I want to add some tiles to the spritesheet (without changing the dimensions of the actual .png file, but have a multi-layered tilemap that's pre existing.  How do I go about adding the tiles without completely corrupting the tilemap?

unikronsoftware

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Re: Update a tilemap without corrupting everything
« Reply #1 on: May 17, 2014, 09:13:05 pm »
That should just work, unless you deleted all the unused sprites from the spritesheet import?

zeteginara

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Re: Update a tilemap without corrupting everything
« Reply #2 on: May 17, 2014, 09:36:24 pm »
No, I didn't, but when I opened the tilemap again in my scene, all the tiles in the palette were corrupted.  I had to delete and recreate a new tilemap.  Thankfully I didn't start much in the way of work, I'll see if I can replicate it next time I need to update my tilemap.

unikronsoftware

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Re: Update a tilemap without corrupting everything
« Reply #3 on: May 17, 2014, 09:45:19 pm »
It could have just not updated. If that happens again, try recommitting the tilemap, it will force it to rebuild.