Game Development Community

Anyway to export/import materials properly from TGB to TXB?

by Rich Hudson · in Torque X 2D · 09/15/2007 (2:11 pm) · 7 replies

So frustrating, I have materials (spritesheets) in TGB but cannot get them to appear properly in TXB. In TGB they appear and groups of sprites, but when I attempt to add them to TXB they show up as a sheet which I cannot break down into individual sprites. Any ideas?

#1
09/15/2007 (2:13 pm)
You need to set the cell width/height, or cellX/cellY count when defining the material. After bringing the texture sheet in, you should be able double click on it to set the properties, and then use the animation builder on it to build animations.
#2
09/15/2007 (2:15 pm)
But its not an animation. its a spritesheet with basic static sprites, this works fine in TGB, why would this not work in TBX?
#3
09/15/2007 (2:18 pm)
One more thing, in TGB I use the imagemode = key to seperate the sprites, but why are there no such options in TBX? Crazy...
#4
09/15/2007 (2:48 pm)
Torque X Builder does not implement key functionality unfortunately.
#5
09/19/2007 (7:06 pm)
That functionality was added to the engine a while ago and you'll be happy to know that it will be included in the next release.

To be perfectly clear, these are the exact features I'm referring to:
-celled image support for all 2D objects (static sprite, animated sprite, tile layer, particle effect, etc.)
-support for celled images divided by arbitrary regions (means we can import keyed images from the builder)
#6
09/19/2007 (8:57 pm)
Sweet thanks, any rough ETA on the next release?
#7
09/20/2007 (4:38 pm)
We're expecting to go into closed and open beta simultaneously within the next 3-5 weeks, though it could of course end up being a bit further off depending on how internal testing goes. We want this release to go smoothly from beta to release without the huge delay we had for 1.0 (due to the Microsoft deal).