![]() (only available if Texture format is PVR and Pixel ETC1/2 Quality -etc1-quality, -etc2-quality Normal, high, best (- best quality, very slow (default)). Valid values: verylow (- low quality, fast), low, (only available if Texture format is PVR and Pixel Format is PVRTCI or PVRTCII) Set the quality level for WebP format (0 = low, 100 = high, >100 = lossless), default (only available if Texture format is WebP) (only available if Texture format is JPG) This is required by some frameworks for faster rendering of the textures. This feature is also known as "Alpha bleeding".Īll color values are multiplied with the alpha values. These color values can reduce artifacts around sprites and remove dark halos at transparent borders. Transparent pixels get color of nearest solid pixel. Transparent pixels are copied from sprite to sheet without any change.Ĭolor values of transparent pixels are set to 0 (transparent black) to improve image packing ratio and identical sprite detection. There you can configure all the image formats you want to add to the ATF container. In this case the ATF Settings button opens an configuration dialog. PVRTC2 with 4 bits per pixel, (PVR file only, no real-time preview available)ĮTC1 compression, no alpha channel (PVR / PKM file only)ĮTC1 compression, alpha channel only (PVR / PKM file only)ĮTC2 compression, no alpha (PVR file only)ĮTC2 compression, color+alpha channel (PVR file only)Ĭompressed with DXT1, 1 bit transparency (PVR file only)Ĭompressed with DXT5, transparency (PVR file only)ĪTF is Adobe's own texture format which can be read by Flash applications.įor the ATF texture format there is no image format selector. PVRTC2 with 2 bits per pixel, (PVR file only, no real-time preview available) PVRTC with 4 bits per pixel, no transparency, (PVR file only, no real-time preview available) PVRTC with 2 bits per pixel, no transparency, (PVR file only, no real-time preview available) PVRTC with 4 bits per pixel, (PVR file only, no real-time preview available) PVRTC with 2 bits per pixel, (PVR file only, no real-time preview available) Textureĭefault, 4 bytes per pixel, 8 bits per channelĢ bytes per pixel, 5 bits per color channel, 1 bit transparencyģ bytes per pixel, 5 bits per channel, not supported on all platformsģ bytes per pixel, 8 bits per channel, no transparencyĢ bytes per pixel, 5 bits for red and blue, 6 bits for green, no transparency Sets the filtering values in the LibGDX exporter. (only available if Data Format is LibGDX) Header file -header-file Ĭhoose the file name for the header file containing definitions for the sprites and (only available if Data Format is SpriteKit)Ĭhoose the atlasc directory containing all data and image files. (only available if Data Format is MonoGame)Ĭhoose the file name for the classfile output file. This can be used to store the sprite sheet image in another location than the DataĮxample: /assets Class file -classfile-file This value can be used to prepend a path before the file name of the texture in the Data To disable this feature you can uncheck Auto-detect animations Texture path -texturepath ![]() TexturePacker would define an animation walk in the data file. TexturePacker automatically defines animations for sprites which have the same base name and onlyįor the sprites walk_001.png, walk_002.png, walk_003.png (only available for some frameworks like LibGDX, SpriteKit, Cocos2D-x)įor some frameworks it is possible to mark a group of sprites as animation in the data file. Sub-folder names are always included in the sprite name. Prepends the smart folder's name as part of the sprite name. Removes image file extensions from the sprite names - e.g.png.
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