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It would be possible to do something like that for paths... but that's about it. You can't approach different methods of tiling(trees, cliffs, swamp) with the same script, mainly because of how much they differ. Trees and cliffs tile completely differently, for example.
I doubt a cliffing editor would EVER be done, as I think it'd be impossible to detect what direction you're intending the cliff to face. For example, if I click, and start dragging to the right... how will it know if I want a south face cliff, or a north face cliff? It can't, really. One for trees is a lot more probable... but at the same time, illogical. Graal levels work off of tiles -- 16x16 pixel chunks. Now if I start dragging my mouse trying to draw a patch of trees, 16 pixels down and then suddenly my trees are a tile offset. It would completely ruin the method you're trying to do, as now one set of the trees are a tile lower, and thus will never tile correctly. I don't think it's as convenient as imagined. Paths work simply because they're determined on a tile-by-tile basis(every tile is determined with a path). The swamp editor I made hardly even works for the same reason I mentioned with the tree(instead of being determined by every tile, it's determined by ever 2x2 tiles). Move your mouse a little too fast and suddenly the swamp tiles are offset.
edit: I guess the tree thing isn't as illogical as I determined. After a quick second thought, I guess one could 'grid' the level as soon as the mouse is clicked(break the level into 'sectors' the size of the trees, tiled), so that instead of dealing with just the position of the mouse, tiling is determined by the position of the mouse in the new 'grid'. Food for thought.
edit2: I thought I'd elaborate a little on my above idea. Simply because I'm bored and it helps me organize my thoughts. I've attached an image to demonstrate. Upon first clicking the mouse, the script would break up the level into a grid, as determined by your mouse position upon clicking. The grid would be every 6 tiles(that's the size of the tileable tree top). Now, whenever your mouse enters another part of the grid, it places a tree top. I figure the tree top is what's most important in this. Tile the tree top, and determine there rest of the tree afterwards. The only problem I have with this is tree tops are not stacked vertically like that, they misalign 3 tiles when a tree is above or below them... that may be easily solved, though. I doubt this helps anyone else much, but it has helped me! |