Wallpaper Engine

Wallpaper Engine

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APNG and other
Hi,

still no support for APNG?
And why png and (a)png have a weird border? How to fix it?
I tried to animate the eyes:

https://i.imgur.com/rDmBBVy.png
Editat ultima dată de Shaklin; 19 iul. 2019 la 16:03
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Se afișează 1-14 din 14 comentarii
Shaklin 20 iul. 2019 la 6:20 
Thank you :) So the Solution is to use this free plugins for PhotoShop?
That's bad..
Tim  [dezvoltator] 20 iul. 2019 la 12:28 
As explained in the Unity forums post, this is not a problem in Wallpaper Engine and you will that issue in all sort of game engines (or applications like Wallpaper Engine). It's an issue with how Photoshop exports .PNG files in combination with bilinear filtering so there is nothing we can fix on our end here. In the thread linked above, one suggestion was also to disable bilinear filtering for the texture but it's better to leave it on.
Shaklin 20 iul. 2019 la 13:53 
Ok, i see, thank you.

And about apng.. is it planned to support animated png? Because gif has only 256 colors..
Tim  [dezvoltator] 20 iul. 2019 la 14:20 
APNG support has been added for web-based wallpapers. For Scene wallpapers it's a bit more complicated because PNG is already not a good format for graphics cards which I believe is one of the main reasons it's currently supported. It's on the back of our mind but it currently does not have a very high priority.
Shaklin 20 iul. 2019 la 14:23 
Alright, thanks for the answer.
vell 20 iul. 2019 la 14:54 
if theres enough overlap you can also just use an opacity effect to erase the edge of your top layer
Shaklin 20 iul. 2019 la 15:41 
ty for the tip :) I did it as gif animation..just for the eyes it looks ok.
Btw, I tried to make sprite sheets with TGA, the border looks good, but it seems like some frames are not visible and the tga-picture disappears sometimes during the animation.
Is there a size limit? It has 4200x2023 pixel
Shaklin 21 iul. 2019 la 6:21 
Maybe someone can explain me, what I do wrong?
I would like to make sprite sheets with tga.
With png it works good, but not with tga


png:
https://www.youtube.com/watch?v=8zZLQi_ohzc


tga:
https://www.youtube.com/watch?v=RYt3uPaGeKE




https://i.imgur.com/TlZ6tGm.png


char_cranky.tex-json:

{
"bleedtransparentcolors" : true,
"clampuvs" : true,
"format" : "rgba8888",
"nonpoweroftwo" : true,
"spritesheet" : true,
"spritesheetsequences" :
[
{
"duration" : 4,
"frames" : 56,
"height" : 289,
"width" : 525
}
]
}
butcho 21 iul. 2019 la 10:36 
I personally use the PNG image sequence import instead of a gif file. Way better quality and less pain in the ass like the gif format is.
Editat ultima dată de butcho; 21 iul. 2019 la 10:36
Shaklin 21 iul. 2019 la 16:22 
For old sprites (like SNES Games) gif file are good, you can set the delay time for each frame, that makes the animation a lot better.
I like PNG too, but then I have this weird border and no delay time for each frame.
And with TGA I have frame problems.


I found new problem with a gif file:
(some frames "stuck", but only in Wallpaper Engine)
https://i.imgur.com/fsRAOXn.gif


But if you delete frame 2 and 5 (closed eyes) then it works.
https://i.imgur.com/hb0Qt17.gif
butcho 22 iul. 2019 la 1:35 
I like PNG too, but then I have this weird border and no delay time for each frame.

Not exactly true. You can set the frame duration on import of the sequence for all frames and if you need a particular frame to have a higher delay you can rename it before the import. WE will recognize that and sets the delay after the import. I use that often to have an animation start after a certain amount of time.

For example:

picture_001_t10000.png
picture_002.png
picture_003.png

The "_t10000" tells WE to wait 10.000 ms, if you want higher delay just raise the number.
Shaklin 22 iul. 2019 la 7:50 
@butcho
I didn't know that, thank you :). I tried it, it works fine :).
butcho 22 iul. 2019 la 8:09 
Glad to hear that it works. You´re welcome. :steamhappy:
Editat ultima dată de butcho; 22 iul. 2019 la 8:09
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