If you leave them at 0, they willĬhange to the first added texture's size. You can set the resulting image's size with the width, and height properties. It can handle both AtlasTextures and normal Textures.Īdd the layers from bottom to top with the add_texture() method, when you added everything call merge(). texturepacker 4.10.0 crack mac creates and optimizes sprite sheets for recreation and net improvement. Useful for example to merge together (and color) skin, and clothes for a character. This class can merge together textures as layers. To access it, click on a texture, switch to the import tab, and in the "Import As" Dropdown, select "Packer Image Recource". The module also contains an editor plugin which can import textures as PackerImageResource Resource. Useful for textures you only need for baking, as this class will not register it's data into the VisualServer. This is a simple Texture, which just contains an imported Image. It has an exposed Array, so you can assign textures to it in the editor. TextureMergerĪ Node that can bake textures for you. Making the atlases yourself during development. Note: Doing something like this in only recommended, if you can't pre-make the atlases (or it's really unfeasible), you are better off You can take look at Tales of Maj'Eyal or pretty much every actually complex MMORPGs as an example. Think of rpgs, when you have a huge number of potential icons that the player can put on his or her actionbars. You can use this to bake gui textures together, without changing the resources everywhere at runtime. If you set this to true, and then add AtlasTextures, TexturePacker will change these ones (the ones you actually added) Size: 29.06 MB TexturePacker creates and optimizes sprite sheets for game. Tag Archive: TexturePacker 4.4.0 MAC OS X full version with crack and keygen. Supports filters, custom background color, margins. This Texture Packer tutorial will show you how to use Texture Packer to create and optimize sprite sheets in your games, using a Cocos2D 2.X game as an example. Calling merge() will change it, to point to the new (merged) texture. It is immediately usable, it will just contain the original texture. Add every texture you want into it using it's API (add_texture()), and then call merge().Īdd_texture() will return an AtlasTexture, this is the texture you want to use in your classes. This is the class that can merge textures.
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