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Messages - sstublic

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1
Support / Re: Dicing and Android Texture Formats
« on: May 04, 2013, 10:57:26 am »
Ah I see...so it's basically a dirty workaround and should't be done like that :)

Thanks for useful info!

2
Support / Re: Dicing and Android Texture Formats
« on: May 04, 2013, 10:42:28 am »
1. Which padding setting will actually affect individual diced quads?

2. Ok, I understand. I won't fiddle with it for now if I can avoid it. How about that other suggestion I had. Does it make any sense? Is it possible to simplify this transparency issue if only 0 or 1 alpha is present by making a SINGLE color fully transparent and making a shader for it?
For example, sprite will be drawn fully opaque, except for pixels which are pure black. For this method 1 RGB texture would suffice

Thanks

3
Support / Dicing and Android Texture Formats
« on: May 03, 2013, 12:18:08 pm »
Let me start by saying I really love 2DToolkit and the level of support you're providing. Very professional!
I'm recommending your product to anyone who asks.
I hope your UI will be done in time for my next project, because I'm definitely switching :)

Questions/issues:

1. Dicing
I've been trying to use dicing on my sprites to maybe try to reduce some atlases a bit.
a) What exactly do numbers Dice X and Dice Y mean? Default has Y set to 0. I browsed forum and docs a bit, but couldn't find clarifications
b) When I dice my sprites, at some zoom level I start getting artifacts (black lines separating quads in the sprite) and this makes dicing unusable in my product ATM. Is there any way around this? I had similar issues with tilemap, but setting padding extend to 4 pixels solved it. How can I solve this for dicing?

2. Sprite transparency/texture compression
I'm kinda new to mobile development and recently I got boggled down in texture compression formats. Turns out that only compression widely supported on Android devices is ETC1. However ETC1 doesn't support Alpha channel. This is a big problem for using sprites, because ALL my sprites use transparency (I could get away with only fully transparent or fully opaque pixels).
This makes RGBA16 more or less the only viable texture format for Android and it eats up ton of memory since I use a lot of animated sprites.
Is there a way around this? Is there some automatic way for tk2d to handle workaround for ETC1 textures? (I read about 2 separate textures; one containing sprite and one containing alpha)
Is it possible to have a shader which would make only pure black or pure white pixels transparent? This would work for those who don't need partial transparency.
Any other generic suggestions on ways to handle this?


Thanks,
Sasa


p.s.
We have been using 2DToolkit for our main game engine and I'll post our Beta in Showcase soon :)




4
Support / TextMesh and inline styling
« on: April 24, 2013, 02:23:13 pm »
Hi!

I've been searching the forum a bit and I couldn't find an answer..

I need basic color change styling in my TextMesh. Can I do that? For example I would like to print out text "I like tk2d" with "I like" being white and "tk2d" being red.

Can I do that without creating 2 textmeshes and placing them next to each other? I mostly create textmeshes from scripts.

If it can't be done with inline escape codes, which method do you suggest that's quick and clean?

Thanks!

5
Support / Re: tk2dSprite.CreateFromTexture strange behaviour
« on: November 17, 2012, 08:52:39 pm »
Thank you!

6
Support / Re: tk2dSprite.CreateFromTexture strange behaviour
« on: November 17, 2012, 08:41:39 pm »
Thanks for such a quick response. I'm still getting used and deciding about your product and such quick support is a great plus - regardless of bug :)


7
Support / Re: tk2dSprite.CreateFromTexture strange behaviour
« on: November 17, 2012, 08:25:51 pm »
atlas is actually a
Code: [Select]
public Texture2D atlas;
I dragged my .png to the atlas property at design time.
So it's just an image containing tiles.

8
Support / tk2dSprite.CreateFromTexture strange behaviour
« on: November 17, 2012, 08:17:26 pm »
Hi!

I'm a new user to 2D Toolkit and I have some strange issues with tk2dSprite.CreateFromTexture.
namely code:

Code: [Select]
tk2dRuntime.SpriteCollectionSize sz2 = tk2dRuntime.SpriteCollectionSize.ForTk2dCamera();
GameObject spr2 = tk2dSprite.CreateFromTexture(atlas, sz2, new Rect(0, 0, 300,300), new Vector2(0, 0));
spr2.transform.position = new Vector3(-200, -200, 0);

Is working FINE in Unity editor preview (the one when I press play button), but doesn't work when running PC standalone build. Not working meaning it doesn't show up on the screen.

I have one sprite in the scene added at design time and some gui elements to eliminate other problems and they both show up in both runtime environments. For some reason, this dynamically created sprite simply doesn't exist in PC runtime.

I'm sure there is something basically wrong I'm doing, but I'm confused because so far everything in Unity has been behaving consistently across different build targets.

Help please!

While at it, I need this for runtime topview map generation from tilesets. My idea was to group a block of tiles on the map and create a bigger texture (say 1024x1024) and then create sprite from this texture. Thus my map would be generated from smaller tiles, but would actually be rendered as several 1024x1024 sprites.
I tried making one tk2dSprite per tile, but ran into performance issues.
Any additional advice on this problem would be much appreciated!

Thanks!

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