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Home Page: http://free-tex-packer.com/
License: MIT License
Free texture packer
Home Page: http://free-tex-packer.com/
License: MIT License
The exporter doesn't allow trimming, but trim is checked when the program starts (I hit submit on accident, sorry if the unedited message was weird).
Is there possibility to split sheet based on custom data sctructure? Lets say template can be provided.
I'd love to use the trim feature, but I'm packing RGBA images together with data encoded to RGBA. It's not untypical to have an alpha channel of 0 where the RGB data is still very important.
I'm not sure if the trim feature already considers this case or wether it looks at alpha in isolation.
Ideally, for me, it would trim only when a very specific color-code is found (like rgba(0,0,0,0)
), so we can make safe assumptions.
(Specifically, I need this in the CLI version, but I assume this issue tracker goes for both)
Loading a Phaser exported atlas with Phaser 3 (3.16.2), gives this error:
TextureCrop.js:152 Uncaught TypeError: Cannot read property 'cutWidth' of undefined
at Image.setFrame (TextureCrop.js:152)
at Image.setTexture (TextureCrop.js:123)
at new Image (Image.js:88)
at GameObjectFactory.image (ImageFactory.js:27)
at StartMenuScene.create (StartMenuScene.js:12)
at SceneManager.create (SceneManager.js:610)
at SceneManager.bootScene (SceneManager.js:498)
at SceneManager.start (SceneManager.js:1162)
at SceneManager.processQueue (SceneManager.js:291)
at SceneManager.update (SceneManager.js:551)
Using SplitSheel tool the option open texture not work in FireFox.
In Chrome works correctly.
Open window to select file.
Hi, we need a godot support.... like texturepacker :) hope in the future you can support the godot devs.
When rotating, the image is currently rotated 90 degree clockwise.
It would be nice if the rotation could also mirrored horizontally / vertically; mirroring on both axis would then result in 90 degree counter-clockwise rotation.
Background: Ideally, I'd just like to swap my .xy coordinate for .yx, but this depends on how the coordinate system is set up, so free-tex-packer should allow flags to mirror rotated versions around the vertical, horizontal axis or both. Even better if this was also added to non-rotated versions to cover all the bases.
Depending on the coordinate system used, the current method requires a bunch of code to undo the orientation in my GLSL shaders, I believe I currently have to do vec2(height-y, x)
but then we also get a whole lot of drama about implementing texture wrap modes, pixel centers etc. I'd prefer if I could use coord.xy
for non-rotated and coord.yx
for rotated textures.
(Specifically, I need this in the CLI version, but I assume this issue tracker goes for both)
Hi. From my understanding, at the moment the application supports custom exporters but this requires to copy-and-paste the exporter code into the exporter-edit dialog. Shouldn't be easier/more-convenient to have a "exporters" folder in the application installation path (or elsewhere in the user-profile folder) where MST file can be put in order to have them ready in the application?
Hello,
Do you think that it would be possible to build a command line tool for Windows based on free-tex-packer. Not taking a ftpp project file as input, but directly all the arguments like : --textureName "my-texture" --fixedSize true ...
I don't know if electron enable this ?
thanks
I just need the png picture
It's the same situation: zloirock/core-js#228
Testing in:
Firefox 65.0.2
Firefox 67.0b1
Firefox 67.0a1
Anyway, the app works correctly closing "Inspect Element Window"
Hello,
I love this tool.
But I want to update my assets automatically in Free Texture Packer.
I have to quit the software and relaunch to update all my textures.
I'm using Free Text Pack on Mac OS by the way.
Do you have the same issue on Windows?
Best.
When you generate multiple spritesheets from a single array of images, by default the export names ends up with the "-0" "-1" "-2" pattern.
Example: If u have an array of images that compose an animation but it dont fit the size, it will generate the file names as follow: "animation-0.png", "animation-1.png", etc.
Would be nice to have a custom pattern like "_0" instead of "-0".
Maybe specify the pattern on the Texture name with brackets, like: animation{_$} where the brackets indicates the start of the pattern, and the currency symbol indicates the numbers (0,1,2,etc).
Hi Odrick,
Thanks for the awesome tool that FreeTexPacker is.
One issue I've found with it is that the .ftpp files store absolute paths (for savePath
and folders
), which is rather limiting when trying to check them into a repository that's being worked on from multiple workstations / by multiple users.
A more robust solution would be to save these paths relative to the location of the *.ftpp.
I have tried to manually edit the .ftpp to this end, but unfortunately that seems to be a no go - the image from these 'relative' folders don't show and export hangs the app (on Ubuntu 16.04 at least).
Would you please consider adding support for saving the export paths relative to the location of the .ftpp? (I'd attempt this myself if I wasn't limited by lack of knowledge of Electron and building FreeTexPacker.)
Thank you for your time.
When there is a picture inside the project, it is unable to save project file (save project dialog box not open). It only can save when the project is empty.
OS: macOS Catalina (10.15.2)
We can't paste the key of tinypng in mac version.
TinyPng key is huge, manually typing the key isn't that easy.
This is really cool tool, adding command line will make it even better.
{
"name": "image.png",
"path": "D:/.../pic/image.png",
"folder": ""
},
If image folder change name or location - project opens empty. Maybe it is probably worth adding a chackbox parameter - save relative paths (relative to the project file). some like:
{
"name": "image.png",
"path": "pic/image.png",
"folder": ""
},
{
"name": "icon.png",
"path": "../icons/icon.png",
"folder": ""
},
Then project and images can be send to other computer and can be opened their.
Hi,
I'm trying to make atlas with textures that are SDF (signed distance field) and output image have to be uncompressed to render properly.
After export you can see a difference between output (left) and source (right) especially visible on the edges. (Alpha channel is disabled to make difference visible, on the output alpha was the same as on the source)
Is there an option to change PNG compression? I tried to look for it in sources, but couldn't find it.
allow rotation
is not checked, but images are rotating. json
file also contains a field rotated: true
for some software or game engine,the 'realTextureFileName' field of plist should include file extension.
will you add a choice in the export settings?
We do have a mix of R (SDF), RG (2-component-SDF), RGB (opaque) and RGBA images (transparent) texture sources.
It would be nice if free-tex-packer could pack each color channel independently, thereby potentially overlapping up to 4 separate grayscale images. Say grayscale_image1.png would end up in R channel at (0,0); grayscale_image2.png would end up in G channel at (0,0), etc.
I know that this would significantly complicate the algorithms in free-tex-packer, so it might be out of scope.
I still hope that it is considered for future revisions, future projects, or that someone in the comments can recommend tooling which can already do this.
(Specifically, I need this in the CLI version, but I assume this issue tracker goes for both)
When you drag and drop the files ended with some number on FTP, they are organized in a wrong order.
Files: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25
Result: 1, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 2, 20, 21, 22, 23, 24, 25, 3, 4, 5, 6, 7, 8, 9
Example: https://i.imgur.com/jpOiHce.png
In version 0.6.5 the optimal packer always allows rotation, luckily for me the MaxRectsPacker in Smart mode seems to do the same thing as the optimal packer but it respects my rotation settings.
This is an excellent utility. Whats the best way to install and run this on my laptop.
I am on a Mac but if you have Windows instructions only that will do as well.
Thanks!
You must set the max dimension in your expected atlas (1024x1024, 2048x1024, etc).
I want to a only atlas without packs. The max dimension of this map will be automatic.
How to build this to work in arch Linux?
Sent from my HUAWEI GR5 2017 using FastHub
npm run build-electron
I got this error
WARNING in ./node_modules/chokidar/lib/fsevents-handler.js
Module not found: Error: Can't resolve 'fsevents' in '/home/yanis/projects/free-tex-packer/node_modules/chokidar/lib'
@ ./node_modules/chokidar/lib/fsevents-handler.js
@ ./node_modules/chokidar/index.js
@ ./src/client/platform/electron/FileSystem.js
@ ./src/client/ui/ImagesList.jsx
@ ./src/client/platform/electron/Controller.js
@ ./src/client/index.js
@ multi babel-polyfill ./src/client/index
My system is linux and fsevents
didn't work on this system but chokidar
requires it
When extruding by x amount of pixels only the pixels at the edge should be repeated this many times. This is not the case, a red box with a blue outline (for example) will mix both blue and red in the extruded pixels.
This happens because ctx.imageSmoothingEnabled
is true
by default and needs to be set to false
before doing the extrusion. This was previously fixed but sadly is broken again in 4ba6465... Undo the changes in this commit inside the renderExtrude
function to fix the bug.
I would like to directly export my files in to their destinations but both files are always exported in the same folder. Can this option be added please?
My artist has submitted sprites to me and they have been named in the format "spriteName_1", "spriteName_2" etc, and a few animations go all the way to "spriteName_100".
The default sorting mode in the application arranges the sprites in the order "1, 10, 100, 11, 111, 12..." and so on.
Is there a way to make it so that they're sorted in the "1, 2, 3, 4..." format?
If you open a project which uses a custom export format script, you are unable to edit the script because the edit button is not present.
I know it's not a giant issue but it would be good that if when a project with a custom format script is opened... the edit button was present :)
In some cases, the spritesheet is required to be square.
it is waited for a long time and didnt go through.
or it will support unity3d in the future?
Mac OS 10.15.5, version of the app 0.6.6
I can't import this image for some reason. I was unable to load it into SFML, presumably because the texture size was too large, so I thought I'd pack it to make my graphics card handle it - but I can't, maybe for the same reason?
The image I'm trying to import:
https://user-images.githubusercontent.com/2405874/86038545-1b172980-ba0f-11ea-852f-e4a8389a1cfe.png
Great software, thanks to the creator. It would be better if could setting of the pivot point.
When I'd changed all the srites' ppi to 300, packer saves tileset in 72 ppi.
When extruding by x amount of pixels only the pixels at the edge should be repeated this many times. This is not the case, a red box with a blue outline (for example) will mix both blue and red in the extruded pixels (which is a very strange phenomena?).
Image coordinate offset value is missing
Export the cocos2d project and find that spriteOffset is always {0,0}
If you have a atlas.json when the "components" are like
name.subname.morename.png ( several dots )
name (without extension)
The images in zip are incorrect
Get the name without split ('.')
Hello @odrick
I was thinking in new features for your app:
Are you developing something? Can I help you? In this moment (1-2 weeks) I have free time.
When you export an atlas with magenta background the image exported is black background.
Can you check it?
If you are busy I can see it later.
Thanks
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