0 votes

I am trying to use a 256x256 png as a tile in a tilemap. I have set the Size Limit of the import settings to 64, and enabled filtering and mipmaps. This gives a very weird looking result. However, if I add the same texture to a sprite and then manually scale it down, the quality of the image stays the same. Is there a way to get the same effect on the tilemap?
In this image, the scaled down texture is on the spikes on the left. The scaled down sprite (with nice quality) is shown on the right, and then two spikes using a small 64x64 texture. Basically, I want my tiles to look like the sprite.

in Engine by (12 points)

1 Answer

0 votes

The Size Limit import option will decrease the size of the image when it's imported. You should only use it to intentionally limit the size of the imported image (e.g. if your team's artist is working at an higher resolution to preserve details not needed in the final image).

If you want to use higher resolution graphics, increase your project's base resolution in the project settings and use the 2d stretch mode instead. See Multiple resolutions in the documentation for more information.

by (12,351 points)
Welcome to Godot Engine Q&A, where you can ask questions and receive answers from other members of the community.

Please make sure to read Frequently asked questions and How to use this Q&A? before posting your first questions.
Social login is currently unavailable. If you've previously logged in with a Facebook or GitHub account, use the I forgot my password link in the login box to set a password for your account. If you still can't access your account, send an email to webmaster@godotengine.org with your username.