choosing optimized compression algorithms for audio is a better way to reduce data No need to save some bytes with special compression algorithms for images. Combine them to a huge file brings no advantages. I do not understand the purpose of tools like TexturePacker. But I have avoided Spine so far because of the price (it's at $ 69,99 atm). I bought Spriter, and had a licence of Texturepacker long before starting coding with Unity - they implemented their own packing to sprite atlas' this year (?). That sounds reasonable, and I already was able to add my walking cycles using 8 single sprites - works great. Thanks for the welcome, and your information. There's some screenshots with notes detailing the walk system. P.P.S: here's some information I wrote up a while back on the characters tab. There's some other stuff as well I think, such as physics engine - but don't hold me on that as it's just stuff I'm recalling from past conversations with Simon. P.S: I believe Simon was working on normal / depth maps for the upcoming update of Visionaire Studio. It's buggy in the current version & I'm afraid I can't give out any details on it as it's a feature I haven't used & probably won't ever use. It's a shame Spriter runtime isn't integrated into the engine (maybe Simon will consider adding it at some point) as Spine is somewhat pricey in comparison to Spriter & Spriter Pro can be bought at the minute for $1 in the current humble dev bundle whatsit.ģ. Simon has been working on making it a little more flexible for the upcoming release (I believe runtime support for swapping out spriteparts & other things on the fly via Lua script). Also it doesn't matter if some numbers are missing as it will import all with the same name in order based on the prefix number).Ģ. export single frames (png or webp) format from your image editing / 3D software application & import them frame by frame or animation by animation (each file in an animation needs to have the same name & then have a number prefix on the end, for example: name_1, name_2 or name_001, name_002 or name_(1), name_(2), etc. You even have a tutorial on how to use it.A'llo, welcome to the Visionaire Studio community.ġ. TexturePacker is officially supported by UE4. We have created art that looks terrible because of this problem. You can recreate it and you can see it happening.ĩ0% of my game has artifacts that shouldn’t be there. I really do not understand why you see no problem with my report. Now do you understand why it is super important to fix this issue that is created ONLY by texturepacker and not by importing one by one the sprites of that texture sheet? We either run out of VRAM or we use bi linear to hide some of the artifacts that compression creates. The only way to “win” back some of that is to use bi linear. With that setting we wouldn’t need anything but the “default”, but we are forced to use the default compression of ue4 resulting in great quality loss. We simply cannot use the uncompressed method because of the texture size that is 16.5mb for a 2048x2048. It is vital for our games.Īnother reason has to do with texture compression. What i was saying earlier is that us paper2d guys need the bi linear options. Please test the single png example i gave you and if it does not create any artifacts when using bilinear please report this as a bug because it has destroyed my game. I need to see this fixed before i go any deeper. Without it everything appears pixelated and flickers.Also some games benefit from the “soft” look.Īlso if you do not use bilinear there is another issue with unreal that makes rendering jittery. You are literally telling me to import all pngs one by one if i do not want artifacts.Īnd yes there is a reason why we need bi linear for 2d games especially when you change the FOV. If you import the single chest png that i gave you and set it to bilenear it does not create any artifacts, does it? Then why it does so on every texturepacker export? This is not standard and expected behavior. I would partially agree with you that this would be an non issue if it occurred for single sprites as well. It is for ALL sheets exported from texturepacker. This is not on this specific texture sheet.
0 Comments
Leave a Reply. |