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Re: Sprites .PLIST file question

Posted: Wed Jul 01, 2015 10:57 pm
by sweeteye
no...not yet....will try and find one.....seems pretty straight forward but I suppose I could be doing something wrong....most likely i guess....

Re: Sprites .PLIST file question

Posted: Thu Jul 02, 2015 1:36 am
by Jim
Extracted from the draft SDK:

Texture Packer Settings:
Texture Format: png
Image format: RGBA888
Dithering: NearestNeighbour
Autosize: checked
Max Width: 2048
Max Height: 2048
Allow Free Sizes: not checked
Scale: 1.0
Scale Mode: smooth
AutoSD: not checked
Algorithm: maxrects
Heuristics: best
Border padding: 0
Shape Padding: 0
Inner Padding: 0
Extrude: 0
Reduce Border Artifacts: not checked
Allow Rotation: not checked
Trim: not checked
Crop: checked
Trim: Crop
Threshold: 10
Shape outlines: not checked
Enable auto Alias: checked
Heuristic mask: not checked
Premultiply Alpha: not checked
Flip PVR: not checked
Trim Sprite Names: not checked
DPI: 72

Re: Sprites .PLIST file question

Posted: Thu Jul 02, 2015 3:51 am
by sweeteye
Thanks for posting the settings Jim......Unfortunately I can only find a handful of them.Image format RGBA888 is not even in my list of possibilities.I am unable to change the dithering setting except on RGB565 or a setting close to that number...It is almost as if I have a different version of the program...Not sure what to do now.....Guess I will just use TC2M for Rev War games....Maybe eventually someone will port over Rebels and Redcoats to the Waterloo engine....