Do you have a folder filled with rendered pictures or a quicktime movie ?
Pic001.tga
Pic002.tga
etc.
or rendered.mov |
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Just drag n drop the folder into the
" Super Sprites" window.
Select how many tiles you want in a row...
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And voila! you have all your sprites tiled!
ok that was just too easy.
Guess what, it imports and handle alpha channel also!
Since "Super Sprites" uses Quicktime to handle picture import/export it handles more than 200 formats:
Quicktime specifications |
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Well there's too much unused space around our sprites! Wouldn't that be great to have the smallest common rectangle between all sprites ?
Let's click on "optimize bloc size" (you definied the transparent color , it can also be an alpha channel ) |
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Wow! our sprites just got reduced from 100x100 to 77*75 ! that's around 40% of saved video memory!!!
What does that mean !?
You designer can just draw without really paying attention to the useless space!
This is hassle free rendering and drawing!
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well well, nice but i wanted to have 3 monkeys in a row...
Just reorganize the layout, enter the number of sprites you want in a row, and voila! |
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Here you are!
As you can see you can also display the frame number.
it is also possible to display a background instead of the transparent color ( so you can immediately see if you have transparency problems )
it can also alpha blit ( in case you are working in tga 32 bits for example )
You can of course delete frames, copy/paste them, rotate them etc...
There is also a little preview, to see the animation! |
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One of the most powerful option of "Cutter" is the "merge with existing" function |
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Import a mask, a picture or even a complete folder and select its transparent color ( blue here ) |
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Import a picture on top of it and... the picture will not draw on the transparent color!
"Errr ok, why is that useful ?"
If you do DirectDraw games you are probably using colorkeys...
Isn't that a pain when you have to remove some wandering pixels ?
Now let's see farther...
If you are doing prerendered 3D, you have to disable antialising to have clean edges. But then you lose the inside antialiasing of your sprite...
With this option you ask your designer to do a Antialiased version and an aliased version of the graphics, the program will merge them and your sprites/tiles will be antialiased inside and perfectly clean borders, which will result in nicer graphics for your game!
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Another little helper, the memory usage of your picture.
The memory is displayed for regular direct X texture and square textures. |
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