Textures collected in https://opengameart.org/content/3d-castle-dungeon-tileset-extended , sources below. Slightly retouched by Michalis Kamburelis: - To make sizes be power-of-2. Although Castle Game Engine can use any texture size, but it is best to use power-of-2 size for textures for 3D stuff, to enable mipmapping and fast loading at the same time. Otherwise, textures have to be resized at loading to enable mipmapping. And you want mipmapping in 3D (gives nice look when scaled in the distance). - To use PNG format for all. ------------------------------------------------------------------------------ This is the original notice from https://opengameart.org/content/3d-castle-dungeon-tileset-extended: released under CC0 used art: (only CC0) concrete01*.jpg from http://opengameart.org/content/pietextureset gate.jpg,gate-2.png, ground*.jpg, wall-window.jpg from me torch model, torch*.jpg from my torch pack (http://opengameart.org/content/fantasy-torch-pack-2) wall-tex-*.jpg based on wall_breezeblock1.png from http://opengameart.org/content/free-urban-textures-walls-brick-stone-part-1 by scouser tile_tantiles from BMacZero (http://opengameart.org/node/27679) shield and sword model/texture from yd (http://opengameart.org/content/shield-sword) wall-to-depth.jpg made from wall-tex platform.jpg, made from concrete mug2.png, model and texture both edited based on my mug pack (http://opengameart.org/content/free-mug-pack-1) switch.png and decorative.png made by me, used some cc0 textures from scouser and some from me tile-ground2.jpg from yughues (http://opengameart.org/content/free-tiling-textures-pack-54)