# 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.

## Supported Format
- You can download tile sets from these sites:
- [opengameart.org](https://opengameart.org/art-search-advanced?field_art_tags_tid=tileset)
- [kenney.nl](https://kenney.nl/assets)
- [cr31.co.uk](http://www.cr31.co.uk/stagecast/wang/tiles_c.html)
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)
#### RPG Maker MV tiles
- [GridCornerAtlas::from_rpg_maker_mv](https://docs.rs/tileset/latest/tileset/struct.GridCornerAtlas.html#method.from_rpg_maker_xp)
#### Tiny tiles
- [from_tiny](https://docs.rs/tileset/latest/tileset/struct.GridCornerAtlas.html#method.from_rpg_maker_xp)
#### Wang tiles
- [GridCornerAtlas::from_wang](https://docs.rs/tileset/latest/tileset/struct.GridCornerAtlas.html#method.from_rpg_maker_xp)
---
- [GridEdgeAtlas::from_wang](https://docs.rs/tileset/latest/tileset/struct.GridCornerAtlas.html#method.from_rpg_maker_xp)
## 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.