Your tiles
Drop a PNG here, paste one, or
Plain squares
Foreground fill, the plain middle of your terrain:
Background fill, what your terrain sits on:
The pieces it found
Every tile, in every layout, is four quarter-tiles. Each quarter belongs to one terrain cell and looks the way it does because of three neighbours: the one above or below, the one beside, and the diagonal. These are all the quarters your image showed, and how the missing ones were filled in.
- Found in your image
- Mirrored or copied from another corner
- Made up: flat fill, stand-in or layered
- Not in your image, left empty
Layouts
Save the PNG into that folder, then open the .tres in Godot: it's a TileSet with the terrain already painted onto every tile.
Try it
Click or drag to paint and erase cells. The map is drawn the way a game would draw it: each tile is looked up in the sheet you picked.
How it works
Blob tiles sit on a cell
Godot's Match Corners and Sides and Match Sides terrains put one tile on each terrain cell. Its four quarters are that cell's own, so nothing can be drawn past the cell's edge.
Dual-grid tiles sit between cells
A dual-grid tile is centred where four cells meet, so each of its quarters comes from a different cell. That's why 16 tiles cover every case, and why art can spill over an edge.
So any layout converts to any other
Both kinds are built from the same quarters. The converter cuts your image into quarters, names each by its neighbours, and glues them back together in every layout.
Everything runs in your browser. Your images never leave your computer.