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Suggestion for accomodating bleeding fix

A topic by Ample created 132 days ago Views: 469 Replies: 12
Viewing posts 1 to 9
(+1)

Discovered this tool a few days ago and I really enjoy using it. I would like to present a suggestion to help fix bleeding/flickering issues. Due to the way texture rendering works, using the objects created by this tool with regular sprite sheets will often result in bleeding problems in an engine.

Here's an example of what I mean:

http://rotorz.com/unity/tile-system/docs/e3d107d9-...

Now, the same website also links to a common fix:

http://rotorz.com/unity/tile-system/docs/edge-corr...


The workaround is using an extra 1px border around the tiles. I myself use a gimp script to generate these (http://registry.gimp.org/node/24816 for anyone interested). Unfortunately, using extra spacing dealigns the grid. It would be nice to have an extra option under Extra UV Grid Settings for spacing to accommodate this.

Thanks for creating this tool! It's great to work with.

Developer

Thanks for letting me know about this, I did not know this. My use case would have been with unfiltered and non mip mapped textures so I wouldn't have come across it otherwise.

(+1)

I noticed this issue as well both when rendering and using BDX. Bleed border would be much appreciated! :)

Developer

So I can get a handle on this problem, I'd like to know what your workflows are for adding the bleed border to your textures.

Ample's Gimp link is the way I work around the issue generally: 1 or 2 extra pixels surrounding each tile. In the created gutter the outermost line of pixels immediately neighboring the border are duplicated. That's pretty much it. :)

Wouldn't the easiest fix be to simply create 'in-between' tiles? For example, if you're making a 32px tile, you make 16px margins, creating a 32px tile out of the two margins.

Developer(+1)

That would work as a holdover solution, but it would still be ideal to have a better way built into Sprytile. I'm working on a huge refactor of the code so this might be addressed sooner rather than later.

Developer(+1)

Hey folks. Just wanted to let the thread know that tile padding will be in the next release!

Developer(+3)

To access tile padding, select a tile grid and expand the Extra UV Grid Settings options. 

Are there some tips to getting all the tiles to line up with padding and offset. I'm having a real difficult time.

Developer

The offset origin starts from the bottom left corner and is a pixel value. Can you please describe what you're trying to do? These settings might not be what you want.

Thank you for the reply. I am trying to use the padding and or margins to compensate for the tear effect in unity. I had read some posts that suggested using margins and or padding can help with this.

Developer

Reset offsets to zero, and set the tile size back to 32x32. Set padding to 1x1. It looks like you added margins to the tileset, from eyeballing it, looks like you have to add 1 margin on each side, and then a 1x1 offset.

Think of padding as the safe space that goes around the tile. 

Margins are the spacing between tiles.

Offset moves the entire grid from the origin.