How are you doing wall and floor textures in tiled isometric games? I'm trying to think of a complete model of what a wall consists of. If you have a different or an already-proven wall model, consider discussing it or sharing reading materials.
- Outer texture, i.e. wall on the outside of the building.
- Wall's "depth", i.e. the part visible from above unless the wall is multi-storied (i.e. multiple walls piled on top of one another). Based on the outer texture.
- Inner texture, i.e. wall's natural appearance on the inside of the building.
- Room corner decoration, e.g. a vertical indentation or darkening, or other strip of color.
- Outside wall corner decoration.
- Window hole decoration???
- Inner texture such as paint or wallpaper on a wall.
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So when doing the inner wall (3), I'm thinking of a simple seamless texture that can continue from the West wall onto the North wall. Since the South wall uses the outer wall (1), there's no need to worry about a seam there.
As for corner seams (4), I'm thinking of a (semi-translucent, additively blended) scenery-like image that can be superimposed onto any arbitrary wall tile (because the tileset maker doesn't know how long the wall is going to be), with half of the image on the West tile and half on the North tile. Such that each of these halves is the size of either a full regular tile or half of the regular tile (I think Fallout used half regular wall tile size).
It's possible that wall's depth (2) requires a special variant for the corners so this is even more of a headache.
Possibly (1) and (3) could be unified into a single texture (I think Underrail does this?).
For (6), there shouldn't be a need to worry about seams toward the (1), (2) or (3) textures.
For (7), it needs its own inner corner decoration.
Fallout seems to be doing it like this at least. It has long textures that don't quite repeat, and can't be permuted across the length of the wall.
Then there are wall tilesets such as concrete blocks where tiles can be arbitrarily permuted across the wall's full width due to them having indentation on each tile's edges.