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Getting a Invaild Tileset Reference - Printable Version +- Tilengine - The 2D retro graphics engine forum (http://tilengine.org/forum) +-- Forum: English forums (http://tilengine.org/forum/forumdisplay.php?fid=3) +--- Forum: Support (http://tilengine.org/forum/forumdisplay.php?fid=7) +--- Thread: Getting a Invaild Tileset Reference (/showthread.php?tid=393) Pages:
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Getting a Invaild Tileset Reference - RootBeerKing - 11-13-2019 Hello, I've been playing around with the sample files and I finally got around to trying to load some of my own artwork into the engine, however I have ran into an error that I'm not sure how to fix. I've basically taken the Platformer.py sample and replaced the tilemap with one that I have made personally. Everything is the same I just changed lines 64 and 65 the file to redirect to my tmx files. Doing this I get the error "tilengine.TilengineException: 'Invalid Tileset reference'" Any ideas what might be wrong? Thank you and have a wonderful day. RE: Getting a Invaild Tileset Reference - megamarc - 11-13-2019 Without having your artwork and the contents of the line you have changed, I can't tell the problem. However my guess is that you've produced 32-bit ARGB artwork, whereas Tilengine requires 8-bit indexed color format, and it's refusing to load it. It's a common mistake. Make sure your PNGs are 8-bit and index 0 is the transparent color. The python binding is a bit outdated, but the core library got a TLN_SetLogLevel() function in release 2.10 to print this kind of errors to the standard output before they crash something. Thanks and goog luck! RE: Getting a Invaild Tileset Reference - RootBeerKing - 11-13-2019 (11-13-2019, 07:10 AM)megamarc Wrote: Without having your artwork and the contents of the line you have changed, I can't tell the problem. However my guess is that you've produced 32-bit ARGB artwork, whereas Tilengine requires 8-bit indexed color format, and it's refusing to load it. It's a common mistake. Make sure your PNGs are 8-bit and index 0 is the transparent color. Hey Marc, thank you for reply, unfortunately the file is already an 8-bit indexed color PNG. Would it be possible for me to send you the file which I'm having trouble with so you could take a look? RE: Getting a Invaild Tileset Reference - megamarc - 11-13-2019 Of course, you can post the files here in the forum if you want. And also the modified Platformer.py RE: Getting a Invaild Tileset Reference - RootBeerKing - 11-13-2019 (11-13-2019, 07:43 AM)megamarc Wrote: Of course, you can post the files here in the forum if you want. And also the modified Platformer.py I've attached a zip with all the files. Let me know what you find. Thank you again for the help, it's much appreciated. RE: Getting a Invaild Tileset Reference - megamarc - 11-13-2019 Hi again, Spritesets are loaded from a pair of files with the same base name, different extension:
Also, the funcion call to load the spriteset expects the base name without the extension, line 65 should be: Code: playerSprite = Spriteset.fromfile("player") I see the documentation is not clear in this regard. For a full working example in python, i recommend you to check this project: https://github.com/megamarc/TilenginePythonPlatformer Your interest is much appreciated too ![]() RE: Getting a Invaild Tileset Reference - RootBeerKing - 11-13-2019 (11-13-2019, 08:17 AM)megamarc Wrote: Hi again,Were you able to get the tmx files to load? If so, how did you fix the issue with invaild tileset reference? RE: Getting a Invaild Tileset Reference - megamarc - 11-13-2019 Hi again, I didn't try loading more assets as I saw the error with the sprites. I was going to try it now, but I'm on another computer and you've removed the attachment from the post RE: Getting a Invaild Tileset Reference - RootBeerKing - 11-13-2019 (11-13-2019, 06:04 PM)megamarc Wrote: Hi again, Oh sorry, I just didn't want any others getting a hold of my art, I'll upload it one more time, just let me know when you got it so I can delete it again. RE: Getting a Invaild Tileset Reference - megamarc - 11-13-2019 Done. The problem is that Tilengine doesn't load tilesets embedded inside tilemaps (something that Tiled editor itself can do), they must be exported as stand-alone tilesets. I've done it, here you can find attached the resulting decoupled tmx/tsx files. I haven't included the png. Let me know your progress! |