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Re: Need Info to Decipher the Texture Packer

Posted: Mon Jan 02, 2012 6:56 am
by Davinci
gunship24 - If the nine individual files are in the Terrain1 file, named Tree0001 – Through – Tree0009 – what are the exact names for the gfxpack A,B Columns?

Also – What are the names that would go into the mapname.csv file?

Thanks,

davinci

Re: Need Info to Decipher the Texture Packer

Posted: Mon Jan 02, 2012 9:40 pm
by gunship24
I edited my previous post as i missed out column B, but here it is about gfxpack:

Column A - can be anything you want. So it could be GFX_NewTree_1 for example.
Column B - here you have to put what ever comes before the numbers when you named the png files. In this case put Tree.


Then under Terrain Sprite1 to 5 in the map csv file you put the value you used from column A above. You can edit one of the greyscale values or create a new one.

I think you have to ditch everything you knew about sprite referencing as this packed method is completely different.

Re: Need Info to Decipher the Texture Packer

Posted: Mon Jan 02, 2012 9:56 pm
by Davinci
I think you have to ditch everything you knew about sprite referencing as this packed method is completely different.
Thanks - but I think that I have done all of that and the game still doesn't work right on my end!

I have trees in the game, but not the trees that I have named, now that is sort of confusing!

I'm still missing a step, somewhere, I spent the better part of last night going over everything mentioned here in this post, and still can't figure this out.

I probably just need to step away from this, and come back to it later on.....

Thanks, Again for all of your help with this!

davinci

Re: Need Info to Decipher the Texture Packer

Posted: Mon Jan 02, 2012 10:43 pm
by Davinci
gunship24 - let me jump topic for a minute with another question.

Can individual png files have an Alpha-Channel applied to them?

The reason is that once the sheet is made saving the file as dds using DXT5 ARGB 8bpp Interpolated Alpha will produce this result below!
The attachment alpha1.jpg is no longer available
Thanks,

davinci

Re: Need Info to Decipher the Texture Packer

Posted: Mon Jan 02, 2012 11:04 pm
by gunship24
Hi Davinci, Im afraid I dont know anything about adding alpha layers. All my renders that go into Texture Packer already has transparency set by 3dsmax, like this chap, without me having to do any thing to it.
The attachment tp_2012-01-02.jpg is no longer available
Hopefully somone else can help there.

But to answer your question, yes they can as mine do, but i dont know how :huh:

Re: Need Info to Decipher the Texture Packer

Posted: Mon Jan 02, 2012 11:23 pm
by Davinci
Hi Davinci, I’m afraid I don’t know anything about adding alpha layers. All my renders that go into Texture Packer already has transparency set by 3dsmax, like this chap.
OK, Thanks for the reply on this.

I can go back and retrieve the Alpha-Channel from the original dds files, and then just copy and paste each individual one onto the sheet, but I was hoping for a better solution.

I can’t really speak on how I will feel on the tomorrow’s that haven’t came as of now, but speaking on today and yesterday, this new technique really does irritate the hell out of me!

Thanks, Again for all of your help with this!

davinci

Re: Need Info to Decipher the Texture Packer

Posted: Tue Jan 03, 2012 12:36 am
by Davinci
OK, Special Thanks to gunship24 - I have finally got the trees in the game with the new technique.

I plan on un-doing everything that I did, and re-doing it again, and again, so that I can understand it better, before starting another topic that shows this process step-by-step along with pictures.
The attachment finally1.jpg is no longer available
davinci

Re: Need Info to Decipher the Texture Packer

Posted: Tue Jan 03, 2012 4:54 am
by gunship24
Excellent , and they look fantasitc.

Re: Need Info to Decipher the Texture Packer

Posted: Tue Jan 03, 2012 7:39 am
by Jolly
gunship24 - let me jump topic for a minute with another question.

Can individual png files have an Alpha-Channel applied to them?

The reason is that once the sheet is made saving the file as dds using DXT5 ARGB 8bpp Interpolated Alpha will produce this result below!
alpha1.jpg
Thanks,

davinci

I've not looked at things, but I know the alphas are not there in your pic. The DXT5 settings are fine, but png's don't use alphas, they use transparencies on the main tex, so for instance the alpha in the dds would be have to be made transparent in the main layer in png format.

Hope this helps a little

Re: Need Info to Decipher the Texture Packer

Posted: Tue Jan 03, 2012 8:30 am
by Davinci
I’ve not looked at things, but I know the alphas are not there in your pic. The DXT5 settings are fine, but png's don't use alphas, they use transparencies on the main tex, so for instance the alpha in the dds would be have to be made transparent in the main layer in png format.
Hope this helps a little
Hey, Jolly – how is everything going!

Thanks, but I think that the biggest problem with this process is my limited knowledge about Photoshop, different files, converting files, png files, and alpha channels.

I did find a sort of back-up-plan that just requires me to go back and retrieve the original alpha-channels from the dds files that were converted to the png files.

It is sort of time-consuming, but it does work.

Thanks, for the tips!

davinci