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Support / Custom sprite mesh generation
« on: June 22, 2014, 01:47:14 am »
Just a quick question before I implement this myself:

My project has a decently low pixel-to-world-unit ratio, and I wanted to experiment with generating pixel-perfect meshes for my sprites to save on transparent rendering.

tk2d already does most of the heavy lifting: it will generate triangulated meshes from custom sprite islands. I don't want to go and outline by hand hundreds of sprites, though, so I need to automate the generation of the custom sprite meshes.

Does tk2d contain any code to automatically generate a pixel-perfect mesh outline to feed into the custom mesh builder?

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Support / Extra sprite collection data objects and version control
« on: June 10, 2014, 07:47:21 pm »
My team has mistakenly been working with the -tk2d.asset file in Perforce, and as such have run into a few issues.

We have removed -tk2d.asset from version control but need a little assistance in cleaning up the project. TK2D seems to have generated a few extra sprite collection data objects for each sprite collection, and in a number of cases, has linked Sprite animation data to the wrong sprite collection data GUID. This does not seem to be fixed by getting a version from version control: for example, if my Sprite Collection is referencing the incorrect data object, even force getting the file from perforce seems to not change its referenced object.

I can go through and delete the extra sprite collection datas and make sure the guids are linked correctly, but what should we do to ensure that this doesn't happen in the future. Now that -tk2d.asset is no longer versioned, will this work:

(1) delete our -tk2d index files
(2) ensure we have the correct versions of the data objects and animation assets
(3) rebuild the index

Or are there other files that may have been corrupted?

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