TileSurgeon User Manual

Generate seamless terrain border / autotile blends and road & river corridor overlays for square, isometric, and hex maps — then export full variant sets ready for your engine.

Product: TileSurgeon by SpriteSurgeon Site: spritesurgeon.com Support: spritesurgeon@gmail.com

1. What TileSurgeon is for

TileSurgeon is a specialized tile / border maker — not a full map editor. You bring biome textures (grass, sand, rock…) or path materials, and the app builds the transition tiles that make those materials meet cleanly on a grid.

  • Terrain mode — blends between biomes (e.g. grass → sand) into an autotile set (Blob 47, edge 16, Wang 16, or hex edges).
  • Corridor mode — builds roads / rivers / paths as an alpha overlay (transparent outside the path), optionally composited over a terrain base for preview or export.
  • Formats — Square, Isometric (diamond), Hex (pointy or flat).
  • Output — PNG or WebP textures, optional black/white masks, single variant or full Auto-export set.
TileSurgeon Terrain mode overview with Grass, Sand, and Rock
Terrain mode (licensed): three materials Grass → Sand → Rock, live preview + context, transition & relief, stack + Blob 47 variants.

2. Disclaimer & important limits

Disclaimer

TileSurgeon helps you generate tile assets from materials you provide. It does not grant rights to third-party textures, nor does it replace your game’s autotile / rendering pipeline. Always keep backups of projects and source art.

  • Your content stays yours. Exported tiles and project files you create remain your property. You are responsible for the legality of imported images.
  • Trial vs licensed. Without activation, previews may show a watermark and Export, Auto-export, and project Save stay locked. See the in-app EULA for full terms.
  • Not a map editor. You do not paint a world here — you author reusable tile sets that fit together when placed by your engine or tilemap tool.
  • Results depend on inputs. Softness, noise, relief, and texture scale interact. Two good textures can still need tuning; use Seed and Resolution presets while iterating.
  • Legal. Official license terms: in-app License → EULA, or EULA.md / product page. This manual is documentation only and does not modify the EULA.

3. Quick start (5 minutes)

  1. Click Sample in the top bar to load Grass → Sand (or follow Tips on first launch).
  2. In the center preview, click the zone wedges (N / E / S / W on square) to change which edges carry the secondary material.
  3. Click a thumbnail in the bottom Variants strip to jump between Blob shapes.
  4. On the right, nudge Transition size, Softness, and Blend mode until the edge looks natural.
  5. Press Space (Seed) to randomize texture placement / noise variants.
  6. Set Export size and base name on the right, choose a folder with To …, then Export (current) or Auto-export ▣ (full set). Requires a license.
Tip While tuning, keep preview Resolution at ½ or ¼. That only speeds the live preview — Canvas and Export size stay independent.

4. UI overview

TileSurgeon top bar with Licensed badge
Top bar: brand & Licensed badge, Terrain / Corridor switch, project name, undo, project actions, Tips / License, Export / Auto-export / target folder.
RegionRole
Top barMode switch, project I/O, license, export actions
Left panelCreate / edit materials and textures
CenterInspect one tile + neighbors; toggle edge zones
Right panelGeometry, blend parameters, export naming & size
Bottom barStack order (which materials blend) + all scheme variants

5. Terrain vs Corridor

Use the Terrain / Corridor buttons in the top bar. Each mode keeps its own material library and stack — switching modes does not overwrite the other.

Terrain

  • Goal: biome-to-biome transitions that tile with neighbors (classic autotile sets).
  • Hint text: “Transitions between biomes”.
  • Typical stack: material 1 (main / A) → material 2 (secondary / B), up to 5 layers.
  • Right panel shows Transition (size, softness, blend, relief, stroke).

Corridor

  • Goal: roads, rivers, paths as an overlay with transparent outside (unless you export with terrain base).
  • Hint text: “Roads and rivers (alpha overlay)”.
  • Left panel shows Overlay — exported layers plus optional Preview base (3×3) (editor-only — not part of the overlay export stack).
  • Right panel shows Road / River: overall width, export base, outer fade, edge noise, relief, and 1→2 material transition.
  • Scheme becomes corridor variants (e.g. 16 for square).
Terrain mode
Terrain — three-material biome blend + Blob 47.
Corridor mode
Corridor — 3-layer road overlay + 16 variants.
Mental model

Terrain fills the tile with biomes meeting along a mask. Corridor paints a path body on top of transparency (or a terrain underlay), with outer fade controlling how the outermost material dissolves into the background.

6. Materials — add, edit, organize

Materials live in the left panel. They are the texture sources the mask samples into. A material can hold several tile images; on export / seed, TileSurgeon picks among them for variation.

Materials panel listing Grass, Sand, and Rock
Materials library with three entries (Grass, Sand, Rock). Expand a card to edit upload, scale, color, and visibility.

Adding materials

  • + Material (left panel) — creates a new material card in the library.
  • + material (bottom stack) — inserts a layer into the active transition (max 5).
  • Drop or click the dashed zone to add PNGs; or use the placeholder dropdown (grass, sand, rock…) and + Add.

Editing a material

Click the summary row (or ▸) to expand. Common controls:

ControlEffect
Name / duplicate / removeIdentify, clone, or delete the material
Stroke Only exportSpecial export mode: each tile as its own file for stroke workflows
Drop PNG / placeholdersSource textures for this material
Scale / RotationHow the texture is sampled into the mask
Texture color presets + H/S/B/CQuick grade without leaving the app
VisibilityLayer opacity contribution
Layer heightFeeds relief / emboss ordering (also editable on the height ladder)

Terrain helpers

  • ⇄ Swap A↔B — swaps main and secondary materials in the pair.
  • ⊟ Collapse all — collapses material cards for a cleaner list.
  • Iso footprint reference — optional: pick a stack material whose first tile defines the isometric diamond. None = manual geometry (set shape size / 2:1 / Measure yourself).

Corridor helpers

  • Preview base (3×3) — biome underlay for the editor only. Status badge shows On/Off. Not exported as part of the overlay stack.
  • Overlay materials are the layers that do go into corridor export.

7. Center workspace — preview, zones, context

Center preview with zone overlays
Live preview with zone overlays (licensed — no watermark).

Toolbar

  • Format — Square / Isometric / Hex.
  • Scheme — Blob 47, 4-bit edge (16), Wang corner (16). Hex locks to hex edges (64).
  • Preview base (corridor) — Checkerboard or simulated biome.
  • Resolution — Full / ½ / ¼ / ⅛ for live preview cost only.
  • Zoom — 10%–400%, Fit.
  • Seed — randomize texture variants (Space).
  • 3×3 preview — show neighbor context pane.
  • Zones — show / hide clickable edge overlays.

Zones

Click zones around the center tile to toggle which neighbor edges are “on” for the active variant shape.

  • Square — N / E / S / W (and diagonals in the 3×3 grid UI).
  • Isometric — diamond wedges.
  • Hex — edge slots H0–H5.

The right-hand Context (neighbor tiles) pane shows how the current tile sits among neighbors — useful before export.

Full UI with zones, three materials, and variants
Full workspace: zones + context + Grass/Sand/Rock stack + variants.

8. Right panel — format, transition, corridor, export

The right column is the main parameter surface. Contents change with mode and format.

Tile format

  • Canvas (px) — shared working size, 64–2048. Higher = slower live preview.
  • Square — full canvas is the tile.
  • Isometric — Shape width / height, Center Y, 2:1 preset, Measure from tile, Auto-measure on upload, optional Decorative overhang (terrain iso — outer décor may draw past the diamond).
  • Hex — orientation (pointy / flat); scheme switches to hex edges automatically.

Transition (Terrain)

Terrain Transition and Relief panel
Terrain Transition: size, range, softness, dominance, relief ladder (3 height knobs), blend & noise.
  • Transition size — how far the blend reaches into the tile. Link all edges or edit N/E/S/W (or hex H0–H5) independently; Copy / Paste edge.
  • Transition range — with 2 materials = blend width around center; with more = band boundary position. Equalize bands when available.
  • Softness / Hardness — soft ramps may slightly overhang into neighbor bands (needed for thin soft strips).
  • Priority – Main dominance — bias toward the main material.
  • Relief — Intensity + Material height ladder (drag numbered knobs; G = ground). Same height → knobs sit side by side.
  • Blend mode / Mask shape / Noise — see Blending.
  • Stroke (outline) — optional colored outline thickness.

Road / River (Corridor)

Road / River corridor parameters
Corridor panel: overall width, export base, outer fade, relief, material transition.
AreaWhat it controls
Overall widthScales the whole path body (1→N layout ratios stay). Link all sides optional.
Export baseTransparent overlay vs With terrain base in export.
Preset / shapeRoad, Path, River, Custom · Circle/ellipse or Square/rectangle.
Outer edge vs BGOuter fade width & hardness — only outermost material ↔ transparent/terrain. Does not move 1→2 bands.
Edge blend / noiseGradient / Noise / Mixed jaggedness on the outer rim.
ReliefIntensity + material heights (same idea as terrain).
Material transition1→2 (…→N) boundaries — also editable via the bottom stack segments.

9. Blending, noise, and relief

Blend mode

  • Gradient — smooth geometric falloff.
  • Noise — organic irregular edge (noise scale / strength).
  • Mixed — gradient + noise (default for natural biomes).

In corridor mode, Edge blend under Outer edge uses the same idea for the rim; noise sliders disable when Edge blend is Gradient-only.

Mask shape (terrain)

Square / rectangle vs Circle / ellipse changes the geometric falloff silhouette of the transition mask.

Relief

Relief (emboss) shades layers based on relative Material height. Raise a layer to catch more light / cast as “higher”; lower it into a depression. Intensity scales overall shading strength. Reset buttons restore defaults / all materials to Ground.

Practical recipe
  1. Lock size & dominance first so the silhouette is right.
  2. Set Softness so the contact line isn’t a hard cut (unless you want that).
  3. Switch Mixed and raise Noise strength slightly for organic coasts / dirt edges.
  4. Offset heights (±1) and raise Intensity until depth reads without crushing texture.
  5. Seed a few times; pick the luckiest texture alignment.

10. Material transition stack (bottom bar)

Material transition stack Grass Sand Rock and variants
Bottom: stack 1→2→3 (Grass / Sand / Rock) — click a segment to edit that transition — plus the Variants grid.
  • Order is 1 = inner, higher numbers = outer (corridor hint shows this explicitly).
  • Click the 1→2 (or 2→3…) segment to focus that boundary — the right panel updates to that transition.
  • Use dropdowns on each slot to pick which library material occupies that layer.
  • + material adds a layer (max 5). Remove via the slot controls when available.

11. Variants (bottom previews)

The Variants strip lists every tile in the current scheme (e.g. 47 for Blob, 16 for edge/corridor, 64 for hex). Click a thumbnail to make it active in the center preview. Codes under tiles (e.g. 1111_1101) encode neighbor / bitmask information used in naming when “Include bitmask code” is on.

  • Terrain Blob 47 — full Wang-blob style neighbor set.
  • Corridor — straights, corners, T-junctions, crosses, caps (scheme-dependent).
  • In corridor, you can also click edges in the preview to attach road/river connectivity (see the variant hint).

12. Projects, autosave, and undo

  • New / Save / Save as… / Load — JSON project files (licensed for Save).
  • Sample — loads the Grass → Sand demo.
  • Tips — reopens the 8-step first-run guide.
  • Autosave — optional draft to the browser every 3 minutes when dirty (toggle in Export card). On relaunch you may be offered Restore.
  • Unsaved badge — project has changes since last save.
Undo scope Undo / Redo (Ctrl+Z / Ctrl+Y) cover parameters and transition / stack changes — not material library edits or tile image uploads. Plan material experiments accordingly.

13. Export settings and export

Export settings panel
Export card: what to export, size multipliers, format, folder, naming, bitmask & autosave options.

What to export

  • Texture — color tiles.
  • BW mask — black/white masks (separate size field when enabled).
  • Both — textures and masks.

Size & format

  • Presets are canvas × multiplier (¼× … 4×), clamped to 8–8192 px.
  • Preview Resolution does not change export size.
  • Formats: PNG or WebP.

Destination

  • Choose folder… / top-bar To … — write tiles into a folder when the environment allows; otherwise downloads / ZIP.
  • Project Save as… is separate from tile export destination.

Naming

  • Base name, optional Prefix / Suffix.
  • Include bitmask code — embeds neighbor codes in filenames (see live naming preview).
  • Auto-export = all pairs — when Auto-exporting, emit all material pairs into folders.

Actions

ActionResult
Export (Ctrl+E)Exports the current active variant
Auto-export ▣Exports the full variant set (ZIP or folder). Progress bar + Cancel on long runs
Trial Export and Auto-export require an activated license. Trial mode is for evaluating the UI and workflow.

14. License & trial

  • Open License to paste a key (Indie / Studio seats — see EULA).
  • Trial: watermarked previews; Export / Auto-export / Save locked.
  • Buy License opens the purchase flow when configured.
  • Activating means you agree to the EULA (viewable from the license dialog).

Full legal text: in-app EULA viewer or product documentation. Contact: spritesurgeon@gmail.com.

15. Keyboard shortcuts

ShortcutAction
Ctrl+ZUndo (params / transition / stack)
Ctrl+YRedo
Ctrl+SSave project
Ctrl+EExport current variant
SpaceNew Seed (randomize variants)

16. FAQ & troubleshooting

Preview is slow

Lower preview Resolution (½ / ¼ / ⅛) or reduce Canvas while designing. Raise Canvas again before final export if you need more detail.

Iso diamond looks wrong

Set Iso footprint reference to a material whose first tile is a clean diamond footprint, or leave None and use Measure from tile / 2:1 / manual width & height. Enable Decorative overhang only when outer décor should extend past the diamond.

Corridor edge soft but bands jumped

Outer fade does not move 1→2 boundaries. Adjust Overall width for path size, Outer fade for rim alpha, and the right-column / bottom-bar Material transition for layer splits.

Preview base vanished on export

Expected — Preview base is editor-only. Use Export base With terrain base if you need underlay in the file.

Undo didn’t restore my texture

Material uploads and library edits are outside undo. Use duplicate materials before risky experiments.

Autosave vs Save

Browser autosave is a crash net, not a substitute for Save / Save as… to a real project file (licensed).

17. Glossary

TermMeaning
Autotile / Blob 47Set of tiles covering neighbor combinations so edges meet seamlessly
Wang / edge schemeSmaller coded sets (often 16) based on corners or edges
Terrain modeBiome-to-biome transition tiles
Corridor modeRoad/river path as alpha overlay (+ optional terrain underlay)
MaterialNamed texture source (one or more PNG tiles + transform/color)
Stack / transitionOrdered 1→N materials and the blend between them
VariantOne tile shape in the current scheme
ZoneClickable preview region toggling a neighbor edge
SeedRandomization key for texture/noise picks
ReliefShading from relative material heights
Bitmask codeNeighbor pattern encoded into filenames / labels