Tilesets need surfaces. This is a very noticable part of tilesets, and if done incorrectly, the tileset can be devastating. First of all, all textures must be a 64x64 bitmap with 24 bit depth. (automatic) These textures must be tileable, meaning they can be placed side by side in a continous pattern with no visible seems.









                Tileable                                Non-Tileable

Notice the Tileable one can be placed side by side an infinite number of times with no seems visible. While the one of the opposite side will have seems if you try to tile it.

We have 5 surfaces, and if you look at some existing tilesets, you'll see that y can have multiple bmps for each surface, usually titled surface1a.bmp, surface1b.bmp and so on... These must all be tileable with each other. We don't need surface 1 to be tileable with surface 3, for that won't work, but we need 1a to be tileable with 1b and 1c. This can be an example:









These are all surface 1. They are tileable with each other, and have a different look to them all. In the xml, we can specify how often to show each different type of surface. For example, we can show the first picture 45% of the time, the second picture 10% of the time, and the last picture 45% of the time. This way there isn't too many stones, but mostly grass, that has a more natural random feel to it rather than a set un-natural look.

Remember that we need 5 different surfaces. Generally, surface 1 is most used, and surface 2 is a slightly different variety of surface 1. Surface 3 is a type of road, and surface 4 is also a type of road, generally stone or simular. Surface 5 is custom and can be whatever you want it to be.

That's pretty much sums up textures. Now we need to go onto models.