Awesome
A simple utility to help you pack and manage texture atlases for libGDX game framework. It's mostly just a visual wrapper over libGDX TexturePacker and provides some extra features.
This project is a successor of Aurelien Ribon's application with the whole new GUI and features.
Using the App
Just download the most recent version of the installer/distribution matching your OS from the releases page and follow the installer instructions.
Or simply download the distribution files archive, extract, and read ./readme.txt
for further details.
System Requirements
The app works on any major desktop OS (Linux, macOS, Windows), where Java is available.
The requirements are as follows:
- Java Runtime Environment (JRE 8.0 and up) should be installed on your system (
java
command is available from the command-line interface). - OpenGL (2.0 and up) compatible video drivers.
All major changes are listed in this file.
Command Line
The app has a headless batch mode that allows automation.
For example, to pack a specific atlas from the project:
gdx-texture-packer --batch --project "/path/to/project.tpproj" --atlases "atlas_name" "another_atlas_name"
Here's a tool to compress any PNG/JPEG image to a KTX2/Basis texture.
gdx-texture-packer --basis-pack --container ktx2 --format uastc "/path/to/any.png|jpg"
Learn more about CLI options from the help message:
gdx-texture-packer --help
Backlog
See what features are currently planned on the project's Trello board
Releases
New versions come out when the application gets significant new features or important fixes. You can see all available versions from the releases page.
Contribution and Contact
Contributions are highly appreciated. You can help either by making a PR or reporting bugs/suggestions by creating new issues. If you have any questions/ideas, and you think they don't fit the standard GitHub issue format, you are always welcome to contact me directly at anton@crashinvaders.com
Also, you can participate in translation. It can be done by translating all the strings in bundle.properties and saving a copy as bundle_XX.properties, where XX is your language code.