Game Development Community

Photoshop Importing for TGB?

by Kevin Ashman · in Torque Game Builder · 07/05/2007 (1:37 pm) · 6 replies

I would like to be able to work with my image resources in Photoshop and import them into TGB. It seems like it would be possible to take the layout in the PSD file and the layers and import it into TGB.

Does anyone have a good workflow for creating art assets in Photoshop and getting them into TGB?

Thanks

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#1
07/05/2007 (1:47 pm)
Create your assets, flatten them, and then turn them into PNG's. Then use the builder tools to reassemble them. PSD's are not a good raw format for games. They are an excellent format for art manipulation, but not necessarily for games. They keep so much information that is irrelevant to the game but extremely relevant to Photoshop itself.
#2
07/10/2007 (3:06 pm)
The idea I was trying to work towards was having a game screen in Photoshop with many layers such as a background and game elements on individual layers. The artist would then change these layers graphically, then using a PSD importer for TGB or a TGB exporter for Photoshop, see their changes in the game. The goal would be to translate the position of each layer in Photoshop to TGB so the screen didn't have to be laid out again.

I have many game screens, with multiple layers, already laid out in Photoshop. I want to replicate those screens with their layers broken out easily in TGB. Any ideas?
#3
07/10/2007 (3:40 pm)
I agree with David, PSDs are rather...Photoshop exclusive, and Photoshop isn't a game editor. I checked the resources section of the community and couldn't find anything like what you want.

To add to David's post, if you saved each photoshop layer as a PNG and didn't crop each object, it would leave blank space the size of the screen. You don't have to flatten, just to turn all of the other ones off. Theoretically, you could import all of these layers into TGB and drag them all onto the scene, starting with the ones in the background of the scene. The images would be in the right spot, but they would contain a lot of blank space, and you would have to reimport PNGs if you changed things in photoshop. So, I wouldn't recommend this way (especially if you are making a game with lots of moveable parts like little enemies etc), but if you're set on building levels in Photoshop, this is one way to do it, possibly :)
#4
07/11/2007 (6:13 am)
Or you could hire someone with a commercial source license and PSD format experience to build a custom interface for you. It would probably be somewhat expensive, but it would allow you to maintain your workflow. You would probably want them to also create a PSD cleaner to strip out any irrelevant data from the final artwork since PSD's contain a significant amount of data that TGB would never need. Unless you were re-writing Photoshop in TGB, that is.
#5
07/11/2007 (9:06 am)
Thanks for the response. It is an odd workflow issue, one that I wish I wasn't faced with. :) Sounds like the only answer is a hard answer. Glad I didn't miss the "PSD Import" button in TGB.
#6
04/21/2009 (4:40 am)
I use alot of actions when I work in photoshop. If you find your self doing the same thing over and over. Create an action. If you really think the process out you can get real in depth with them.