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Trixt0r

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  1. Like
    Trixt0r got a reaction from Mike at BrashMonkey in Generic Java Importer   
    Okay... I am done... except for the LWJGL implementation, which I won't implement now, since it takes more effort to code a usable one and it seems that everyone uses LibGDX anyway.
    Every specific implementation has its own project:
    Generic, required by every implementation: https://github.com/Trixt0r/spriter
    LibGDX: https://github.com/Trixt0r/gdx-spriter
    Slick2D: https://github.com/Trixt0r/slick2d-spriter
    Java2D: https://github.com/Trixt0r/java2d-spriter
  2. Like
    Trixt0r got a reaction from Beocro in Spriter and Java - Some Sprites Rendering In Weird Positions   
    Good job.
     
    Yes. The Java2D renderer renders the animation not correctly ( the Slick2D renderer also), while LibGDX and LWJGL do it properly.
     
    The problem is, that the y-axis in Java2D is inverted while in Spriter it is not.
     
    I will push the fix today. Thanks for figuring it out.
     
    - Trixt0r
  3. Like
    Trixt0r got a reaction from JohnnyType in Texture-Packer   
    Hey guys,
    I was working on a little JavaFX GUI for the LibGDX texture packer tool. There is already one, but it does not pack all subfolder images into one texture.
    Maybe somebody can use it. This could be useful as long as Spriter does not pack the sprites into an atlas. I tried it with my generic Java api and it works very well. The only thing you need to use it in your environment is a little parser, which is able to read *.atlas files.
    You can either open a gui or call it from command line. Command line usage is described on the github wiki.
    Here you go. To run it, you need the newest Java 8 version.
    - Trixt0r
  4. Like
    Trixt0r got a reaction from jppresents in Spriter with LibGDX?   
    Have a look at my signature.
  5. Like
    Trixt0r got a reaction from ippbxKi in Generic Java Importer   
    Hmmm... keep the "internal" version of accessing the files and keep loading with the FileHandleSCMLReader and change the SpriterLoader.load method like this:

    //Gdx.app.postRunnable(new Runnable(){ //Post the creation of a OpenGL Texture to the LibGDX rendering thread.
    //This is necessary if you are loading the scml file asynchrouously with more than one thread.
    //@Override
    //public void run() {
    files.put(ref, createSprite(new Texture(pix)));
    pix.dispose();
    //}
    //});
    Just comment the Runnable stuff out and keep files.put and pix.dispose.
    I hope this helps, cause I do not have any clue why it crashes on android :D
    Oh and change the finishedLoading method:

    if(this.pack)
    //Gdx.app.postRunnable(new Runnable(){//Has to be called in the rendering thread since OpenGL textures have to be created
    //@Override
    //public void run() {
    generatePackedSprites();
    //}

    //});
    if you are using the texture atlas generation.
  6. Like
    Trixt0r got a reaction from IzbranniY in Generic Java Importer   
    The library has now support for calculating the bounding box for a whole animation.

    You can also manipulate the calculating by setting the starting bone.
    This enables the ability to cull parts from an animation. I hope this is an useful feature.
    - Trixt0r
  7. Like
    Trixt0r got a reaction from Traceycof in Dynamic Lighting with Spriter animations   
    Hey guys,
    I created this thread to let you discuss about the here mentioned topic, since this is not really Spriter feature related.
    Anyway, I tested the shading stuff with Spriter and pre rendered/generated normal maps. I used tombmonkey's flower girl for the tests (sorry tombmonkey, but the ZIP file, you provided, has not normal maps for every sprite. In addition your program (Crazy Bump, I think?) removed the alpha channel for the normal map, which would end up in some very ugly rendering. So I had to create my own with ShaderMap 2. But those which you uploaded are much better and smoother than mine. Maybe you could add the remaining if you've got time.)
    And here you have some screenshots:
    First of all the scene without shading:

    And here is the same scene with some lights and a dark environment:





    As you can see it does not look very good because the character was not designed for dynamic light rendering and the normal maps are really shitty.
    It looks like an emboss effect.
    What do you think?
    Maybe we could create some other scenes with different art styles and proper normal maps.
    - Trixt0r
  8. Like
    Trixt0r got a reaction from UElabeal in Generic Java Importer   
    The library has now support for calculating the bounding box for a whole animation.

    You can also manipulate the calculating by setting the starting bone.
    This enables the ability to cull parts from an animation. I hope this is an useful feature.
    - Trixt0r
  9. Like
    Trixt0r got a reaction from UElabeal in Dynamic Lighting with Spriter animations   
    Hey guys,
    I created this thread to let you discuss about the here mentioned topic, since this is not really Spriter feature related.
    Anyway, I tested the shading stuff with Spriter and pre rendered/generated normal maps. I used tombmonkey's flower girl for the tests (sorry tombmonkey, but the ZIP file, you provided, has not normal maps for every sprite. In addition your program (Crazy Bump, I think?) removed the alpha channel for the normal map, which would end up in some very ugly rendering. So I had to create my own with ShaderMap 2. But those which you uploaded are much better and smoother than mine. Maybe you could add the remaining if you've got time.)
    And here you have some screenshots:
    First of all the scene without shading:

    And here is the same scene with some lights and a dark environment:





    As you can see it does not look very good because the character was not designed for dynamic light rendering and the normal maps are really shitty.
    It looks like an emboss effect.
    What do you think?
    Maybe we could create some other scenes with different art styles and proper normal maps.
    - Trixt0r
  10. Like
    Trixt0r got a reaction from Nawaydrorgo in Dynamic Lighting with Spriter animations   
    I'm quite impressed that you managed to implement an algorithm which is able to calculate such an accurate normal map just from a single (diffuse? the pumpkin is already shaded) texture.
    There are already tools like Crazy Bump out there, but they do not create such a good normal map for 2D sprites and are only useful for textures like walls, floors, etc.
    I would like to see your tool in action.
    Will it be for free?
    Is there already a demo application available?
    - Trixt0r
  11. Like
    Trixt0r got a reaction from inandemmuse in Dynamic Lighting with Spriter animations   
    I'm quite impressed that you managed to implement an algorithm which is able to calculate such an accurate normal map just from a single (diffuse? the pumpkin is already shaded) texture.
    There are already tools like Crazy Bump out there, but they do not create such a good normal map for 2D sprites and are only useful for textures like walls, floors, etc.
    I would like to see your tool in action.
    Will it be for free?
    Is there already a demo application available?
    - Trixt0r
  12. Like
    Trixt0r got a reaction from edgeteorp in Dynamic Lighting with Spriter animations   
    I'm quite impressed that you managed to implement an algorithm which is able to calculate such an accurate normal map just from a single (diffuse? the pumpkin is already shaded) texture.
    There are already tools like Crazy Bump out there, but they do not create such a good normal map for 2D sprites and are only useful for textures like walls, floors, etc.
    I would like to see your tool in action.
    Will it be for free?
    Is there already a demo application available?
    - Trixt0r
  13. Like
    Trixt0r got a reaction from ReneIrograg in Dynamic Lighting with Spriter animations   
    I'm quite impressed that you managed to implement an algorithm which is able to calculate such an accurate normal map just from a single (diffuse? the pumpkin is already shaded) texture.
    There are already tools like Crazy Bump out there, but they do not create such a good normal map for 2D sprites and are only useful for textures like walls, floors, etc.
    I would like to see your tool in action.
    Will it be for free?
    Is there already a demo application available?
    - Trixt0r
  14. Like
    Trixt0r got a reaction from XRumerTest in Generic Java Importer   
    The library has now support for calculating the bounding box for a whole animation.

    You can also manipulate the calculating by setting the starting bone.
    This enables the ability to cull parts from an animation. I hope this is an useful feature.
    - Trixt0r
  15. Like
    Trixt0r got a reaction from unrereajony in Dynamic Lighting with Spriter animations   
    I'm quite impressed that you managed to implement an algorithm which is able to calculate such an accurate normal map just from a single (diffuse? the pumpkin is already shaded) texture.
    There are already tools like Crazy Bump out there, but they do not create such a good normal map for 2D sprites and are only useful for textures like walls, floors, etc.
    I would like to see your tool in action.
    Will it be for free?
    Is there already a demo application available?
    - Trixt0r
  16. Like
    Trixt0r got a reaction from Noibroogilk in Dynamic Lighting with Spriter animations   
    I'm quite impressed that you managed to implement an algorithm which is able to calculate such an accurate normal map just from a single (diffuse? the pumpkin is already shaded) texture.
    There are already tools like Crazy Bump out there, but they do not create such a good normal map for 2D sprites and are only useful for textures like walls, floors, etc.
    I would like to see your tool in action.
    Will it be for free?
    Is there already a demo application available?
    - Trixt0r
  17. Like
    Trixt0r got a reaction from MaribelSher in Dynamic Lighting with Spriter animations   
    Hey guys,
    I created this thread to let you discuss about the here mentioned topic, since this is not really Spriter feature related.
    Anyway, I tested the shading stuff with Spriter and pre rendered/generated normal maps. I used tombmonkey's flower girl for the tests (sorry tombmonkey, but the ZIP file, you provided, has not normal maps for every sprite. In addition your program (Crazy Bump, I think?) removed the alpha channel for the normal map, which would end up in some very ugly rendering. So I had to create my own with ShaderMap 2. But those which you uploaded are much better and smoother than mine. Maybe you could add the remaining if you've got time.)
    And here you have some screenshots:
    First of all the scene without shading:

    And here is the same scene with some lights and a dark environment:





    As you can see it does not look very good because the character was not designed for dynamic light rendering and the normal maps are really shitty.
    It looks like an emboss effect.
    What do you think?
    Maybe we could create some other scenes with different art styles and proper normal maps.
    - Trixt0r
  18. Like
    Trixt0r got a reaction from otvqcpmcym in Dynamic Lighting with Spriter animations   
    Hey guys,
    I created this thread to let you discuss about the here mentioned topic, since this is not really Spriter feature related.
    Anyway, I tested the shading stuff with Spriter and pre rendered/generated normal maps. I used tombmonkey's flower girl for the tests (sorry tombmonkey, but the ZIP file, you provided, has not normal maps for every sprite. In addition your program (Crazy Bump, I think?) removed the alpha channel for the normal map, which would end up in some very ugly rendering. So I had to create my own with ShaderMap 2. But those which you uploaded are much better and smoother than mine. Maybe you could add the remaining if you've got time.)
    And here you have some screenshots:
    First of all the scene without shading:

    And here is the same scene with some lights and a dark environment:





    As you can see it does not look very good because the character was not designed for dynamic light rendering and the normal maps are really shitty.
    It looks like an emboss effect.
    What do you think?
    Maybe we could create some other scenes with different art styles and proper normal maps.
    - Trixt0r
  19. Like
    Trixt0r got a reaction from Danielbix in Dynamic Lighting with Spriter animations   
    Hey guys,
    I created this thread to let you discuss about the here mentioned topic, since this is not really Spriter feature related.
    Anyway, I tested the shading stuff with Spriter and pre rendered/generated normal maps. I used tombmonkey's flower girl for the tests (sorry tombmonkey, but the ZIP file, you provided, has not normal maps for every sprite. In addition your program (Crazy Bump, I think?) removed the alpha channel for the normal map, which would end up in some very ugly rendering. So I had to create my own with ShaderMap 2. But those which you uploaded are much better and smoother than mine. Maybe you could add the remaining if you've got time.)
    And here you have some screenshots:
    First of all the scene without shading:

    And here is the same scene with some lights and a dark environment:





    As you can see it does not look very good because the character was not designed for dynamic light rendering and the normal maps are really shitty.
    It looks like an emboss effect.
    What do you think?
    Maybe we could create some other scenes with different art styles and proper normal maps.
    - Trixt0r
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