June 3rd, 2026

Make a Godot autotile tileset with AI and paint a map

Generate a tileset with AI, load the Godot .tres onto a TileMapLayer, and paint autotile terrain that picks its own edges and corners. Step by step with screenshots.

Make a Godot autotile tileset with AI and paint a map

Make a Godot autotile tileset with AI and paint a map

Once you've generated a 15-piece tileset, the export already knows about Godot. Pick the Godot file and you get a ZIP with the tilesheet and a .tres TileSet that has the terrain set up. Drop it in, load it onto a layer, and paint. Godot handles the edges and corners for you.

Here's the whole path from export to a map you can paint.

Export the Godot file

Open your tileset in the fullscreen viewer and hit Export. Set Engine file to Godot and download the Godot ZIP.

Unzip it. Inside is a SpriteCook folder with the PNG tilesheet and a .tres TileSet file. Copy the whole SpriteCook folder into your Godot project. Keep the .png and .tres together. The .tres points at the PNG by relative path, so splitting them up breaks the link.

Add a TileMapLayer node

Right-click in the scene tree and choose Add Child Node.

Right-clicking a node in the Godot scene tree to add a child node

Search for TileMapLayer and create it. (The old TileMap node is deprecated, so go with TileMapLayer.)

Searching for TileMapLayer in Godot's Create New Node dialog

Load the tileset onto the layer

With the TileMapLayer selected, open the Inspector and find the Tile Set property. Click the dropdown and choose Load.

The Tile Set property dropdown in the Godot Inspector with Load highlighted

Open the SpriteCook folder and pick the exported .tres.

Selecting the exported .tres from the SpriteCook folder in Godot's file picker

The .tres is what carries the terrain setup, so the layer has to use it as its Tile Set. Once it's loaded, the TileSet panel shows all your base tiles.

The Godot TileSet panel showing the imported base tiles

If you built a TileSet by hand earlier, swap it out for the exported one so the layer isn't still pointing at the old embedded set.

Paint with autotile

Open the TileMap panel at the bottom and switch to the Terrains tab. Select Terrain Set 0, then Ground 0, and turn on the connect terrain paint mode.

The Godot TileMap Terrains tab with Ground 0 and connect mode selected

Now paint in the 2D viewport. Godot swaps in the right edge and corner pieces as you draw, so walls, gaps, and single-tile islands all resolve on their own.

Painting ground in the Godot 2D viewport, transition tiles resolving automatically

If something looks off

  • Ground 0 shows in the Inspector but not in the Terrains panel. The TileMapLayer doesn't have the exported .tres loaded. Go back and load it onto the layer's Tile Set.
  • Tiles paint but the transitions are wrong. You're probably placing single tiles from the normal Tiles tab. Paint from the Terrains tab with Ground 0 instead.

Crisp pixels

If the tiles look soft in-engine, the Godot import notes cover the filtering settings that keep pixel art sharp.

Try it

Generate a tileset in /create, export the Godot file, and paint a map.

Got questions? Building something?

Drop into the Discord. People post WIPs, share prompts that actually worked, and help each other debug weird outputs. We're in there daily too.

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