It took me a couple days to figure out why the textures were not importing into Unity (I'm relatively new to Unity and Blender -- or rather I have forgotten 90% of what I knew about Unity and Blender since I last used them), and I'm still a bit puzzled about why Blender has so many means of associating texures with a mesh. But the problem appeared to be that the UV Map for the mesh was not linked to the images. So to get the textures to import into Unity, I had to open the UV Editor and re-associate the proper texture image with the UV Map for each part of the model. I'm using Unity 5.6.1f and Blender 2.78c.
The reason I thought an SGDK2 template might be appropriate is because I have seen some submissions providing TMX files for use with TileEd (for example http://opengameart.org/content/cave-tileset has some comments referring to TMX files). SGDK2 files might be a stretch, but I figured I'd ask. After all, SGDK2 is a handy tool to visualize and design with even if it isn't the final tool used for development.
The reason it doesn't make sense to extract the unique or edited resources is that I haven't really changed anything, just added some SGDK2-specific data for using existing graphics in that environment, much like the TMX files provide parameters for using existing graphics in TileEd.
The thing I don't understand about the cliffs is how to integrate them into a landscape made up of other LPC tiles. I assume there's a way to make some terrain where the player would climb up a slope onto a cliff, but I don't see how the tiles would fit together to support that. Maybe I'm wrongly assuming they can be used that way.
It took me a couple days to figure out why the textures were not importing into Unity (I'm relatively new to Unity and Blender -- or rather I have forgotten 90% of what I knew about Unity and Blender since I last used them), and I'm still a bit puzzled about why Blender has so many means of associating texures with a mesh. But the problem appeared to be that the UV Map for the mesh was not linked to the images. So to get the textures to import into Unity, I had to open the UV Editor and re-associate the proper texture image with the UV Map for each part of the model. I'm using Unity 5.6.1f and Blender 2.78c.
The reason I thought an SGDK2 template might be appropriate is because I have seen some submissions providing TMX files for use with TileEd (for example http://opengameart.org/content/cave-tileset has some comments referring to TMX files). SGDK2 files might be a stretch, but I figured I'd ask. After all, SGDK2 is a handy tool to visualize and design with even if it isn't the final tool used for development.
The reason it doesn't make sense to extract the unique or edited resources is that I haven't really changed anything, just added some SGDK2-specific data for using existing graphics in that environment, much like the TMX files provide parameters for using existing graphics in TileEd.
The thing I don't understand about the cliffs is how to integrate them into a landscape made up of other LPC tiles. I assume there's a way to make some terrain where the player would climb up a slope onto a cliff, but I don't see how the tiles would fit together to support that. Maybe I'm wrongly assuming they can be used that way.