Lookin' good HotShoe.
As for the seams I'll assume you are talking about the animation itself, as it aligns with itself, and not how it merges with the static borders. In theory, the borders themselves should be animations too, consisting of half static and half animation of the individual frames of the flowing muddd, but this might create just too many textures.
I've studied your textures and I think I can see the image you started with, and how you went about animating it. The problem seems to be that you didn't begin with the 60x60 core, but dealt with the whole 64x64 texture - therefore creating non-aligning seams.
This is a blowup of the 64x64 image you apparently used as a source texture:
<center><img src=http://mtm2.com/~forum/images/betamuddd.gif></center>
The square you see surrounds the 60x60 core pixels, with the 2 pixel border surrounding it. All mtm textures are meant to be designed based on 60x60 tiles, and the two pixel borders are only added in post processing to create true seamlessness.
If you study the image above, you can see that the two pixel border is actually a repeat of the edge of the 60x60 core (as if it were tiled against itself). I put an "x" on one dark pixel to show the repeat in the pattern.
In cases like this, when using a single tiling 64x64 game texture as a source texture, you need to crop the 60x60 core as outlined above and work with it alone. The two pixel border in all game textures is garbage. So, you'd take that 60x60 core and shift it like you did before to create the animation, then, in post processing the two-pixel borders would be added to create the final 64x64 textures - done with the
Slice60 utility preferably.
I would do something like this:
- crop the 60x60 core of the source mud texture
- shift it seven times to create an eight frame animation (the maximum)
- save each frame as a 60x60 true color tga image
- run "Slice60" on each tga to create the final 64x64 images.
- load the new images in Traxx and animate them.
I'm not expecting this will make total sense, but it's the 'why' of why there are seams. Hopefully someone else can fill in the gaps.