# Working with Texture Atlas in Tiled

**URL:** <https://discourse.mapeditor.org/t/working-with-texture-atlas-in-tiled/588>\
**Category:** Questions\
**Created:** [June 17, 2015, 3:50pm UTC](https://discourse.mapeditor.org/t/working-with-texture-atlas-in-tiled/588 "2015-06-17T15:50:28Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![bjorn](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.mapeditor.org/bjorn/32/1599_2.png) [@bjorn](https://discourse.mapeditor.org/u/bjorn)\
**Post date:** [June 17, 2015, 7:58pm UTC](https://discourse.mapeditor.org/t/working-with-texture-atlas-in-tiled/588/2 "2015-06-17T19:58:42Z")

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Assuming you’re using tools to generate your texture atlas, as is generally the case, this is not something you’d want Tiled to use as input. Instead, the input to Tiled would be the same as the input to your atlas generation tool, which are the source images. You can do this using a “Collection of Images” tileset.

More information (though not specifically for libgdx) at:

> **[Best way to use Tiled with texture packer/custom game engine?](https://discourse.mapeditor.org/t/best-way-to-use-tiled-with-texture-packer-custom-game-engine/361)**
>
> Hello, I am looking to use Tiled to create the simplest tile based game where assets come from a sprite sheet created using TexturePacker (https://www.codeandweb.com/texturepacker). The game is made up of 64x64 tiles, with some objects (coins) to...

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