i'm away for a week so i can't deeply comment on your idea, but yes. Thats probably one way to do it.
keep in mind that some artists might want to work directly with spritesheets and other won't. I will have to think into it a bit deeper when i'm back but i still think that would be a full GSOC by itself On Mon, Mar 15, 2010 at 3:52 AM, Gabriel Morin <gabrielmo...@gmail.com> wrote: > There was a small discussion yesterday on #wesnoth-dev about spritesheets, > and Blarumyrran pointed to this: > http://forums.wesnoth.org/viewtopic.php?f=18&t=26531&p=374077&hilit=spritesheets#p374077 > He basically hinted that the feature was basically implemented. What gives? > > I checked and Wesnoth is still using individual .png's, so maybe what's > missing is to implement an automatic method of generating them then? > > If I had a go at this, this would be an overview of my implementation: > > Keep individual pngs on svn. Makes it easier for artists. > Keep .cfg files for unit animations as they are now, i.e. have them refer to > individual .png files. Makes it easier to create animations and see what are > the frames of an animation. > Generated sprite sheets as part of the build process. The size of the actual > sprite sheets and how many images are included in each should be > configurable depending on the target platform memory capabilities. > During this same build process generate new .cfg files for animations, that > refer to positions within the sprite sheets and use ~CROP(), instead of > refering directly to the original .png > When distributing the game (except in source form), include only > spritesheets and the generated .cfg files, not original .png or .cfg files. > Once the system is in place, work out the possible memory/display > optimizations. > > As far as generating the sprite sheets themselves, I'd borrow a maximum of > code from this (licence is BSD) and adapt their GUI for wesnoth needs for > testing and to complement the automated process: > ClanLib 0.9 texture packer > http://www.rtsoft.com/forums/showthread.php?t=2518 > http://www.clanlib.org/beta/index.php/Examples#Screenshots_from_ClanLib-2.0.2FUtilities > > I'd then spend any remaining time trying to improve the placement of images > in the sprite sheets, which may seems to be nitpicking but could get crucial > for low-memory devices: > http://en.wikipedia.org/wiki/Bin_packing_problem > http://code.google.com/p/caparf/ > http://scholar.google.com/scholar?q=%22Packing+Rectangular+Pieces+-+A+Heuristic+Approach.%22 > > Regards, > Gabba > > _______________________________________________ > Wesnoth-dev mailing list > Wesnoth-dev@gna.org > https://mail.gna.org/listinfo/wesnoth-dev > > _______________________________________________ Wesnoth-dev mailing list Wesnoth-dev@gna.org https://mail.gna.org/listinfo/wesnoth-dev