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Guide

Tile Palettes

A tile palette (tile_palette_create) arranges brushes from multiple assets into a convenient layout for painting — pages, groups, and a grid; think of it as a paint box.

Key property: a palette is only a selection layout. Reordering or reorganizing it never changes the look of maps painted with it, because maps record stable brush IDs directly.

Creating a palette

  1. Place a tile_palette_create node and double-click it to open the editor
  2. Add brushes in either of two ways:
    • From the library: open an asset in the left-hand library pane and click a public brush — it is added to the active page as a pinned reference (revision + hash)
    • From connected assets: connect assets to the tile_assets input; bundle several with list_create (item type: TileAsset) into a single edge
  3. Organize with pages and groups (both renamable; entries can have aliases)
  4. Save as .pxntilepalette with tile_palette_save (load with tile_palette_load)

Cell sizes must match

A palette has a grid spec (cell size / grid kind) and rejects assets that don't match (shown as "cell size mismatch" in the list). Nothing is silently rescaled — keep 16px and 32px assets in separate palettes.

Missing assets and placeholders

If a referenced asset is missing or its content changed, the palette keeps the entry as a placeholder and reports it via the warnings output and the editor footer. Nothing is deleted; restoring the asset revives the entry.

Using legacy rule tiles directly

Connecting legacy RuleTileAsset values to the rule_tile_assets input runs them through the compatibility adapter — equivalent to converting them to .pxntile first.

Tile Palettes — PixPipeline User Guide