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How do you handle this?

Wingnut

Well-known member
3rd Party Module Dev
Tutorial Author
Joined
Jan 2, 2020
Messages
1,414
So far I've only be using Integer coordinates in my games but now I've decided to use Floating point which makes my tight
tilesheet go crazy of course. The problem is that I don't want to the sheet to be padded, i's not desirable to have the actual tilesheet file padded because that is difficult to work with and it also lot of work to manually to add the padding.

I want to add the padding when Cerberus loads the asset. How is that possible?

On a related note I want to ask you what tools do you use when you have to do it manually?
Texture packer? What else? Maybe you're doing what I intend to do now, and algorithmically adding it?

Also, is there any tips how to actually do it visually? I'm thinking 1 pixel border around each tile, I'll copy each of the 4 sides outwards. Is there reasons to do it in another way? Or am correct? Sometimes I see crazy looking sheets with sprites all over the place, I guess they have a meta file because there seem to be no logic to it why it is structured like that.

Maybe there are other needs to fulfill?
I will arrange the actual sprites and tiles as logical as I can. Left, right, up , down, fighting, climbing etc. But the Size will be same sofar but I'm willing to change that too if this gives me the freedom to do that.

I just need a good way to create and read padded ("designed") sheets inside Cerberus. And of course to create them outside.

When it comes to 3D it only makes sense to pad if you use MIPmapping right?

Also I don't understand what the "gutter" means when you do edge-padding?
 
Last edited:
Found a great tool, together with Texturepacker it seems to cover pretty much everything you need in 2D and 3D. I also noticed that Texturepacker has some kind of script integration with development tools at least with x-code.

 
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