Tileset Converter

Give it one example of your terrain and get back every tile layout Godot uses (dual grid, blob 47 and Match Sides), each with a ready-made Godot TileSet.

Source on GitHub

Your tiles

Drop a PNG here, paste one, or

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.