I don't know if this is helpful but I came across it the other day. http://www.gamedev.net/reference/articles/article934.asp
I believe it's basically just saying that when creating the top transition tile layer check the 8 surrounding tiles of each tile on the screen (or the whole generated map if you want) to see if they are of a lower terrain type then the current tile. If so, apply the correct transition tile to use from a tilesheet indexed the same as the for loop doing the checking or however you want to keep track of which edge of the tile you're currently checking. I haven't done it myself, but if you get something working let me know. I am planning on doing the same thing in one of my projects but it is a ways off. Devon --- On Wed, 6/24/09, Michael Fiano <michael.fi...@gmail.com> wrote: > From: Michael Fiano <michael.fi...@gmail.com> > Subject: [pygame] resources for edge tile algorithm > To: pygame-users@seul.org > Date: Wednesday, June 24, 2009, 9:07 PM > I am looking into edge tile placement > algorithms for 2D square tile > maps, for the pygame 'bloodcurse'. The idea is I > have a layer of square > tiles representing each type of terrain laid down. Then > another layer > with transparent curves is layered over the top of the > previous layer > to create transitions from terrain x to y. I can do this > fine manually, > but I was wondering what similar ideas anyone has done, or > any relevant > links on the subject? Ultimately, layer 1 will be randomly > generated, > and 2 will have to follow. > > > Thanks >