SpriteWorks 2.1 - Rainbow Texture [CLOSED]
by Randy Lutcavich · in Artist Corner · 09/03/2010 (2:11 am) · 7 replies
As a test I exported a simple shape with a simple .BMP texture from Max using the DTS exporter plugin.
I load the shape into SpriteWorks 2 and the texture is corrupted. The texture appears to be a stretched out rainbow.
If I load the shape into Torque X 3D the texture is fine. Note I did have to change the .BMP extension to .PNG to import the texture with the shape. Maybe this is the same issue with SpriteWorks... maybe it doesn't like .BMP texture files. But simply changing the file extension to .PNG stops the texture from being loaded into SpriteWorks all together.
My files can be downloaded from:
http://newseattlegames.com/Download/TestShape/TestShape.zip
Thanks for your help...
I load the shape into SpriteWorks 2 and the texture is corrupted. The texture appears to be a stretched out rainbow.
If I load the shape into Torque X 3D the texture is fine. Note I did have to change the .BMP extension to .PNG to import the texture with the shape. Maybe this is the same issue with SpriteWorks... maybe it doesn't like .BMP texture files. But simply changing the file extension to .PNG stops the texture from being loaded into SpriteWorks all together.
My files can be downloaded from:
http://newseattlegames.com/Download/TestShape/TestShape.zip
Thanks for your help...
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#2
I've had similar issues with SpriteWorks and submitted 2 queries to the devs; to date not a single hiccup or reply. They got my money so in the end at least, 50% of us are happy.
My workaround was to render sprites in the source app ad use a compiler to run the stack into a single spritesheet. It's a slightly more involved process but only just slightly, but the bonus is you get exactly what ya want.
~ Cheers
09/03/2010 (2:57 pm)
Randy,I've had similar issues with SpriteWorks and submitted 2 queries to the devs; to date not a single hiccup or reply. They got my money so in the end at least, 50% of us are happy.
My workaround was to render sprites in the source app ad use a compiler to run the stack into a single spritesheet. It's a slightly more involved process but only just slightly, but the bonus is you get exactly what ya want.
~ Cheers
#3
I just renamed it but that cant be the problem because TX3D loads the texture fine.
Plus, SpriteWorks isn't loading the PNG at all... the preview is only corrupted when the texture file is a BMP. It doesn't load any textures when I rename it to .PNG.
Can anyone confirm what extensions SpriteWorks can read?
Richard:
Any advice or tutorials on creating the sprite sheets straight from 3DS Max?
09/03/2010 (3:19 pm)
David:I just renamed it but that cant be the problem because TX3D loads the texture fine.
Plus, SpriteWorks isn't loading the PNG at all... the preview is only corrupted when the texture file is a BMP. It doesn't load any textures when I rename it to .PNG.
Can anyone confirm what extensions SpriteWorks can read?
Richard:
Any advice or tutorials on creating the sprite sheets straight from 3DS Max?
#4
I would recommend asking JohnK at EnvyGames about supported formats, etc.
09/03/2010 (3:31 pm)
Regardless, don't just rename it since it can cause other problems with various software packages that are expecting particular image formats. Always use a conversion utility. Just because it seems to work in TX3D doesn't mean that it is fully working or that it will work everywhere.I would recommend asking JohnK at EnvyGames about supported formats, etc.
#5
I render out at a defined cell-size; typically JPG or (if I need alpha) PNG.
Crank out the cells in your app renderer. Then use the GlueIT app to compile the series into a single spritesheet.
When you output try aim for powers of two so you have no free spaces in the sheet.
Oh, and you can grab the GlueIT app at http://sysimage.250free.com/
It's easy as Dirt to use.
GlueIT does have one weird hitch .. that it loads the LAST frame first. Easy solution is blow that frame from the list and reinsert it. I have talked with the Dev and he did actually write back about possible upgrade.
Anyhoo .. good luck.
~ Cheers
09/05/2010 (10:13 pm)
Randy,I render out at a defined cell-size; typically JPG or (if I need alpha) PNG.
Crank out the cells in your app renderer. Then use the GlueIT app to compile the series into a single spritesheet.
When you output try aim for powers of two so you have no free spaces in the sheet.
Oh, and you can grab the GlueIT app at http://sysimage.250free.com/
It's easy as Dirt to use.
GlueIT does have one weird hitch .. that it loads the LAST frame first. Easy solution is blow that frame from the list and reinsert it. I have talked with the Dev and he did actually write back about possible upgrade.
Anyhoo .. good luck.
~ Cheers
#6
Just tried exporting again but this time to the desktop. Booted up SW and the model had a 'no texture' texture. Moved the .png texture to the desktop and then re-opened SW and the model correctly mapped the texture.
No idea why this works now but it does so I'm happy. Thanks everybody for the comments.
09/12/2010 (7:22 pm)
Just an update. SpriteWorks 2.1 works with my test model now.Just tried exporting again but this time to the desktop. Booted up SW and the model had a 'no texture' texture. Moved the .png texture to the desktop and then re-opened SW and the model correctly mapped the texture.
No idea why this works now but it does so I'm happy. Thanks everybody for the comments.
#7
09/12/2010 (10:28 pm)
I know that John's been working hard on an update that should fix a number of the issues brought up here and over the support e-mails.
Associate David Montgomery-Blake
David MontgomeryBlake