

Lighting will work without them too, you just will not see detailed “bumps”.
#Unpack texturepacker xml how to
If you don’t know about normal maps or how to make them, I’d say to just ignore this part of my suggestion. The NormalTexture is defined in X3D 4.0 now, Extensible 3D (X3D), ISO/IEC 19775-1:202x, 12 Shape component. In the context of CGE, you assing a TImageTextureNode to SomeMaterial.NormalTexture. See Normal mapping - Wikipedia and search “normal mapping” on the web. Normalmaps are a general concept in 3D graphics in all 3D rendering engines. What do you mean with “normal map”? How should it look like for illuminating effects? I realize it’s a lot of material, but I’d encourage to dive in - you will be able to solve more of these problems on your own Remember you can always use API docs ( Castle Game Engine: Introduction, you can search there for classes/members too) and refresh your Pascal knowledge on Modern Object Pascal Introduction for Programmers. You do seem to have some basic questions.

So declare and cast PlayerScene to TCastleScene, not just TCastleTransform, making sure it is actually of TCastleScene class in the editor. NewNode.BaseTexture := UnlitNode.EmissiveTexture Īs for missing RootNode, you need to have a TCastleScene instance, as only TCastleScene exposes a RootNode with something loaded. You need to cast Node to TUnlitMaterialNode in this case. That was a pseudo-code, really not tested. I get the infamous no member error again: Note that for collisions, the workaround it to manually use smaller rectangle – e.g. I agree that removal of this is important to have smaller atlases. The bounding box of the scene just follows the geometry (underlying quad) created. The removal of empty space is important as I can really see a bounding box around the image running it in the editor, so I guess the Scene shrinks and expands directly around the image which makes collision more accurate? The above is a pseudo-code, I didn’t test it, but hopefully it should get you started. TImageTextureNode(NewNode.NormalTexture).SetUrl() NewNode.NormalTexture := TImageTextureNode.Create NewNode.BaseTexture := Node.EmissiveTexture in TStateXxx.ReplaceNodes(ParentNode: TX3DNode var Node: TX3DNode) You will need to process the scene nodes ( MyScene.RootNode) a bit, toĪnd set there BaseTexture, NormalTexture to have lighting working on the sprite sheet.ĭoing this would look something like this. But if you want to add normalmaps to sprite sheets, and then illuminate them, this is certainly possible. Packer are ShoeBox, TexturePacker, Alfred Spritesheet Unpacker and rucksack. Is it possible to add such lightning effects on sprites during running of a game? Creator of Cocos2D-X Texture Packer is hands down the best sprite sheet. There is also a “Sprite Illuminator” utility that complements Texture Packer. Select the files using Shift or Ctrl as you wish.
#Unpack texturepacker xml windows
When you use the “Add…” menu item to add new frames (either by right-clicking on the “Frames” area, or by using main menu “Frame → Add”) then you can choose multiple files in the resulting “open” box (from Windows or GTK). (yeah, this can be done in Texture Packer). In the “to-do” list it would be cool also if one can import a range of single image sprites instead of one by one.
