Terrains: What Am I Doing Wrong?

16x16 tileset. I’m doing my best to follow the instructions, but I end up with this… glitchy mess.

Hmm. I think there are quite a few issues there, but… I guess a key one leading to that glitchy mess when painting dirt is that you have not marked any tile as 100% dirt. Since there’s no full dirt tile, the system needs to fill out other terrains around it in order to place dirt.

I can see a full dirt tile in the tileset, so I’d start by marking that and go from there.

Another thing is that when two tiles are marked exactly the same, the system chooses one of them at random. Sometimes that’s fine (when they’re decorations on the same base); sometimes it’s not (when they’re two different variations on a similar transition). I can see a likely case of the latter in the dirt/grass transitions at the top left that work both ways – the edge tiles are duplicated, but I bet it’s not set up for them to be interchangeable.

I should have added that what you see here is only my latest attempt. Previous attempts had pure dirt, grass, and water tiles set - and those didn’t work, either, so I removed them to see if that helped.

I’m coming here from RPGMaker MZ and how maps are made in that program, so maybe I’m just failing to grasp how this all works. I’m following this guide - Using Terrains — Tiled 1.12.1 documentation - and it’s nothing like how the pictures make it look.

Well, Tiled’s autotiling is somewhat incompatible with RPGMaker autotiling – tiles made for RPGMaker cannot be used as-is in Tiled. There are several scripts to convert them (I even made one myself).

It’s not entirely clear to me if that’s the issue here, though. That tileset does not directly look like something built for RPGMaker… but, it is divided up into components that look similar to an RPGMaker format. On the other hand, I can see tiles that wouldn’t be explicitly present in an RPGMaker set, being instead composed of subtiles.

For a starting point, I think it might help to create a terrain set that contains only two terrains and figure out how to make that work for various pairings. Perhaps once you’ve done that, you can find a way to combine them all into a single terrain set.

That said, the double dirt/grass transitions make me doubt that Tiled can handle all of these in a single terrain set. I encountered a similar problem with water/deep water transitions in RPGMaker 2000 chipsets.

Tiled can handle multiple Terrain transitions, but they need to be consistently labelled and sufficiently complete. The problem here, I think, is that there are a lot of incomplete sets of labels, and a lot of nonsensical labels (like whole-water tiles with details being labelled as water-edges).

I second the advice to start simple. Pick two terrains and completely label the relevant tiles, making sure you have all the relevant transitions. Tthat should be 14 tiles (16 if you pick one of the terrain-pairs for which diagonal corner tiles exist), plus their cosmetic variants, though you may wish to start without labelling variants.

I also recommend not having any transitions to empty in this terrain set. That’ll mean you can’t paint on an empty layer, but that just means you should fill the layer with e.g. grass before you start painting Terrains. I think those incorrectly labelled “transitions” are causing most of the chaos you’re getting - Tiled is doing exactly what you told it to do, but what you told it to do makes no sense with the artwork of these tiles and looks glitchy.