Hi Davinci, now the SDK is out (thanks norb) I can see it a bit better. I think I answered your questions below.
To get a tree (that is one angle and frame) in the game I would do this:
1) First convert the tree to a png. Texture Packer doesnt import dds.
2) Before doing anything else you have to name the tree png
precisely to how you want to reference it in the csv file followed by a precise numbering system used by the game. The format required is
PrefixNNNN.png
Prefix is what you will put in gfxpack.csv column B so name is something useful.
NNNN is a number that must start at 0001, then go up for angles and frames. It needs to be four digits.
For example name your png DavTree0001.png, where
DavTree is the Prefix that is required later and there is only one frame and angle.
3) Add the the tree into texture packer.
I use the following settings
The attachment tp.jpg is no longer available
4) Publish the png and plist file using any name so long as you dont edit it afterwards in windows.
5) Convert the published png to dds in an editor, photoshop, gimp etc
DDS now done the next part is editing the csv files.
5) Open gfxpack.csv and copy and paste the GFX_Orchard_1 entry
6) In column A name is something useful like GFX_DavTree1.
In column B replace Orchard_ with
DavTree, as noted earlier this is the Prefix for the new tree sprite.
7) Put your dds, plist and gfxpack.csv into the mod folder
You now can add the new tree just like the others wherever they are called from.
To pack many trees into the same file you must name each png before importing into Texture Packer and all with a different Prefix, e.g. DavTreeOak0001.png, DavTreePine0001.png. Add all those into TexturePacker, publish and create the dds then add the appropriate entires into gfxpack for each tree using the Prefix's used. Note this is all based on 1 angle and 1 frame.
Some useful stuff i've found out:
1) You cant simply add a dds to an existing packed dds file because the plist associated with it also needs to be changed.
2) If you crash on "Loading Graphics" it means that there is an invalid entry in a plist somewhere that doesnt use the precise PrefixNNNN.png format which means the file was named incorrectly before it was imported to TexturePacker.
3) I think the game adds the packed sprites by scanning
every plist file in the game and mod Packed directory, so remove those that were messed up, especially test ones used to figure it all out.