This script allows you to replace your tile passage settings with a collision map. Collision maps are optional; a map can use the default tile passage settings. However, you can only choose between one or the other.
The collision map is straightforward: it is an image the size of your map. Anywhere that is colored red is cannot be passed. The collision map can be created in any image editor of your choice.
This is a very simple collision map and only supports two passage settings: Passable, not passable.
Non-DLL version: Script
Doesn’t require DLL, is more compatible, but might be slower.
You might want to use the Collision Map Overlay to see the collision maps right on your screen
Place this below Materials and above Main.
Place CollisionMaps.dll inside your project’s System folder
Setting up Passage Settings
If you want a map to use a collision map, note-tag it with
It will automatically use the associated collision map.
Currently you are unable to specify or change which collision map is used.
Creating Collision Maps
To create your collision maps
- Take a mapshot of your map and open it in an image editor.
- Create a layer on top of your image, which will be your collision map
- Anywhere that is not passable will be red. Anywhere that is passable will be black.
- Save the collision map and place it in the Collision Maps folder with the appropriate filename
This tutorial describes how you can create collision maps using Graphics Gale.
Storing your Collision Maps
By default, the collision maps are stored in the following folder
The name of each collision map matches the name of the map as follows
And so on. You can customize these in the configuration if needed.