Guides split the tile into corners, edges and center. Corners are kept intact, edges repeat along each side, the center repeats as fill. Inside corners come from the completed cross below.
The highlight is exactly the selected nine-patch slot size. Assigned patches override the derived source patch. Clearing a slot falls back to the source tile.
The cross is the quartered source tile with the nine-patch fill placed inside. The four outlined notches are the inner corners. Pick a color from the palette, then click pixels inside a notch to paint them; Ctrl-click erases.
A shell tile stays transparent except for its border artwork. The output tile is split into four equal quadrants; a 16×16 tile therefore uses 8×8 Wang patches.
Full-tile assignment splits the selected tile into four quadrants and learns the correct local state from the neighbor mask. Quadrant assignment fills one orientation-aware slot. Keep mirroring off for directional highlights and shadows.
The PIM lists the palette index of every pixel, one CSV row per pixel row; the first out-of-range index marks transparent pixels. Palette lines read 00-#RRGGBB, lightest color first.
Load a source tile — the nine-patch supplies the fill, edges and outer corners; the cross editor supplies the inner corners.
Overlay dots mark which neighbors each tile connects to (3×3, center is the tile itself) — mirror them when painting terrain peering bits in Godot's TileSet editor. The overlay is display-only; the download is clean.
Click a piece in the kit to pick it up. Adjust it in the piece panel, then click the decoration canvas to stamp. Esc or right-click drops the piece.