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Poor texture alignment in tileset brushes
Atlas tile textures do not align properly when painted onto a tile system. There are a number of causes for such issues, this troubleshooting guide covers the most common reported difficulties.
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Pixels from adjacent tiles bleeding through onto painted tile.
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Visual seam between tiles.
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Artwork of multiple tiles appear on painted tile.
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Fraction of tile artwork appears on painted tile.
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Tile texture appears blurred and stretched.
Possible causes for this problem:
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Incorrect or inconsistent tile sizes in texture itself.
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Tile texture does not support seamless tiling.
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Side effect called "Edge Bleeding" which has several contributing factors including:
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Mip-mapping
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Bilinear / trilinear texture filtering
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Lossy texture compression
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Use of Non-Power-Of-Two (NPOT) texture sizes
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Many graphics applications are able to display a grid with user defined cell sizes.
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Open atlas texture using such software.
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Enable grid where cell size matches that of your intended tile size.
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Ensure that each tile fits perfectly within grid.
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Open atlas texture using a graphics package.
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Copy one of the troublesome tiles and paste into a blank image.
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Offset tile image by half of its size so that you can see how it joins with itself.
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If tile doesn't tile against itself then this must be corrected.
If creating an entirely two-dimensional game using an orthographic camera projection then it is unlikely that you will benefit from mip-mapping.
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Load atlas texture into graphics software.
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Review image dimensions:
If image is not perfectly square or does not have power-of-two dimensions then texture filtering may be the cause of your problem.
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Edge Correction
Bleeding will usually occur at the edges of tiles due to texture filtering and/or mip-mapping. Two popular ways to reduce the visibility of such artifacts is to either inset UV coordinates by half a texel, or to add borders around the edges of each tile in your atlas.
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