1) Create a map. Note which image files it uses for tile sheets.
For best results, keep the TMX and image files all in the same
directory (and save the TMX there the first time you save it, so
it knows it doesn't have to store any path info about the image
files). Close Tiled when you're done.
2) Create new image files, with the same file names,
dimensions, and margin & spacing (if you're using them).
3) Copy these files into that directory, replacing the previous
image files.
4) Reopen Tiled and reopen the TMX. Voila, it's using the new
images!
Note that none of this involved operations within Tiled itself. This
is because of the nature of how these tile sets are updated: you
update the image files, not the TMX file, and Tiled technically only
works on the TMX file.
-Adrian
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-Adrian
I can only say, surely when you change an external .tsx, restarting
Tiled to have this change apply to other maps using that .tsx file
should be enough? At the moment Tiled does not monitor .tsx files so
changes won't apply immediately, but really a restart should be enough
rather than removing/readding the external tileset to a map.
For external tilesets, no information about this tileset is stored
inside the .tmx file apart from a reference to the .tsx file and the
'firstgid' used to determine which global tile ids are from this
tileset.
Best regards,
Bjørn
Not trivial, mainly because an external tileset is loaded only once no
matter how many maps you have open that use it. So to refresh it,
you'd have to either reload the tileset while keeping the Tileset* and
all its Tile* valid, or you'd need to unload all maps, clear out the
cached tilesets and then reload everything again.
I guess the first option would be easier. It is the approach taken by
the reloading of just the image (and it leaves any Tile* that point to
no longer available parts of the image hanging around as empty tiles).
But I'd still not consider it trivial.
The handling of external tilesets is not perfect. Basically they're
documents on their own, but Tiled doesn't handle them as such
currently. Hence making changes to them while they are external is
disabled, you have to temporarily import them to a map so you can
change them, since it's the only way to make the undo stuff work. I'm
not sure how to really solve this problem.
Best regards,
Bjørn
Ok, so the point is, that won't work, and it's also probably why
Gregory devised the solution of removing the tileset from the map and
re-adding it. Because simply reloading the map will re-use the same
_still loaded_ external tileset. That's why you currently need to
_restart_ Tiled in order to pick up changes made to external tilesets.
Best regards,
Bjørn