That problem is no more with separately defined tiles, and then we will put them wall to wall on purpose when we want to create rows of apartments and such.
Most of the basic stuff is already done since I couldn't get the entire school to rotate properly without it. I'm not sure if I'll finish the school this weekend but you can expect to see it next if I don't. The separation of all of the buildings tiles wasn't used in the old code since the buildings were randomly generated inside as opposed to hard-coded. Should be fine with both versions, just more work.
You mean you already did it with separately define tiles? Give me whatever you got, it will do.
All I need is something like this, for example:
//3x3 office building, ground floor z=0
t_offcice_ground_A, t_offcice_ground_B, t_offcice_ground_C,
t_offcice_ground_D, t_offcice_ground_E, t_offcice_ground_F,
t_offcice_ground_G, t_offcice_ground_H, t_offcice_ground_I,
//3x3 office building, basement floor z=-1
t_offcice_under1_A, t_offcice_under1_B, t_offcice_under1_C,
t_offcice_under1_D, t_offcice_under1_E, t_offcice_under1_F,
t_offcice_under1_G, t_offcice_under1_H, t_offcice_under1_I,
//3x3 office building, upper floor z=+1
t_offcice_above1_A, t_offcice_above1_B, t_offcice_above1_C,
t_offcice_above1_D, t_offcice_above1_E, t_offcice_above1_F,
t_offcice_above1_G, t_offcice_above1_H, t_offcice_above1_I,
//3x3 office building, upper floor z=+2
t_offcice_above2_A, t_offcice_above2_B, t_offcice_above2_C,
t_offcice_above2_D, t_offcice_above2_E, t_offcice_above2_F,
t_offcice_above2_G, t_offcice_above2_H, t_offcice_above2_I,
…and the stuf in mapgen.cpp:
case t_offcice_ground_A:
//your graphics for top-left corner of the ground level
case t_offcice_ground_B:
//your graphics for top-centre tile of the ground level (eneterance)
.
.
.
Separating the tiles like that doesn’t make it any harder for you since you are designing each tile separately anyway, right?