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Tile Palette Create

tile_palette_create

Arranges tile brushes from saved and connected tile assets into one tile palette.

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Guide available
The node name and summary are available in English. Port, parameter, and article details are currently shown in Japanese.

Input Ports

NameTypeDescription
タイル素材一覧
tile_assets
List<TileAsset>
このパレットで使える接続中タイル素材の一覧です。接続しただけでは追加されず、エディタで明示追加します。
ルールタイル素材一覧
rule_tile_assets
List<RuleTileAsset>
既存のルールタイル素材です。互換アダプタ経由でタイル素材として扱います。
元タイルパレット
base_tile_palette
TilePalette
土台にする既存パレットです(読み取り専用。編集は複製してから)。

Output Ports

NameTypeDescription
タイルパレット
tile_palette
TilePalette
安定ブラシ参照を持つパレットです。
画像
image
Image
パレットの並びを確認するプレビュー画像です(複数ページは縦に連結)。
警告
warnings
Text
欠損・重複・未保存ライブ参照の診断です。

Parameters

NameTypeDefaultRangeDescription / Options
パレットデータ
palette_data
CustomData

タイルパレットエディタが編集するパレットJSONです。通常は直接編集しません。

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_SCALED warning 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 .pxntilepalette with tile_palette_save.
  • Connect the output to the tile_studio node (map editing).

Common pitfalls

  • The library pane is empty — no assets have been saved as .pxntile yet. Save with tile_asset_buildertile_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 palette
  • tile_palette_save / tile_palette_load — saving/loading .pxntilepalette
  • tile_studio — map editing that consumes this palette
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Tile Palette Create — PixPipeline Node Reference