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Re: Need Info to Decipher the Texture Packer
Posted: Sun Jan 01, 2012 9:16 pm
by Davinci
gunship24 - Thanks, but can
you take another picture of the top of the program that shows how the names are entered into the program.
Once, I understand that part, the other information that
you have posted will fall into place.
Basically, how does this look when a file is entered?
The attachment tp1.jpg is no longer available
Thanks Again!
davinci
Re: Need Info to Decipher the Texture Packer
Posted: Sun Jan 01, 2012 9:22 pm
by RebBugler
OK, starting to understand this better, thanks Gunship24.
Still some fog though, but that won't clear until I can do and see the process. Couple of questions:
-Several times unitgfx was mentioned in the process, did you mean unitpack? ...for example
7) Put your dds, plist and unitgfx.csv into the mod folder
-Is there a fast process available to capture and name the frames ? Norb mentioned Tim uses a macros. I imagine the frames would have to be manually copied individually, then hit your macros to auto name and place...but I'm just guessing
Thanks for this thread D...we'll get this thing learned yet.

Re: Need Info to Decipher the Texture Packer
Posted: Sun Jan 01, 2012 9:55 pm
by Davinci
OK, starting to understand this better, thanks Gunship24.
Still some fog though, but that won't clear until I can do and see the process. Couple of questions:
Hey,
Reb Happy New Year [/b]!
Yes,
I agree, what is needed is a
Step-by-Step , a
Picture-by-Picture example of this process, using say three trees as the example.
As of now, basically all modding pertaining to any terrain is at a
holding pattern until everyone gets over this hurdle.
davinci
Re: Need Info to Decipher the Texture Packer
Posted: Sun Jan 01, 2012 10:19 pm
by RebBugler
I still can't get over the daunting task involved, literally tens of thousands of frames with BloodBath...naming and converting :woohoo:
And the Nap mod has probably a half million :woohoo: :woohoo:
Edit: Another Question:
How are the sprite sheets read, like a book...left to right then back to the left?
Re: Need Info to Decipher the Texture Packer
Posted: Mon Jan 02, 2012 1:06 am
by norb
OK, it's hard to decipher exactly what is being asked here. But maybe it's something that is done automatically.
The *.dds and *.plist MUST be named the same. These combinations can be named ANYTHING you want. booboo.dds, booboo.plist.
EVERY SINGLE plist that is in the graphics/packed folder is read at launch. The game goes through them all so that it knows where to find each graphic.
So there is NO ENTRY in any csv file that contains the dds/plist name pair because EVERY ONE is loaded at startup.
By reading the plist entries, it find the graphics names that are in the csv files.
Re: Need Info to Decipher the Texture Packer
Posted: Mon Jan 02, 2012 2:28 am
by Davinci
gunship24 Hey, if you can follow this, tell me what’s going wrong here!
I’m placing nine individual tree files on the desktop with different sizes.
I’m naming each one of them starting with Tree0001.png – through- Tree0009.png .
I load each one into the TexturePacker on a single-sheet .
After that I click the Publish button and name it Terrain1.plist .
Somehow – this process also places a Terrain1.png file onto the desktop.
Question – when converting this Terrain1.png into a Terrain1.dds file – what are the settings to have an Alpha-Channel applied to this file?
Also – the default Terrain_Effects file is 4097kb with saved Alpha - my file is not coming up with this same size, so I’m saving it incorrectly.
There is probably not any reason to go any farther than this in the process until this part is understood by me.
Thanks,
davinci
Re: Need Info to Decipher the Texture Packer
Posted: Mon Jan 02, 2012 2:31 am
by ADukes
Question – when converting this Terrain1.png into a Terrain1.dds file – what are the settings to have an Alpha-Channel applied to this file?
DXT5
Re: Need Info to Decipher the Texture Packer
Posted: Mon Jan 02, 2012 2:46 am
by Davinci
ADukes - Thanks, but another question.....
Am I supposed to save the png files with an Alpha-Channel after converting them from the DDS Format ?
I'm still missing a step which is probably causing me the other problems that I'm having.
davinci
Re: Need Info to Decipher the Texture Packer
Posted: Mon Jan 02, 2012 3:11 am
by gunship24
Hi Davinci, that should all work.
On the left menu under Output you can specify the png (Texture File) and plist (Data File) name before publishing. Keep them the same as norb says. This is an example of mine:
The attachment tp_2012-01-01.jpg is no longer available
Once you have the dds sorted you can then open gfxpack.csv. Copy and paste the six entries for GFX_Tree_1, rename column A all the same, place "Tree" in column B and increase it no nine rows for your trees. Then set the Angle and Frame of each row to 1. In the Start column go from 1 to 9 and tweak the scale then you should be sorted.
RebBugler, sorry those were typos, anything that said unitgfx was meant to read gfxpack.
Re: Need Info to Decipher the Texture Packer
Posted: Mon Jan 02, 2012 4:52 am
by RebBugler
How are the sprite sheets read, like a book...left to right then back to the left?
Wasn't clear, I'm referring to when you initially number the frames copied from the original files.