HD visuals with tilemap

Godot Version

4.2

Question

I’m having an issue which I’m going to try to explain the best way I can, but sorry if this gets confusing.

I have a 2D game where I will be zooming in and out a lot. the scale right now is every in game foot is 2 pixels. I can zoom out to see about 2k pixels or about 1k “in game” feet. Right now i have a tilemap with 48x48 tiles and i have a bunch of physics layers on this tilemap. my issue is when i zoom in the detail is awful since looking at something that is 6 feet tall is really just 12 pixels so obviously the detail is awful. if i made square foot in game 48x48 pixels, then when i zoomed out to my 1k foot distance that would be 288k pixels meaning some of my areas would be 1 million x 1 million pixels and camera zoom is a huge issue now obviously.

i tried going from 48x48 pixel to 192x192 and increasing my pixels by foot to 4 per foot then scaling down the tilemap to .5 scale so essentially having 4x the pixels. Now is the other issue when i scale the tilemap down and zoom out i get weird lines. I’ve tried separating the tilemap by more pixels even up to 10px separation between each tile since I read online it may help, as well as going through a bunch of different settings and nothing works to get rid of those lines.

The only thing I can think of is to create my areas in another program and import them into godot then scale them down. The issue with this is then I would have a crazy long and tedious process of putting by hand all the physics layer in. I plan on having a lot of these area like well over 100 and this would be like the most insanely long process when with the tilemap i can just do the physics of the individual tiles then when i draw the maps its all there.

I’m just kinda stuck because scaling the tilemap down isn’t working. I can’t make my project so big that it’s 300k x 300k pixels or bigger, and there is no way to make a tile in another program at say 1080x1080 resolution and then tell godot its 48x48. Doing the areas in another program and importing them seems out as well because doing all the physics layers after seems impossible.

Scaling the tilemap down to something like .1 scale or .01 scale would work how i needed but the weird lines and visual issues that come up after are not able to be ignored.

If anyone has any thoughts or an thought that i haven’t thought of that i could explore that would be great! thanks

Have multiple versions of the map for different scales, Kinda like LOD.

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