Ed-2D
Junior Member
Posts: 59
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Post by Ed-2D on Feb 28, 2005 13:16:15 GMT
;D now it's perfect
Why don't you make advert on BlitzResearch ( news or toolbox entry ) ?
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Post by SopiSoft on Feb 28, 2005 14:43:21 GMT
yeah great tool!
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Post by Xpressive on Mar 1, 2005 9:02:09 GMT
I am still waiting for your feedback. If everything works perfectly (let me know please!), I will add entries to the Blitzcoders showcase.
So what do you think?
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tonyg
Junior Member
Posts: 73
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Post by tonyg on Mar 1, 2005 13:40:23 GMT
Not sure how to get rid of the safety spacing. It gets displayed. The created .bb might be useful with comments stating that you'll need your HUD_Create and HUD_Update etc. Might not be an issue once I've played around with SpriteCandy a bit more.
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Ed-2D
Junior Member
Posts: 59
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Post by Ed-2D on Mar 1, 2005 16:40:48 GMT
Do you plan to add alphachannel export ?
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Tommy
New Member
Posts: 17
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Post by Tommy on Mar 1, 2005 20:37:51 GMT
Some feedback as requested: On export the file dialog opens with *.*. So it's not obvious what I have to enter - just the basename for my graphics or do I have to enter basename + ending? For me the fileselector disappeared after entering "graphics.png". Then Image Packer generated a "graphics.png" and a "graphics.bb". But the handling is somewhat confusing. Either just ask for the basename or make clear what you expect (ie. offering a *.png as wildcard mask). And for transparency: How should I select 255,0,255 from this color selector? Please allow entering transparent color as numbers. But otherwise it's a great and very useful tool! Some improvement suggestions: - Snap to grid to allow nicer positioning - Splitting option for added files (if I want to add an image that already contains multiple frames or several tiles at once) with possibility to enter split size (like 32x32) so the frames are added as single images (important for the code generation).
Thanks, Tommy
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Post by Xpressive on Mar 2, 2005 8:44:54 GMT
I think this is quite clear - the tool exports ALL the file formats you checked. Since that can be multiple file types, you don't need to type in any file extension (but that does not matter anyway since the image packer removes it automatically, if neccessary). So just type in a file name, without extension. All exported files will have this name, plus their individual file extension then.
I see. This feature will be added with the next packer release then, also grid snapping.
The safety spacing IS required (at least a spacing of 1, better 2 pixels) due to a Blitz behaviour: the UV coordinates of an image slightly shift when it has been scaled. So it is really recommended to use at least the minimum safety spacing. If you don't want to export the visible borders, set the border color to the background color.
Alpha channel should be exported when selecting "TGA 32 Bit Alpha" in the export settings window. Let me know if this doesn't work as aspected.
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Ed-2D
Junior Member
Posts: 59
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Post by Ed-2D on Mar 2, 2005 14:25:17 GMT
But alphachannel is not imported
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Erek
New Member
Posts: 7
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Post by Erek on Mar 2, 2005 17:05:30 GMT
Couple of things:
Forced image spacing is a bad idea IMO, some users actually need/want no spacing regardless of how scaled images are handled in blitz.
Why have a maximum size of 1024x1024?
Apart from that, good stuff!
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Post by Xpressive on Mar 2, 2005 18:25:44 GMT
- Okay, safety spacing can be set to 0 with the next update then.
- Texture size: due to compatibility issues, I really wouldn't recommend to use textures bigger than 1024x1024 - but that's up to you, of course. What sizes do you want to be added?
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Erek
New Member
Posts: 7
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Post by Erek on Mar 2, 2005 18:52:45 GMT
Cool! About texture size: 2048x2048 would be nice. I think texture size makes no difference for loadanimimage/loadanimtexture in blitz, only the size of the individual frames. I may be very wrong about that though
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Post by Xpressive on Mar 2, 2005 21:00:15 GMT
Ok, I will add it to the next release, but I'll have to remove 32x32 then (not enough space for all those options ).
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Ed-2D
Junior Member
Posts: 59
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Post by Ed-2D on Mar 2, 2005 21:25:15 GMT
Is there a way to import translucide PNG files ?
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Post by Xpressive on Mar 3, 2005 9:04:51 GMT
That's quite tricky since it requires to parse the image file and it's header byte-for-byte. The problem is that some paint editors (like Photoshop, for example) use different headers which makes them hard to handle. I'll see if there's a workaround, however.
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