How to make 2 tilemaplayers connect with each other?

Godot Version

4.7.1

Question


Like how can I do the thing I showed in the video work?


Pick a tile to draw in stead of relying only on autoconnect mode.

well I did think about that but I was wondering if there’s a more elegant way aka connecting tilemaps and treating them as 1 whole since 1. it’d be a tad bit hard/bothersome to do in script + idk feels like bad practice or smth


I think there was someone who posted a while ago about their approach, maybe you could ask them?

https://forum.godotengine.org/t/architectural-advice-using-5-global-tilemaplayers-for-chunks-biomes-with-sharp-borders-don-t-starve-style

I keep reading about all sorts of multi-layered approaches. Myself I built EZ Tiles for my son about 2 years ago, but that may be too basic (and doesn’t fix your specific issue either):

My old explainer

What are you trying to achieve exactly with the two/multiple TileMapLayers?

If you’re trying to define areas for example, you can do that in other ways.

as I’ve shown in the pictures I have scenes each containing a room that is a tilemaplayer for my roguelite’s dungeon
and then a global tilemaplayer for the corridor connections you can’t see the edges in the big picture but the small zoomed in one shows how bad it looks so I just want autotiling to automatically fix that up by connecting the tilemap layers

No no, I know what you are trying to achieve but my question was why?

wdym? I just explained why

Well, you explained what you want but not why.

If it’s simply to make them look connected then don’t autotile and select manually.

Like this :grin::

the corridor connections and drawings happen automatically in a script so like I said again I don’t want to get each tile from the tileset and draw them cell by cell depending on the corridors rotation and stuff unless it’s a last resort I’m just wondering if there’s a better way to do it atm

I gave up and just copied the contents of all tilemaps to one tilemap ig that works