This guide walks through creating a tile bank using tile_edit.exe. Screenshots have red highlighted areas to indicate the relevant button or area of the interface.
See tile bank for an explanation of the tile bank structure, and tile textures for how to create the texture files.
Launch the tile editor (tile_edit.exe). You should see the main tile bank manager window:

Click the button next to Absolute path and set it to the directory containing your tile textures (e.g. Y:\ryzomcore\graphics\landscape\_texture_tiles\). This path is stored in the .bank file and is used to locate tile bitmaps at runtime.
Click Add land to create a new land. Enter the name you want for this land.


Click Add tile set to create a new tileset. Enter a name for the tileset (e.g. "grass", "rock", "dirt").


Select a tileset in the lower list and click Edit tile set to open the tile browser. This is where you add all the tile textures for a material.

The tile browser has several control groups on the left side:





Tile TGA images must be saved as uncompressed.
Repeat this process with Additive selected to add the additive channel textures for each tile.
Transitions require all three channels: diffuse, additive, and alpha. The tile browser shows a grid of 48 transition slots (8 rows of 6).






You can use the Batch load... button to load all 12 unique alpha transitions at once. The tool will automatically generate the remaining 36 by rotation. See tile textures — naming conventions for the required file naming.

Each tileset has 16 displacement map slots. These define micro-height variation on the landscape surface. See tile bank — displacement maps for details.
After editing your tilesets, you need to assign them to a land. A land defines which tilesets are available together when painting terrain.




Back in the main tile bank manager window, there are additional settings for the selected tileset:
.vegetdesc) to this tileset. This defines which vegetation shapes are procedurally spawned on tiles of this material. See vegetation sets.Use Save or Save as... to write the tile bank to a .bank file. Use Export... to export the tile bank data.
| Term | Description |
|---|---|
| Tile bank | A file containing lands and tilesets |
| Land | A named group of tilesets that can be used together on terrain |
| Tileset | A set of tiles representing one surface material |
| Tile | A 128x128 or 256x256 pixel terrain surface texture |
| Transition | A set of 48 alpha-blended tiles for smooth transitions between tilesets |
| Displacement | A 32x32 grayscale map for micro-height variation |
| TGA | Uncompressed Targa image format used for tile textures |
| DDS | Compressed texture format used at runtime (converted from TGA at build time) |