Tasharen Entertainment Forum

Support => NGUI 3 Support => Topic started by: jdwieber on June 14, 2012, 01:42:23 PM

Title: Atlas maker error
Post by: jdwieber on June 14, 2012, 01:42:23 PM
Hello,
I just bought NGUI and began using it in a project to replace UIToolkit.  I currently use Texture Packer and decided to give the atlas maker tool a try.  I selected a bunch of textures and added them and got hit with a slew of warnings.  I pasted one below.  If I want to use my Texture Packer atlases, what data format should I use?  I currently use json as that is what UIToolkit requires.  Thanks.

  1. ImportSettings 'Assets/UIElements/DeutschGothicStrokeGradient.png' has been modified but AssetDatabase.ImportAsset has not been called. Please fix the scripts code or Import the asset manually.
  2. UnityEditor.AssetDatabase:ImportAsset(String, ImportAssetOptions)
  3. NGUIEditorTools:MakeTextureReadable(String, Boolean) (at Assets/NGUI/Scripts/Editor/NGUIEditorTools.cs:548)
  4. NGUIEditorTools:ImportTexture(String, Boolean, Boolean) (at Assets/NGUI/Scripts/Editor/NGUIEditorTools.cs:595)
  5. NGUIEditorTools:ImportTexture(Texture, Boolean, Boolean) (at Assets/NGUI/Scripts/Editor/NGUIEditorTools.cs:611)
  6. UIAtlasMaker:CreateSprites(List`1) (at Assets/NGUI/Scripts/Editor/UIAtlasMaker.cs:197)
  7. UIAtlasMaker:UpdateAtlas(List`1, Boolean) (at Assets/NGUI/Scripts/Editor/UIAtlasMaker.cs:516)
  8. UIAtlasMaker:OnGUI() (at Assets/NGUI/Scripts/Editor/UIAtlasMaker.cs:783)
  9. UnityEditor.DockArea:OnGUI()
Title: Re: Atlas maker error
Post by: PhilipC on June 14, 2012, 02:40:48 PM
This i believe is a bug in Unity you have to hit save between each modification.
Title: Re: Atlas maker error
Post by: mdeletrain on June 14, 2012, 04:54:08 PM
If I want to use my Texture Packer atlases, what data format should I use?

TexturePackerPro as a Unity3D data format. It works just fine as far as the import step is concerned, but It gives me some trouble with fonts showing thin dark edges.
Title: Re: Atlas maker error
Post by: jdwieber on June 14, 2012, 06:57:46 PM
Thanks for the replies.  I thought I saw a thread on how to put fonts into the atlas with the other ui elements, but I can't seem to find it now.  I made an atlas that has my ui elements and a font, using TP. When I create a label add type some text I see just a few black boxes. How do I tell NGUI that the texture provided is an atlas?  I created a UIFont with the font maker tool provided, used my atlas as the font texture, and assigned the renamed .fnt file as the font data.   I don't see a separate setting to tell NGUI that it's pulling data from an atlas, or a place to provide the atlas data to the font.  The font was made with bmGlyph and has been used successfully with UIToolkit. I attached a screen shot.

EDIT:

I figured it out.  It was a mix of stupidity and error.  I set up texture packer and bmGlyph to auto create SD and HD textures.  I gave TP the HD font, but gave ngui the .fnt file for the SD font texture.  The second error was in the UIFont script.  I didn't see the "Sprite" selection drop down to select which sprite the font data applied to.  Problem solved (PEBKAC).  However, for whatever reason, I was missing pieces of some letters and other letters entirely.  I had to import the font file multiple time before it showed up correctly.  It looks good now though.  I hope I don't have to modify it at all.  Bit of a finicky system, but well worth the money.

EDIT2:

Just a note for other newcomers that want to use TP.  Don't add the font into the atlas via TP as the font creation tool will add a copy of whatever texture you give it.  I wound up with a huge atlas comprised of my original atlas with the font, and another copy of my entire atlas placed inside.  Leave the font texture out and let NGUI add it.


Regards
Title: Re: Atlas maker error
Post by: JeanLuc on May 15, 2014, 09:40:14 AM
Thanks, jdwieber, your remarks in "EDIT2" really helped me.