![]() Just like the "Data File" option, from here you choose the path where the sheet image will be exported. The effect of the dither is easiest to see in the shirt's fabric. If you need it, you can create an alpha map by selecting "ALPHA" from that list this may come in handy in some cases so keep it in mind. The "A" in those abbreviations stands for "Alpha" (transparency), and you will notice that if you pick an option that says only "RGB" it will have a black background, meaning there is no alpha info there. In case you are going for a specific look or you highly value the size of your sheets you can choose a lower option such as RGBA4444. It's indicated to leave this untouched as well the default RGBA8888 is the highest quality option. Unless you know what you are doing, leave these settings untouched: Png Opt Level at "none", DPI at 72 and Premultiply Alpha unchecked. PNG is recommended, unless you need something else specific for your project. Texture Formatįrom here you select the format of the sheet's image. Tip: It's a good idea to set the output folder so the sheet and its data file are exported directly into your engine's directory. This is the path where the data file will be saved, it's a good practice to keep it in the same folder as the sheet itself. This is the format for the sheet's data file containing all the information you need, such as coordinates, dimensions, and rotation.Ĭurrently, the following options are available: Cocos2D, Corona, Sparrow/Starling, LibGDC, JSON, Unit圓D, LibGDX, Css, Gideros, CEGUI/OGRE, AndEngine, AppGameKit, Slick2D, Moai, BHive, Xml, BatteryTech SDK, EaseIJS, Kwik2 and plain text. Layout settings: These are all about assets' placement in your sheet and overall optimization.Geometry settings: These take care of the sheet's size and asset scaling.Output settings: These take care of where your sheet will be exported and the compression that's applied to it.There are only three categories you have to worry about: Let's take a look at the mess of options on the left. The Environment map should be handled separately.Tip: Right under the preview sheet there are some zoom options feel free to play with those until the sheet fits nicely on screen for a better preview. Default = true įor PBR materials you will need to change the map to reflect the channels you want to target. disposeSources:boolean, Toggle to dispose the source textures after they are packed.updateInputMeshes:boolean, Toggle to have the packer automatically update the input meshes to the new packer frames and channels. ![]()
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