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Wednesday, August 19, 2015 - 01:12

Ahh! Awesome!

 

I look forward to seeing the next results! Maybe the code, if I ever get too curious. I'd love to turn this into a BYOND library, but I'm still busy as heck working on a live sandbox and the ability for players to upload their own character sprite!

Wednesday, August 19, 2015 - 00:53

That looks fairly interesting! My concern would be that the requirement of a 3x3 grid of each texture is still there, but I assume that's a simple thing to do, having been done once already!

 

I do like the results of the old method. If that blend mask issue could be isolated, that would been the perfect stand-alone tool.

Sunday, August 16, 2015 - 22:12

As-is, you've done an outstanding job and I cannot thank you enough, it's almost perfect!

Maybe it's the huge disparity in contrast between the textures?

Let's try it with something closer in relative contrast levels. How about these two? Take your time! These are 256x256.

 

Sunday, August 16, 2015 - 20:16

You are EVER SO CLOSE. I think the blend mask size used is just a wee bit off (look at the inside corners) perhaps if the size of themask were increased a few pixels? 4 or so miiight work? Unless you're using the same size mask as from before, in which case I do not know what is causing this very minor mis-matching!

 

As-is, only the truly discerning eye would notice the flaw.

 

Sunday, August 16, 2015 - 18:57

Here's your current 8-tile cutout in action! Looks GREAT, but you see those other four corner pieces need to be made to round out the full set!

Sunday, August 16, 2015 - 18:32

I'm going to do a manual cut and insert into the BYOND editor, and give the current 8-tile set a shot. I'll post a pic in a bit!

Sunday, August 16, 2015 - 17:13

If you could make a simple executable just to automate what we've talked about, you'll have handled about 95% of the problems tile-based gamemakers have in tile generation, as transitional tiles are probably the hardest thing I've come across! Just that kind of tool alone seems to not exist, at least not in such a simple input a/input b/input c=output format.

Sunday, August 16, 2015 - 14:59

Idea for a procedure to accomplish this:

 

Input Texture A.

Input Texture B. (textures should be required to be the same resolution, and in a power of 2)

Input Blend Mask.

3x3 grid of each texture is then created, each grid its own separate layer.

Apply chosen blend mask to topmost layer texture.

Merge layers and output the results cut into tiles the size of the original textures. Bonus - be able to output directly to desired tile size, 16x16, 32x32, 64x64, etc. Simple powers of 2.

Undo the merge, swap texture layers, repeat blend mask application to new topmost layer texture, merge, and output, but only cut and output the corner tiles.

 

That should produce the desired results? Do you think you could create some sort of automated tool to do exactly that? I'm absolutely useless with procedural generation (hence why I can't get a grasp on Genetica, where these textures originally came from.)

 

You would become the hero to tons of hobbyist and indie game devs. I would bet you'd become a household name for RPGMaker and BYOND people, especially for asset creation tools.

 

Also, here is a link which might help you in your endeavors all-around. http://devmag.org.za/2009/05/28/getting-more-out-of-seamless-tiles/

 

 

Sunday, August 16, 2015 - 12:49

That is EXACTLY what I want! Thank you!

 

To reproduce the other corners, one would simply swap the images on the masks (stone would be the inside texture, lava would be the outside) and just clip the outer corner tiles out, that would make the missing group of four corner tiles.

 

If you have the GIMP file for that with the mask saved, I'd love to get a hold of that! I could easily do the rest (I code, I am horrible at using art programs, but if I have a pre-set framework that's easily modified, then Im good to go!)

 

I just can't believe there's not a program to do this exact thing!

Sunday, August 16, 2015 - 01:58

The textures are seamless at the edges, yes.

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