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Fringing is the devil :D

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Well, since I got fringing to work I've been playing around in a map editor I made to make sure it worked right, which (of course) it hasn't but that isn't what the problem is. I've been thinking that the fringing just looks awful for the most part. Thinking it was my graphics, I ripped some from a game and tried those but to no avail. So then I sat down and drew (using mspaint lol) out a little landscape using tileset made for rpgmaker and it looked awesome. So I looked at it for a while trying to figure out what the problem is, and its my fringes.

Ok, I can fringe from any high terrain to a low terrain (in order of precedence), which is awesome right? Yea, unless every transition looks exactly the same. So I thought, well I could make a couple transition tilesets, but it still would work. Especially for water tiles, since they should look like so:


Where G is grass, W, is water, and D is a little dirt in between them, kind of making a ledge or a lip. So, I'm back at square one. I need to figure out some way to do transitions in a tileset.

Using my current method, each terrain requires 32 tiles, and I can fit upto 8 textures into a 512x512 texture (using 32x32 tiles anyway). So that will allow me for 8 different terrains, which should be enough. I guess I'll stick with this method for atleast my first game.
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