- Power of two texturepacker install#
- Power of two texturepacker mod#
- Power of two texturepacker archive#
- Power of two texturepacker full#
- Power of two texturepacker pro#
Power of two texturepacker mod#
When a mod is loaded, any files that are in its folder structure are used instead of the game's default files. You create a mod by creating a folder that partially mirrors the game and then adding your modified files into that folder structure. We leave the first 256 entries to what we'll call palette 0 and the next 256 to palette 1.Before you try to create a mod, it is important to understand how they work. You can also give a texture a different palette to create some amazing palette animations. So some housekeeping needs to be performed to avoid overwriting palette memory that's used by other textures. Just keep in mind that multiple textures' palettes share the global palette memory. This is done in setup_palette() and is very simple. So all this does is read a name that can be used in draw_sprite(), as well as x and y offset and width and height of the sprite. Printf("scanned %d parameters: %s %d %d %d %d\n", scanned, sprite->name, sprite->x, sprite->y, sprite->width, sprite->height) Writing sprite sheet to build/stage1_actors_sheet.pngĬonverting romdisk/stage1_actors_sheet.dtex name, &sprite->x, &sprite->y, &sprite->width, &sprite->height) algorithm Basic -png-opt-level 0 -extrude 0 -disable-auto-alias \ pack-mode Best -disable-rotation -trim-mode None \ size-constraints POT -max-width 1024 -max-height 1024 \ format gideros -data romdisk/stage1_actors_sheet.txt \ TexturePacker -sheet build/stage1_actors_sheet.png \ Generating spritesheet build/stage1_actors_sheet.png from assets/spritesheets/stage1_actors romdisk: Contains the files that will be available at runtime of the game.Īfter typing make, you should get the following output:.readme.txt: License for the used artwork.Also calls TexturePacker and texconv to create the spritesheets automatically upong changing anything. main.c: Loading, parsing and drawing code.For example build/ui_sheet.png will contain all art assets from assets/spritesheets/ui/*. assets: Raw art assets that will be turned into spritesheets and converted to Dreamcast PVR textures.You will find the following directory and file structure:
Power of two texturepacker archive#
Unzip the archive and open the directory kos_spritesheet_tutorial. vqcodeusage Output an image that visualizes compression codeĪfter installing the required software, you can download the example source code for this tutorial. b, -bilinear Use bilinear filtering for scaling mipmaps. n, -nearest Use nearest-neighbor filtering for scaling mipmaps. c, -compress Output a compressed texture. Texconv offers the following options (options used in this tutorial are marked as bold):īUMPMAP PAL4BPP ARGB4444 YUV422 ARGB1555 RGB565 PAL8BPP I suggest you put it somewhere in your PATH for convenient global access. On Debian-based systems this will get you running:
Power of two texturepacker install#
Texconv has a dependency on Qt5, so install that first. It will basically convert the converted texture back to PNG so you can check the quality of the conversion. For this tutorial paletted textures are essential.Īnother feature that is used is its preview feature. It doesn't create KMG files, instead it creates its own DTEX format, but provides other nice features. Texconv is an alternative to KOS' vqenc for converting images such as PNG into texture formats supported by the Dreamcast's PVR graphics chip. The next tool you need is texconv by tvspelsfreak. The example code will parse this information to find out where each sprite within the spritesheet is. It will also create text files of the following format: This image should give you an idea about this tools's usefulness:
Power of two texturepacker pro#
TexturePacker has some Pro features, but this tutorial limits itself to its free features. It packs single images together into one big spritesheet, so you don't need to do this manually. The first tool you need is TexturePacker. Using the PVR's sprite drawing mode (instead of polygons)īefore you can get started, you will need to install two tools.Drawing a user interface (with a dynamic health bar).Loading the spritesheet into the PVR for drawing.Converting the spritesheet into a PVR paletted texture automatically.
Power of two texturepacker full#
3 Downloading and running the example code.