Author Topic: UIAtlas texture update improvement  (Read 3665 times)

yuewah

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UIAtlas texture update improvement
« on: October 25, 2012, 10:00:54 AM »
EveryTime updating the atlas texture by 3rd party tool, e.g. Texture Packer, it has to drag the config file again to UIAtlas which is very annoying. Is it possible to automate it or have a button to update it.

Nicki

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Re: UIAtlas texture update improvement
« Reply #1 on: October 25, 2012, 04:37:54 PM »
Don't update with a 3rd party tool. Just use the atlas maker. :)

yuewah

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Re: UIAtlas texture update improvement
« Reply #2 on: October 25, 2012, 08:52:46 PM »
3rd party tool have much more advanced features, also, it can created by artist without unity3d.

badawe

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Re: UIAtlas texture update improvement
« Reply #3 on: October 25, 2012, 09:26:37 PM »
It's something really easy to do with Unity Editor.

yuewah

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Re: UIAtlas texture update improvement
« Reply #4 on: October 26, 2012, 12:16:47 AM »
@badawe, what do u mean of really easy to do with Unity Editor, you mean it is easy for artist to use atlas maker in unity3d ?

ArenMook

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Re: UIAtlas texture update improvement
« Reply #5 on: October 26, 2012, 01:28:24 AM »
Yes. All your artist has to do is select the image that changed and click the Update button, updating the atlas.

_joe_

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Re: UIAtlas texture update improvement
« Reply #6 on: October 26, 2012, 02:27:36 AM »
I love the NGUI Atlas Maker, I've been using it all the time until it started cutting my sprites, let's say i have a 1000 x200 texture, all i get is 800x200 after baking the Atlas, this is why I'm using Texture Packer now, but again (referring to another thread), NGUI does not support rotated sprites and I'm not able to use the advanced algorithms that Texture Packer offer (MaxRects) that fits more sprites on 1 Atlas.

Any advice is appreciated

Joe

ArenMook

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Re: UIAtlas texture update improvement
« Reply #7 on: October 26, 2012, 06:33:31 AM »
If sprites get shrunk, it means they can't fit into the atlas when you add them. You need to think creatively and break up that 1000x200 sprite into several, or use a sliced sprite if you can. The entire UI in Windward -- with all the fancy paper borders, all the icons, 5 different fonts, all of it -- fits into a single 1024x1024 texture.