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Texture Packer sprite red message error

javascript,textures,sprite,game-engine,texturepacker

Sorry for the inconvenience. Please open TexturePacker's preferences from the menu. Press "Reset all". This should fix the issue. In case it does not work don't hesitate to contact me via mail: support at codeandweb.com ...

Pixelated texture filtering distorted

java,libgdx,filtering,isometric,texturepacker

Turn on the premultiplyAlpha option in TexturePacker and set setBlendFunction.(GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_ALPHA) on the SpriteBatch. This should get rid of the flickering black fringing. Basically, when using linear filtering, when the sprite's edges don't exactly line up with the pixels on the screen, the color of the pixel is linearly sampled...

Force certain sprites into only one image of the TextureAtlas in LIBGDX

libgdx,scene2d,texturepacker

Perhaps I've misunderstood your question, but you could just use texture packer twice, once with each set of sprites. Then you know which sprites will be in which png

Convert PVR.CCZ image to PNG for edit the image.

cocos2d-iphone,texturepacker

in Googling u will get. i got this link:- http://gamedev.stackexchange.com/questions/69519/how-can-i-batch-convert-texturepacker-pvr-ccz-files-to-png its worked fine also.. Simple command in terminal will help:- TexturePacker filename.pvr.ccz --sheet filename.png --data dummy.plist --algorithm Basic --allow-free-size --no-trim ...

how can I create a button with texturepackerimporter texture?

unity3d,uibutton,texturepacker

You don't need TexturePacker to create a button. Unity has a SpritePacker that handles all the texture packing. To create a button select GameObject > UI > Button and in the Inspector View drag in your texture. And take a look at this Introduction Tutorial from Unity: http://unity3d.com/learn/tutorials/modules/beginner/ui/ui-button...

Strange artefacts appear on CCSprite

cocos2d-iphone,artifacts,texturepacker

Yes it was the settings in texture packer after a few changes in the settings they now seem to load fine. with no artifacts use pre multiple trim not crop and give a little more inner padding hope it helps someone else (since it was driving me a little crazy)...

Game hangs when there is too many Sprites in TextureAtlas

libgdx,texturepacker

As @noone said, packing all sprites of different resolution sizes into one TextureAtlas destroys the meaning of an atlas. I mustpack one atlas for each resolution. But the problem is how to do it automatically? After seeing that TexturePacker settings does not allow this, finally I have to modify the...

libgdx loading asset, texture packer

java,libgdx,texturepacker

TexturePacker automatically puts the extension defined by settings.atlasExtension (".atlas"). Change this settings or change the value of Constants.TEXTURE_ATLAS_OBJECTS variable to "canyonbunny.pack.atlas"....