ID:122991
 
http://www.byond.com/games/ChrisGayle/GenerateTurfEdges

I promised some time ago that I would release this demo, so here you all go. Basically what it does is remove one of the most tedious task of mapping by doing it for you as soon as the game runs. You lay down tiles, whether water, sand, grass, etc and assign them a turf_weight and voila!
You only packed the resource file. :P
Whoops :$! Fixed it.
I was waiting for this a long time! Thanks! :D
Good job!
+ rep'ed
.....forum_account has had this around for a while guys. *animefacepalm@theidiots*
TheProductions wrote:
I was waiting for this a long time! Thanks! :D

I couldn't wait for him to accidentally pack only the resource file either.
He fixed it already.
Very nice, great job :D.
This should be handled in a proc that belongs to the turf. If you make a new turf there's no way to generate the edges for it (or update the edges of nearby turfs) unless you want to call BUILDMAP_add_edges() again and regenerate all edges.
It would also be neat if the program could generate the edge states for you. You provide a black and white icon that shows which pixels should be taken from the source icon (and what alpha value they should have), and the program generates the edge icons for each direction. That way the developer just needs to create the different patterns for how turfs will blend into each other. In the worst case each turf will have its own edge pattern (and you have to create the same number of icons) and in the best case many turfs use the same pattern and this could save you a lot of work.
In response to Forum_account (#10)
I've messed with the implementation you suggested after I read your suggestion and i'll release it as soon as I add a few more fixes to remove some minor side effects like some edges remaining on the map instead of being deleted.

The icon generation aspect I will mess with when I have a little more free time, thanks for the suggestions.

:)