Crocotile 3D is a tile-based modeling editor. You can import tilesets and select tiles from the image to place into the 3d scene to construct environments, objects, characters or anything else you can imagine. Controls in the editor allow you to fine-tune and edit these tiles, allowing any shape or form to be made. This document outlines all methods of interacting with the software with instructions on how to use it.
When you open Crocotile 3D, you're presented with the main window that displays an empty scene (where you'll be placing the tiles), and a smaller window that contains Tileset and Paint tabs. The Tileset tab is open by default and is where you can choose which tiles to draw into the scene. Clicking on the tileset will select a portion of the image according to the tilesize values near the bottom of the window and this portion will be used when drawing your tiles into the scene.
To draw into the scene, you must be in Draw mode. This mode is activated by default. You can toggle between Draw mode and Edit mode by pressing Tab
or by clicking the Mode button located at the top of the main window.
When you are ready to draw to the scene just click the scene to place a tile or click and drag to place multiple tiles. Right clicking will erase them. You can control the position where the tiles are created as well as their direction. The tile gets placed against an invisible plane that always aligns with the 3d crosshair.
The 3d crosshair is depicted by white lines that extend along the x, y, and z axis. By moving this crosshair, you can adjust where the tiles are drawn. You can press W
, A
, S
, and D
to move the crosshair up, left, down, and right. Holding Spacebar
and pressing W
will move the crosshair away from you while pressing S
while Spacebar
is held will move the crosshair towards you. Adjusting the Grid Rounding value found in the lower right of the Tileset window will define the distance the crosshair moves.
Rotating the scene/camera to look at it from another angle will allow you to change which invisible plane the tiles get drawn against. So for example, if you are looking down at the scene then the tiles will get drawn looking upwards. Hold Spacebar
and click and drag using the mouse buttons to rotate, zoom, and pan the camera.
Try drawing tiles from various angles and moving the 3d crosshair to get comfortable with placing tiles. These controls are unique so it may feel strange at first, but they are designed to be intuitive. It will allow you to place tiles quickly from any angle and position. You could try rotating the tile brush by pressing Q
or E
. You can even flip it or mirror it by pressing F
or R
.
When you've had enough practice, you'll want to begin editing the tiles to gain greater control over their shape. Switching to Edit mode will allow you to interact with the tiles in various ways. In Edit mode, you can click on tiles to select/deselect their faces or click on their corner points to select/deselect their vertices. With these highlighted, now moving the 3d cursor via the W
, A
, S
, and D
keys will move the selected vertices and faces as well. Holding Shift
will allow you to move the crosshair without moving the selection. User a lower Grid Rounding value for more precise positioning.
Try selecting and moving faces and vertices. You can also press Q
or E
to rotate the selection in Edit mode. Notice that the selection rotates around the center of the 3d crosshair. F
will flip the selection relative to the crosshair position and R
will mirror it similarly.
There are other ways of moving the selected vertices and faces. One way is to drag the arrows that appear when you hover the mouse over the 3d crosshair. You can turn off these arrows in the settings if you prefer. Another way to move vertices is by clicking and dragging them directly with the mouse. You can hold Shift
while you drag a vertex to snap it onto another vertex.
A couple other things that you can do to tiles that are worth mentioning is reversing the face, or flipping the face edge. Try reversing a face by selecting a tile and pressing Shift+R
. If it disappears, this is because it is now facing away from the camera in the opposite direction. Tiles aren't visible from their backside. Each tile consists of two triangles, and the edge these triangles share can be flipped by pressing Shift+F
. Try flipping some edges to see the effect it has. This is useful if you want more control over how a tile is shaped.
Be sure to look over the list of commands and read through this entire document to understand all the ways you can interact with tiles, edit them, paint over them, and more.
General
Tab
Toggle between draw/edit modeF1
Open configuration settingsF2
Open activation/info windowF3
Open keyboard configuration settingsF12
Take screenshot9
Toggle double-sided mode for current tileset0
Hide/Show origin,crosshair linesHotkeys
Ctrl+S
Save scene to current Crocotile 3D fileCtrl+Shift+S
Save scene as a new Crocotile 3D fileCtrl+L
Load a Crocotile 3D fileCtrl+E
Export .obj fileCtrl+Z
UndoCtrl+Y
RedoCamera Controls
Holding
Spacebar
will toggle camera mode. In this mode, you can click and drag the scene using the mouse buttons to rotate, zoom, and pan the scene. This will allow you to change the direction of the plane to which you draw your tiles(see Draw mode for more info).
Spacebar+Left Mouse Drag
Rotate camera angleSpacebar+Middle Mouse Drag
Zoom in/outSpacebar+Right Mouse Drag
Pan cameraSpacebar+Alt+Right Mouse Drag
Zoom in/outC
Center camera to selectionMinus
Zoom out scenePlus
Zoom in sceneThere is also the viewcube that can be used to rotate/zoom/pan the scene. It is styled as a lowpoly crocodile. Simply click it and drag- depending on whether you use left middle or right mouse button will determine whether it rotates, zooms, or pans. The viewcube can be re-positioned by dragging the small semi-transparent circle. You can also double-click the circle to toggle it on or off, or right click the circle.
Crosshair Controls
The 3d crosshair is used to position the invisible plane to which you draw tiles onto, as well as to move selected vertices and faces, or to rotate, mirror, flip them. The 3d crosshair is visualized as white lines that extend along the x, y, and z axis. You can adjust the grid size to change how far the 3d crosshair moves per step.
W,A,S,D
Move selection and/or 3d crosshair.Shift+W,A,S,D
Move the 3d crosshair without moving selection.Space+W,S
Move crosshair/selection towards/away from camera.Click vertex
Move crosshair to location of vertex.[
Decrease grid rounding size]
Increase grid rounding sizeX
Toggle crosshair arrows on/offDraw Mode
When drawing tiles or prefabs into the scene, the tiles or prefabs will be drawn onto an invisible plane that aligns with one of the 3d crosshair's axis depending upon the current direction of the camera. Positioning the crosshair allows you to draw at any position in 3d space.
Left Mouse
Draw tiles into the 3d spaceRight Mouse
Erase tiles from the 3d spaceHotkeys
Q,E
Rotate the tile's UV, or prefab's directionF,R
Flip/Mirror tile's UVAlt+Right Mouse Click
Copy UV coordinates of the clicked tileAlt+Left Mouse Click
Apply UV coordinates to the clicked tileCtrl+D
Deselect verts/faces (press key once for verts, second press for faces)Edit Mode
Each tile consists of four vertices and two triangles/faces. These can be modified in various ways and in various combinations. You can right click the scene in edit mode to open a menu with various actions that can be made on selected vertices or faces.
Left Mouse Click
Select/deselect 3d quads or vertsMiddle Mouse Click
Toggle active-selection mode (if tiles are highlighted)Right Mouse Click
Open context menu to select from various commandsShift+Enter
Active selection mode. Only vertices on the highlighted faces are editable.Enter
Edit a selected instance if one is selected, or stop editing the instance if all verts and faces are deselected.Q,E
Rotate selection around 3d crosshairShift+Q, Shift+E
Rotate selection clockwise / counter-clockwise around 3d crosshairF,R
Flip/Mirror selectionLeft,Right,Up,Down
Adust UVs of selected vertsHotkeys
Left Mouse Drag
Selection marquee of vertsAlt+Left Mouse Drag
Deselection marquee of vertsShift+Left Mouse Drag
Selection marquee of quadsShift+Alt+Left Mouse Drag
Deselection marquee of quadsShift+F
Flip quad edgeShift+R
Reverse faceCtrl+C
Copy quadsCtrl+V
Paste quadsCtrl+D
Deselect verts/faces (press key once for verts, second press for faces)Ctrl+A
Select all verts (once for highlighted face verts, again to select overlapping verts). If no faces or verts selected, it will select all faces in the scene.Ctrl+Shift+D
Deselect all object instancesCtrl+Shift+A
Select all object instancesClick drag Vertex
Drag/move a vertex with mouseShift+Click drag Vertex
Snap dragged vertex to another vertexB
Toggle camera-based selectionTilesets
With the Tileset tab open, you can select a part of the image. This selection can then be drawn into the scene. Multiple tilesets can be used by clicking the tileset button and choosing to Add a new tileset. Then you can click the next and previous buttons to toggle between them.
Left Mouse Click/Drag
Select tile UVRight Mouse Click/Drag
UVAdjust tile UVV
Toggle opacity of tileset/tilesCtrl+Minus
Zoom out tilesetCtrl+Plus
Zoom in tilesetCtrl+[
Previous tilesetCtrl+]
Next tilesetSpace+Mouse Click & Drag
Pan the tileset viewportPaint
The following keys apply while the Paint window is in focus. Read the Painting section to learn more about how to use the tools.
Left Mouse Click/Drag
Use toolB
Pencil toolE
Eraser toolG
Paint bucket toolI
Eyedropper toolM
Marquee toolL
Lasso toolW
Magicwand toolH
Hand toolV
Arrow toolX
Swap foreground color with background color[
Decrease brush size]
Increase brush sizeCtrl+Minus
Zoom out tilesetCtrl+Plus
Zoom in tilesetCtrl+Z
UndoCtrl+Y
RedoCtrl+X
Cut SelectionCtrl+C
Copy SelectionCtrl+V
Paste SelectionAlt+Pencil
Eyedrop a colorAlt+Paint bucket
Eyedrop a colorSpace+Mouse Click & Drag
Pan the tileset viewportScene
Opening the Scene tab will display a list of layers and objects if any exist in the scene. You can add layers or import prefabricated objects, or create objects from groups of tiles in the scene. To know more, check the Objects section.
Left Mouse Click/Drag
Move layers or objects in the list to reorder them.Right Mouse Click
Open menus for layers and objects by right clicking the items in the listDouble Left Click
Double clicking the name of a layer or object will let you rename itThe main menu can be accessed from the main window. The button on the right side in the panel at the top will display the menu when clicked.
Settings
These can be adjusted by accessing the settings menu item in the main panel, or by pressing
f1
.
Resolution
The resolution of the 3d scene can be adjusted by specifying width and height values that can be either in pixels or a percentage of the window size. Close the settings to apply the change.
Window Size
Setting these values will adjust the size of the main window. Close the settings to apply the change.
Camera-based Selection
If enabled, only vertices and faces that are visible from the camera's perspective will be selected. If disabled, vertices and faces behind each other will also be selected.
Far frustum plane
This value determines how much of the scene is rendered. Lower value will render a shallower space, while a higher value will render deeper into the scene.
Show Ruler
If enabled, visual guides extend from the 3d brush to help measure distance.
Crosshair Arrows
If enabled, this can be used to help move vertices and faces in the scene. Arrows will display along the 3d crosshair in the scene that can be clicked and dragged.
Auto-refresh Tilesets
If enabled, tilesets will be refreshed every couple of minutes if their corresponding image file has been modified outside of the program.
Undo states
This value defines how many undo and redo states to allow. A low value is recommended.
Buttons
The key bindings can be adjusted by accessing the buttons menu item in the main panel.
Save & Load
There are save and load buttons that will allow you to save and load your keybindings. Default bindings are supplied with the program for qwerty, azerty, and qzerty keyboards. The main difference between them is that Q gets swapped with A, and W swapped with Z.
Key Groups
Selecting a group from the drop-down list will reveal a list of specific actions that you can set key bindings for. Clicking on one will display a short description and textbox with the binding. To change the binding, simply click in the textbox and then press the key(s) on your keyboard.
Toggle Camera Mode
If enabled, pressing spacebar (or whichever key you've bound for this action) will keep camera mode toggled even if spacebar is released. Pressing again will toggle camera mode off. If this is disabled, when spacebar is held down Camera mode will be toggled on and when it is released camera mode will be toggled off.
Camera
Perspective
This mode displays the scene with perspective that has a vanishing point.
Orthographic
This mode displays the scene without perspective, and thus without a vanishing point. This can be useful for an isometric style.
Skybox
Included with the program is a skybox.png file. This image serves as a template for your skyboxes. Images can be larger or smaller as long as the layout remains the same. From the menu in the main window, there is a Skybox menu item with options to pick a skybox image, or to show/hide the skybox.
About
This will show a box with information about the version of Crocotile 3D. It will also provide input fields to type in your email and activation code if you have registered for one. Registering allows you to gain the ability to save a scene with more than 100 tiles and also allows exporting your work. It also helps support the development of this product.
Tiles in your scene display portions of your tilesets and there are various ways to customize your tilesets. Selecting faces in the scene will display the corresponding UVs on the tileset and these can also be editing by right-clicking and dragging their corners in the Tileset window.
UV Tilesize
These values define the width and height of the tiles that you can select on your image.
UV Precision
When adjusting the UVs of a tile in a scene, these values define how many pixels to move by.
UV Padding
When you select tiles from the tileset the corresponding UVs that get generated will be padded inwards by the amount set in the input boxes (x,y). This may be useful to prevent pixels bleeding across the edges of tiles.
The button with an image icon will open a menu with the following choices.
Add Tileset
This will open a window to select an image to use as a Tileset/texture. You can cycle through all your Tilesets you've added by clicking the next and prev buttons.
Replace Tileset
This opens a window to select an image that will replace the current Tileset that is selected. Tiles in the scene that use the old image will get this new image applied to them.
Remove Tileset
Removes the currently selected Tileset and also all the tiles in the scene that use the Tileset. This choice as well as the others can be undone/redone by clicking the undo/redo buttons or pressing Ctrl+Z
or Ctrl+Y
.
Combine Tileset
If you have duplicate tilesets, you can use this to combine them into one. Tiles and objects that use a tileset being combined, will then use the one after being combined. There is an option to merge the tileset down (the top tileset selected will be over the bottom tileset selected). There is also a choice of whether to discard the bottom tileset or the top tileset, which may be important if you aren't merging them.
There is also a button between the buttons with arrow icons. Clicking it will show a dropdown list of all your tilesets. This is a way to easily select another tileset. You can also press
Ctrl+[
andCtrl+]
to cycle through them, or click the arrow buttons.
Re-size Tileset
Opens a window with various options to customize how to re-size the currently selected Tileset. You can control from which side the Tileset gets re-sized from by clicking one of the nine buttons and arrows will show the direction the re-size will occur.
Canvas, Image
You also have a choice between re-sizing the Canvas or the Image. If Canvas is chosen, the image will remain the same scale while the canvas is re-sized, whereas if Image is chosen, the image will stretch.Tiles, Pixels, Percentage
The unit of measurement.Proportionate
If enabled will keep the same proportions.Export Tileset
If you make any changes to your Tileset, such as resizing it or painting on it, you can export the image in png format by selecting this menu item.
You can swap tiles by selecting tiles in the tileset window and then right-click and dragging them to the desired location. UVs of tiles in the 3d scene will get updated to the new UV locations if their UVs were inside the tile area you are repositioning.
The refresh button next to the Zoom menu will force the Tilesets to refresh. They won't refresh if there have not been any changes to their file outside of the program. Be careful if you are Painting over your Tilesets if you haven't refreshed them prior to that process as refreshing them may overwrite your work. You can enable auto-refresh in the settings to keep the Tilesets up to date if you are editing them outside of the program.
When you select a tile or group of tiles in the Tileset tab, this portion of the image then becomes editable when clicking on the Paint tab.
These help modify the pixel data of the textures/tilesets. See your changes in real-time reflected on the 3d model.
Pencil
Draw pixels onto texture using a re-sizable brush.
Eraser
Remove pixels from texture using a re-sizable brush.
Paintbucket
Recolor pixels or fill in spaces with a solid color. Contiguous option included.
Eyedropper
Sample a color from the image and replace current color in the color swatch. Holding alt
key while using the other drawing tools will allow you to sample colors without changing to this tool.
Selection Tools
Limits painting to within the selection. The selection can be moved, cut, copied, pasted, and re-sized. Add, subtract, and intersect modifiers can be accessed when combining
Alt
,Shift
keys. Cut and copy modifiers can be accessed with theCtrl
,Alt
keys.
Marquee
Select square portion of the image.
Lasso
Select by drawing a shape around portion of image.
Magicwand
Select the same colors. Included is contiguous option.
Move Tools
Hand
Pan the canvas by clicking dragging. Can also hold spacebar
down to access this option when using other tools.
Arrow
Move a selection.
Re-size Selection
After a selection has been made, handles will appear on the corners and sides of the selection. These handles can be clicked and dragged to adjust the size. If a portion of the image has been clipped, it will also be re-sized. The following keys can be held down to control how the selection is re-sized.
Shift
Re-size while keeping the same proportions.Alt
Re-size from the center of the selection.Ctrl
Re-size and snap to the grid.Objects can be created by grouping tiles together. Object instances can then be added to the scene. Editing one instance allows all instances to be updated with the same changes.
Creating an Object
To create an object, you must first highlight the tiles that will be grouped together while in Edit mode. Once highlighted, you can right click to open the context menu, then select the Create Object menu item within the Faces menu. Doing so will remove the tiles and replace them with an instance of the newly created object. Instances can be selected like tiles, moved, and rotated. The new object will also be listed in the Scene tab, and can be dragged into a layer to help organize your list of objects.
Rename an Object
There are two ways to rename an object. You can double click the name of the object listed in the Scene tab, or you can right-click and choose the Rename Object menu item.
Duplicating Instances
Copy/pasting only works with tiles, but you can duplicate multiple instances by selecting them, right-clicking on one, and choosing the Duplicate Instance(s) item from the context menu that pops up. This will duplicate all of the selected instances with the new instances selected.
Deconstruct an Instance
Instances in the scene can be deconstructed into separate tiles again. This may be useful if you want to make a change to an instance without affecting all of the instances. To do so, select the object instance in the scene while in Edit mode. When it is highlighted, right-click to open a context menu and choose Deconstruct Instance.
Editing an Instance
While editing an instance, you can modify each tile that constructs the object. You can add or remove tiles to the object as well and these changes will be reflected in all of the instances. Basically every operation you can perform on a regular tile can also be performed when editing an instance's tiles. To edit an object, select an instance in the scene and right-click while in Edit mode. A menu will appear with the option to edit the instance. This will activate the instance's edit mode, displaying a yellow box around the instance. When you are done editing, you must deselect everything and then press Enter
to exit the instance's editing mode. You can also press Enter
to begin editing the instance.
There is an option in the settings Object Mode Constraint
. If enabled it will prevent selecting/editing tiles that are not part of the object when you edit an instance. This will help prevent you from editing other things while you are editing an instance.
Exit Editing an Instance
Deselect all faces and vertices of tiles and then press Enter
to stop editing the object.
Instances can be added to the scene in two ways. One way is through the menu when right-clicking an object in the Scene tab list. This will place the object at wherever the current position is of the 3d cursor. Another way is by left-clicking the object in the list while in Draw mode. This will allow you to place objects in the scene near your mouse, relative to an invisible plane that sits against the 3d cursor (This acts just like when you place single tiles). You can also erase the instance by lining up the Prefab Brush with an instance, and right-clicking it in the scene, exactly as you would do with a normal tile.
Q , E
Rotate the prefab brush. Rotating the brush in combination with rotating the camera angle allows every 90 degree orientation to be attainable.
Shift+Q , Shift+E
To help keep rotation simpler, Holding shift will allow the object to rotate clockwise or counter-clockwise.
Each object has an origin point that helps with the placement of the instances within the scene. At the time of creating an Object, the current location of the 3d cursor will determine where to place the origin point relative to the rest of the tiles in the object. The origin point can be re-positioned afterwards, as well as new points added for custom data.
Reposition a point
In the Scene tab, when an instance is being edited, the drop-down menu at the bottom of the scene tab window will list all the Object's points. Selecting one will display the point (a white diamond shape) within the scene where it is located relative to the instance. Clicking the button next to the drop-down list will re-position the point to the current location of the 3d cursor.
Rename a point
After selecting a point from the dropdown list in the scene tab while editing an instance, you can click the T icon to rename the point. The origin point can't be renamed, but any additional points you have added can be renamed.
Add/remove a point
At the bottom of the Scene tab window, there are two buttons to add or remove object points. These can be added/removed while editing an instance. The only point that can't be removed is the Origin point.
This menu allows you to perform various operations related to an object. To open the menu, go to the Scene tab and right-click an object that is listed. See below for more information regarding the various menu choices.
Add to Scene
This will place an instance of the object at the location of the 3d cursor in the scene without any rotation applied.
Rename Object
This will show an input box to type in the new name for the object.
Select all
All instances of the object in the scene will become highlighted/selected.
Deselect All
All instances of the object in the scene will become unhighlighted/deselected.
Hide/Show all
If you want to hide or show all the instances of a specific object. If the instances are currently hidden/invisible, they will become visible for example.
Delete Object/Instances
This completely removes the object and all of its instances from the scene.
Export Instance Data
If you have exporting activated, you can save data related to an object, such as the coordinates and rotation of each instance in the scene, as well as any additional object points it has. This may be useful if you intend to load these objects separately in another program and need the coordinates so that you can line them up accurately with the rest of the scene.
The data exports as a json formatted array. Each index in the array contains an object with variables. The first index (0) contains a "name" variable with the string value that represents the object's name. It also contains a "points" variable with an array of objects representing the object points. Each of these has a "name" variable that represents the name of the point ("Origin" for example, or "Point"). There is also a "pos" variable that is an object with "x", "y", and "z" coordinates.
The first index (0) looks something like this:
{"name":"Object 1","points":[{"name":"Origin","pos":{"x":0,"y":0,"z":0}},{"name":"Point","pos":{"x":0,"y":0,"z":0}}]}
... ,{"pos":{"x":0,"y":0,"z":0},"rot":{"x":0,"y":0,"z":0,"order":"XYZ"}}, ...
Generate NormalMap
This is an experimental feature. It will generate a normal map of the prefab object. Z axis is considered the direction out from the image.
Generate HeightMap
This is an experimental feature. It will generate a height map of the prefab object. It will use the origin point of the object as the ground level, and check the Z values of the tile's vertices to generate the height map values. The highest Z value will be considered the highest point.
Export Obj
If you have exporting activated, a save dialog box will appear allowing you to save the object as an .obj file that you can then import into other programs. If the object consists of multiple textures, you would need to export for each tileset/texture image as explained in the exporting section of this document. Or export with a MTL file to include all tilesets. You can also batch export more than one object at the same time by choosing Export Objects in the File menu.
Export Prefab
If you have exporting activated, a save dialog box will appear allowing you to save the object as its own prefab that can be loaded into any crocotile3d project. All textures that the object uses will be saved and when imported they will be added as well. There is an option in the tileset menu that allows combining two tileset/texture images together in the case that importing creates duplicate images.
Layers allow you to organize your object list inside the Scene tab. You can drag objects into and out of layers and label them to help you when sorting through them. Layers can also be dragged into and out of other layers. To add a layer, simply click the + button near the top of the window while the Scene tab is open. If you right-click a layer, a menu will display with the following options.
Show/Hide Layer
This option will cause all objects within this layer to toggle on or off. This is useful to show or hide them from view in the 3d scene.
Rename Layer
This will allow you to rename the layer. Another way is to simply double-click the layer name.
Remove Layer
This will remove the layer. Any objects within the layer will be taken out of the layer and placed at the end of the list.
If you have registered and activated your program, you'll have the ability to save and export.
If you are using multiple tilesets to construct your scene, you will have to export for each tileset unless you choose to export a MTL file with your OBJ. If you choose this, it will also export all the textures the MTL will reference. If you don't choose to export a MTL file, then when you export, it looks at the current tileset that you have selected and checks to see if there are any tiles in the scene from that tileset. If there are none from that tileset, then it won't export. When you choose a tileset that has tiles in the scene, the export will work and an .obj file will be created with tiles that use only that tileset.
If you export without the MTL option, each .obj file will contain tiles from one tileset, which means that your scene will be split up into multiple parts. Then when importing into another program, you can load all of the exported .obj files, apply the correct tileset texture to each one, and position them to the same coordinates. Your scene will look fine, and everything will be together.
If you export with the MTL file, then when you import the .obj file into a program that supports mtl files, it will import everything with the appropriate textures assigned.
When exporting, the tile spacing option will add pixels around each tile. So if you choose a value of 2, each tile will have two rows/columns of pixels added on each side, so there would be 4 total pixels rows/columns between every tile. Example: [[Tile]][[Tile]][[Tile]]
This tile spacing implementation only works if you keep all your uvs square with the same dimensions (one tile size per tileset).
With power of two option enabled, the tilesets will resize the canvas (it will add empty space) up to a power of two dimension if they aren't already. This may be necessary for some engines to render your textures correctly. For instance, if your textures look blurry, it may be due to tilesets not being power of two dimensions.
If you are in Edit mode and have at least one face selected, you can press
Shift+Enter
to toggle Active Selection Mode, or you can press the middle mouse button. This mode prevents editing tiles that weren't selected so that you can focus on editing only the selected tiles.
While in Active Selection Mode, you will see a yellow line appear on selected tiles when you hover your mouse over them. The line represents where you can choose to split a tile. Adjusting the Tile Splitting value located in the lower right corner of the Tileset window in the Tileset tab will give you more control over where you can split a tile. Setting the value to four will let you split the tile at every fourth pixel for example.
A tile can be subdivided. This process will create new tiles in a grid formation across the original tile. When you select subdivide, a window will popup where you can set the rows and columns. Settings the rows to 3 and columns to 3 will divide the tile up into 3 by 3 tiles. This process might be heavy if you try to divide into a large amount of tiles, so make sure to keep it manageable.