I checked in a first version now. I know blending is not perfect, but currently I see no way to make it better:
How to use:
in the tileset xml now you can have a texture node which looks like this;
<tileset>
<surfaces>
<surface partsize="64">
<texture path="textures/512.png"/>
</surface>
<surface partsize="64">
<texture path="textures/gg.png"/>
</surface>
<surface>
<texture path="textures/stones_01.png" prob="0.2"/>
<texture path="textures/stones_02.png" prob="0.2"/>
<texture path="textures/stones_03.png" prob="0.1"/>
<texture path="textures/stones_04.png" prob="0.1"/>
<texture path="textures/stones_05.png" prob="0.1"/>
<texture path="textures/stones_06.png" prob="0.1"/>
<texture path="textures/stones_07.png" prob="0.1"/>
<texture path="textures/stones_08.png" prob="0.1"/>
</surface>
<surface partsize="64">
<texture path="textures/dirt.png"/>
</surface>
The partsize must be the same for all textures and must fit to the other tile sizes in the tileset ( typically 64 )!
here are 3 images you can use to test:
http://www.titusgames.de/tilesets/gg.pnghttp://www.titusgames.de/tilesets/512.pnghttp://www.titusgames.de/tilesets/dirt.pngRestrictions for the Images:
allowed is 64x64 128x128 256x256 512x512 1024x1024 ...
A good size to use is 512x512 ( bigger ones need a lot of memory )
This image must be tilable! Use gimp to make this .
In gimp you have two options which give different results:
- the build in "make tilable" option
- or Resynthesisze which has a lot more options and always gives you different results ...