# TileSets ## Standard Format The standard save format of the library is a row of 16 tiles, if there is a variant, placed directly below the corresponding position. Ideally you should provide sprites with transparency channels. ![](https://lostgardenhome.files.wordpress.com/2019/09/essay-tiles-710781.jpg) ## Supported Format - You can download tile sets from these sites: - [itch.io](https://itch.io/game-assets/tag-tileset) - [opengameart.org](https://opengameart.org/art-search-advanced?field_art_tags_tid=tileset) - [cr31.co.uk](http://www.cr31.co.uk/stagecast/wang/tiles_c.html) - [kenney.nl](https://kenney.nl/assets) For tiles in non-standard cases, conversion functions are provided. #### RPG Maker XP tiles - [GridCornerAtlas::from_rpg_maker_xp](https://docs.rs/tileset/latest/tileset/struct.GridCornerAtlas.html#method.from_rpg_maker_xp) ![](https://raw.githubusercontent.com/oovm/TileMap/dev/projects/tilemap-atlas/tests/rpg6x8/forest.png) #### RPG Maker MV tiles - [GridCornerAtlas::from_rpg_maker_mv](https://docs.rs/tileset/latest/tileset/struct.GridCornerAtlas.html#method.from_rpg_maker_xp) ![](https://raw.githubusercontent.com/oovm/TileMap/dev/projects/tilemap-atlas/tests/rpg4x6/water.png) #### Tiny tiles - [from_tiny](https://docs.rs/tileset/latest/tileset/struct.GridCornerAtlas.html#method.from_rpg_maker_xp) ![](https://raw.githubusercontent.com/oovm/TileMap/dev/projects/tilemap-atlas/tests/rpg4x6/water.png) #### Wang tiles - [GridCornerAtlas::from_wang](https://docs.rs/tileset/latest/tileset/struct.GridCornerAtlas.html#method.from_rpg_maker_xp) ![](https://raw.githubusercontent.com/oovm/TileMap/dev/projects/tilemap-atlas/tests/rpg4x6/water.png) - [GridEdgeAtlas::from_wang](https://docs.rs/tileset/latest/tileset/struct.GridCornerAtlas.html#method.from_rpg_maker_xp) ![](https://raw.githubusercontent.com/oovm/TileMap/dev/projects/tilemap-atlas/tests/rpg4x6/water.png) ## Packed Format ## Questions and Answers ### Q: Is the save format too wasteful? Yes, this resource format will have a lot of useless transparent pixels. But this is just a lossless resource format for editor, it will compile into a compact format in game. And thanks to the png compression algorithm, it doesn't take up too much extra disk space ### Q: How about import 3-tiles or 4-tiles? The library does not (and will not) support this, you must You have to manually decompose into 2-tiles. ### Q: NavMeshes, Layers? This library is only for resource management, please use [TileMap](https://github.com/oovm/Tilemap/tree/dev/projects/tilemap) for related functions.