I’m currently in the process of a “universal” LPC tileset repack for OpenGameArt, but I’m having trouble setting up the Terrain Brush to work correctly with the tiles from this pack.
I’m trying to create a tileset in which any terrain could tile with any other, in any configuration, but I don’t really know how Tiled handles various corners and such with regards to the Terrain Brush.
For example, if I’m using Sand with various Water tiles, do I create a brush for Sand, highlight all the corners with Sand, and then create the different Water tiles and highlight all of them, even on the Sand tiles?
To which I have to add, that the terrain generator tool is meanwhile merged to master and shipping along with Tiled since version 0.15. But documenting it is still something I need to get around to…
The tool combines the terrains by stacking individual transitions onto each other, grouped and ordered as specified on the command-line. You could in theory have it make a tileset where all terrains meet all terrains, but that would generate a way too large tileset due to the shear amount of combinations.
Instead, what we did with that tileset was to consider which transitions make sense and look good, and to specify groups of terrains that are allowed to occur together on a single tile.
The tileset was actually generated before the tool had proper command-line arguments, so the groups and stacking order were hard-coded at that point. Hence unfortunately there is no example, but I will work on this when I get around to documenting that tool.