Tiled to Torque X is a program to convert .tmx files created using the Tiled Map Editor into Torque X tile layer scene objects. Tiled to Torque X is written in C# using Visual C# 2010.
When I started designing a side-view platformer game using tile maps, I discovered that Torque X Builder had atrocious tile editing capabilities. It was slow, cumbersome, and lacked many basic features. To work around it, I started building my levels in the Tiled Map Editor. Tiled to Torque X was created as a way to generate Torque X tile layer scene objects from a Tiled .tmx file. The program generates XML scene objects that need to be manually added to the .txscene file.
When you add your tilesets into Tiled, you must name them after the tileset’s material name inside the Torque X Builder. For example, I have a tileset named forest.png. I created a new material inside Torque X Builder for my tileset and name it forestMaterial. When I add the tileset to Tiled, I must name it forestMaterial.
By default, Tiled to Torque X creates Torque X tile layers with a tile size of 5 units. In order to change this, you must add a special Map Property. It can be accessed by clicking the Map menu item and choosing Map Properties. To change the size of the tiles, add the properties tile_size_x and/or tile_size_y.
Tiled to Torque X follows Tiled’s layer ordering. When converting to XML code for Torque X, the top-most layer in Tiled is assigned to layer 0 in Torque X. The next layer will be assigned layer 1, after that layer 2, and so on. Don’t use more layers than Torque X can handle. Tiled to Torque X will not check for invalid layers. Torque X can handle up to 31 layers. If you check the "Count layers up from 31" option, Tiled To Torque X will generate tile maps starting from the layer 31 (the bottom layer) and counting up to 0.
Tiled to Torque X was designed to read .tmx files created by Tiled version 0.4.0. It does not support the CSV tile data option added in version 0.4.1. It does not support Object Layers.