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Hey there, adding emission as an option would not be hard for the entire Node; it should be a simple shader toggle and parameter. But it would be harder, with the current architecture, to support that Emission PER TILE, since we draw tiles from the same Atlas Source/Texture. For the Scale, yep, that is expected. I never considered that use case, but we have logic to account for the node Position Changing; we could do something to support Scale also. I will check it and report back. |
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By the way @Rogemcy the latest version fixed the scale issue. Should work correctly now |
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I'm a beginner in indie game development and am preparing to make a top-down 3D orthographic retro game. First of all, thank you for your hard work! Currently, I'm encountering two problems while using the plugin: 1. I'm using a 45-degree top-down orthographic camera in the scene. To make the pixels of the 3D surface textures on each axis square, I enlarged the Y and Z axes of the Transform of the TilemapLayer3D node, but this causes the mouse cursor to misalign when drawing tiles. 2. Perhaps an option could be added to make all textures default to emission materials, requiring no external lighting. These are the only two issues I've encountered so far. I came from Blender's Sprytile addon, and due to its lack of maintenance, your plugin is a lifesaver! Thanks again!
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