Overview
Creates the "tile palette" used by Tile Studio. Pick brushes from saved tile assets
(.pxntile) or connected assets, and arrange them into pages and groups. A palette is
a selection layout only — it owns no image data, and reordering it never changes how
existing maps look.
Usage tips
- In the dedicated editor (tile palette editor), click brushes in the library pane on the left to add them. Merely connecting an asset does not add anything automatically. With a chip selected you can click an empty slot to place it there (a translucent ghost previews the placement while hovering), drag & drop chips to move or swap them, and press Delete to remove the selected chip.
- Assets registered from the library are materialized automatically from the tile library at evaluation time (no pin connection needed; missing assets stay as warned placeholders).
- Multi-cell stamps (e.g. 2×2) occupy their full footprint of slots in both the library and the palette, displayed as the real image split into cells. They can only be placed where the whole footprint is free, and cannot swap with a different-size chip.
- Assets whose cell size is an integer multiple (1×1→16×16, 8×8→16×16, and downscales
alike) can be registered with automatic nearest-neighbor scaling; a scale badge
(×n / 1/n) and a
TILE_GRID_SCALEDwarning always accompany it. Non-integer ratios and different grid kinds are still rejected — click the chip and use "convert copy" in the details pane to create a matching asset first. - The "scratch" area at the bottom of the editor lets you paint palette brushes with the real resolve pipeline (including autotile connections) — unregistered library chips can be tried directly too. The play button in the scratch header animates the board with the real animation cycle, an armed/selected animated chip plays in place as well, and the board's column/row counts can be changed from the header inputs. Scratch content is never saved.
- The divider between the library and the palette can be dragged to resize the panes.
- Missing asset references are kept as placeholders and reported via
warnings. Save the palette as.pxntilepalettewithtile_palette_save. - Connect the output to the
tile_studionode (map editing).
Common pitfalls
- The library pane is empty — no assets have been saved as
.pxntileyet. Save withtile_asset_builder→tile_asset_save. - "missing tile asset" warnings — a referenced asset is in neither the library nor the connections. Connect the asset or restore it to the library.
Related nodes
tile_asset_builder— building the assets that go into the palettetile_palette_save/tile_palette_load— saving/loading.pxntilepalettetile_studio— map editing that consumes this palette