AndEngineTexturePackerExtension

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Re: AndEngineTexturePackerExtension

Postby SlouBi » Tue Aug 16, 2011 1:20 am

Absolutely brilliant :D
Thanks a lot !
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Re: AndEngineTexturePackerExtension

Postby borrrden » Tue Aug 16, 2011 12:12 pm

NOTE: RGBA4444 encoded textures appear to be not functioning correctly, be warned!
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Re: AndEngineTexturePackerExtension

Postby rioneye » Wed Aug 17, 2011 12:37 am

I think there is an error in the extension. There is something wrong with the texture pack parser class(line 214).
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Re: AndEngineTexturePackerExtension

Postby Nicolas Gramlich » Wed Aug 17, 2011 7:55 am

Hi,

Rev.Tyler wrote:Could you show how to make a TiledTextureRegion with the sprite sheets in the example?

*edit* nevermind, You can just use the TiledTextureRegion constructor, correct? Just get the texture and region position from the texture pack.

Will there ever be a way to create an animated sprite out of a series of texture regions so we can just use Texture Packer for animations without having to make a TiledTextureRegion on top of the TexturePack?


Well the current Grid based TiledTextureRegion does not make sense to be used with the TexturePacker, as it can place the tiles anywhere in any order. The GLES2 branch will support it though.

rioneye wrote:I think there is an error in the extension. There is something wrong with the texture pack parser class(line 214).

Which revision :?: Mine looks good at 214. :)

borrrden wrote:NOTE: RGBA4444 encoded textures appear to be not functioning correctly, be warned!

Does it throw an Exception or just display crap (maybe everything tinted red) :?:

Best Regards,
Nicolas
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Re: AndEngineTexturePackerExtension

Postby borrrden » Wed Aug 17, 2011 7:59 am

Nicolas Gramlich wrote:
borrrden wrote:NOTE: RGBA4444 encoded textures appear to be not functioning correctly, be warned!

Does it throw an Exception or just display crap (maybe everything tinted red) :?:


Everything is tinted green, or barely visible at all.
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Re: AndEngineTexturePackerExtension

Postby rioneye » Wed Aug 17, 2011 3:08 pm

@Nicolas I just got the latest extension and the problem seems to have disappeared. Which is weird since the first time I downloaded the extension was yesterday.

Although now I am having a problem with the newest andEngine examples. It seems like a few of the jar's for the extensions are missing. The ones I noticed were the multiTouch and multiplayer extensions.
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Re: AndEngineTexturePackerExtension

Postby Nicolas Gramlich » Sun Aug 21, 2011 5:21 am

Hi,

the AndEngineExamples are now using the Extensions as Library Projects, instead of jar files.
This is a bit of a hassle to set up multiple projects, but it just makes it sooooooo much easier if you are customizing the AndEngine code (i.e. have a local branch with a feature added or a field made protected instead of private.)

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Re: AndEngineTexturePackerExtension

Postby vertti » Sun Aug 21, 2011 7:43 am

TexturePacker supports RGBA5555 and this seems like a very nice compromise, dithering is a LOT less visible than with 4444 and still the resulting graphics are a lot smaller than full 8888.

Could this format support be added to AndEngine?

(Sorry for double posting, added this already to the Feature forum.)
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Re: AndEngineTexturePackerExtension

Postby Olieh » Mon Aug 22, 2011 11:44 pm

I just tried using the extension and the script throws the following error:

Writing sprite sheet to ../assets/gfx/spritesheets/zombiejump.pvr.ccz
TexturePacker:: error: Failed to open ../assets/gfx/spritesheets/zombiejump.pvr.ccz for writing

What could be wrong?
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Re: AndEngineTexturePackerExtension

Postby Nicolas Gramlich » Thu Aug 25, 2011 10:30 pm

vertti wrote:TexturePacker supports RGBA5555 and this seems like a very nice compromise, dithering is a LOT less visible than with 4444 and still the resulting graphics are a lot smaller than full 8888.

Could this format support be added to AndEngine?

(Sorry for double posting, added this already to the Feature forum.)


I'll look into it. Might be that I simply forgot to add it. :)

Olieh wrote:I just tried using the extension and the script throws the following error:

Writing sprite sheet to ../assets/gfx/spritesheets/zombiejump.pvr.ccz
TexturePacker:: error: Failed to open ../assets/gfx/spritesheets/zombiejump.pvr.ccz for writing

What could be wrong?


Did you make sure the directories exist :?:

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