TexturePacker 命令行方式调用参数
最近想用TexturePack直接在命令行导出Atlas,研究下命令行的参数记录下
Usage: TexturePacker [options] [<*.png|gif|tif|jpg|swf|...>] [<imagefolder>] [<*.tps>*]
You can specify one or more .png or .tps files or directories for processing.
<folder> Recursively adds all known files in the sprite sheet
<*.tps> *.tps file created with TexturePackerPro (requires pro license)
Additional set options override settings in the *.tps file
<*.swf> Flash requires pro license
<images> Image formats, supported:
bmp Bitmap
dds DirectDraw Surface
gif Graphics Interchange Format
ico Icon (Windows)
jpeg Joint Photographic Experts Group
jpg Joint Photographic Experts Group
ktx Khronos Texture
pbm Portable Bitmap
pgm Portable Gray Map
pkm PKM file format (etc1/2)
png Portable Network Graphics
ppm Netpbm color image format
psd Photoshop image format
pvr PowerVR image format
pvr.ccz PowerVR image format (zlib)
pvr.gz PowerVR image format (gz)
pvrtc PowerVR image format
svg Scalable Vector Graphics
svgz Scalable Vector Graphics
swf Flash
tga Targa image format
tif Tagged Image Format
tiff Tagged Image Format
webp WebP format
xbm X Bitmap
xpm X Pixmap
Options:
--help Display help text
--version Print version information
--gui Launch in with graphical user interface
Output:
--sheet <filename> Name of the sheet to write, see texture-format for formats available
--texture-format <id> Sets the format for the textures.
The format type is automatically derived from the sheet's file name
if possible.
Available formats:
png PNG (32bit)
png8 PNG (8bit indexed)
pvr3 PowerVR Texture Format, PVR Version 3
pvr3gz PowerVR Texture Format, PVR Version 3, compressed with gzip
pvr3ccz PowerVR Texture Format, PVR Version 3, compressed with zlib, cocos2d header
jpg JPG image format, lossy compression, no transparency
bmp 24 bit BMP
tga Targa Image Format
tiff Tagged Image File Format
pkm PKM image format, ETC1 compression
webp WebP lossless / lossy format
atf Adobe Texture Format
ktx Khronos Texture
dds DirectDraw Surface
pvr2 PowerVR Texture Format, PVR Version 2, deprecated
pvr2gz PowerVR Texture Format, PVR Version 2, compressed with gzip, deprecated
pvr2ccz PowerVR Texture Format, PVR Version 2, compressed with zlib, cocos2d header, deprecated
--format <format> Format to write, default is cocos2d
Available formats:
2dtoolkit 2D Toolkit exporter
amethyst Amethyst: Data-driven game engine written in Rust
agk Format for AppGameKit
batterytech BatteryTech Exporter
bhive Format for BHive
black Exporter for Blacksmith 2D Engine
caat Exporter for CAAT - the Canvas Advanced Animation Toolkit
cegui Format for CEGUI / OGRE
cocos2d plist format version 3 for cocos2d
cocos2d-v2 old plist format version 2 for cocos2d (deprecated)
cocos2d-x plist format version 3 for cocos2d-x with polygon packing
corona-imagesheet Exporter for Corona(TM) SDK using new image sheet format.
css Creates CSS sprite sheets, responsive, with retina/highdpi support
css-simple Simple CSS sprite format for web design
easeljs Exporter for EaselJS.
egret Egret Engine JSON
gideros Format for Gideros
godot3-spritesheet Godot 3 SpriteSheet - requires importer
godot3-tileset Godot 3 TileSet - requires importer
json-array Text file for json/html as array
json Text file for json/html as hash
kwik Exporter for Kwik using new image sheet format.
laya JSON format for LayaAir 2.0
less Creates a LESS file that can be incorporated into a sprites arrangement
libgdx text file for lib GDX
libRocket Exporter to demonstrate how to crate your own exporters
mapbox Exporter for Mapbox (mapbox.com)
melonjs Data file for MelonJS
moai Format for Moai
molecule Exporter for Molecule Framework
monogame Input format for the MonoGame TexturePacker Importer
orx Orx Exporter
panda Exporter for Panda 2
phaser-json-array JSON array data for Phaser
phaser-json-hash JSON hash data for Phaser
phaser JSON format for Phaser 3
pixijs4 Data file for PixiJS
popcornfx Exporter for PopcornFX
sass-mixins Exporter for SASS.
shiva3d-jpsprite Shiva3D with JPSprite extension
shiva3d Exporter for Shiva3D.
slick2d Format for Slick2D
spark Spark AR Studio (Facebook)
sparrow xml file for Sparrow/Starling SDK
spine text file for Spine
spritesheet-only Exports only the sprite sheet without data file
spritekit plist format for SpriteKit, Objective-C header file
spritekit-swift plist format for SpriteKit, with swift class file
spriter JSON file for Spriter
spritestudio OPTPiX SpriteStudio 6 CellMap File.
tresensa Exporter for TreSensa TGE.
uikit Exporter for UIKit
unity Text file for Unity(R), json format with .txt ending
unity-texture2d Input format for the Unity(R) TexturePacker Importer
unreal-paper2d Format for UnrealEngine / Paper2d
vplay JSON file for V-Play engine
wave-engine-1 WaveEngine Sprite Sheet
x2d Export to x2d engine format.
xaml Exports each sprite as an ImageBrush resource
xml Generic XML format
plain Exporter to demonstrate how to crate your own exporters
--data <filename> Name of the data file to write
--class-file <filename> Name of the class output file (spritekit-swift)
--classfile-file <filename> Name of the classfile output file (monogame)
--header-file <filename> Name of the header output file (cocos2d-x, spritekit, plain)
--source-file <filename> Name of the source output file (cocos2d-x)
--spriteids-file <filename> Name of the spriteids output file (amethyst)
--force-publish Ignore smart update hash and force re-publishing of the files
--texturepath <path> Adds the path to the texture file name stored in the data file.
Use this if your sprite sheets are not stored in another folder than your data files.
--trim-sprite-names Removes .png, .bmp and .jpg from sprite names
--prepend-folder-name Adds the smart folders name to the sprite names
--replace <regexp>=<string> Replaces matching parts of the sprite's name with <string>
Uses full regular expressions, make sure to escape the expression
--ignore-files <wildcard> Ignores all images fitting the given pattern (may be used several times)
You can use * and ?, make sure to escape the wildcards when working with bash
Scaling variants:
--variant <expr> Adds a scaled variant of the sheet. Format of the expr
<scale>:<name>[:<filter>[:allowfraction][:<width>:<height>]]
<scale> floating point value, e.g. 0.5
<name> name of the variant, used to replace {v} in file names, e.g. @2x
<filter> only sprites which match this filter will be added to the variant
allowfraction allow floating point values for this scaling if no common
base factor can be calculated (force identical layout)
<width>:<height> optional maximum size of the texture, if not set the
maximum texture size will be used (default: 2048x2048)
--force-identical-layout Preserves the layout across multiple scaling variants
Might require enabling allowfraction on some variants if no common
base factor can be derived
Algorithm settings:
--algorithm <name> Choose algorithm
MaxRects Powerful packing algorithm (extended)
Grid Places sprites on regular grid, the largest sprite determines the cell size
Basic Simple algorithm for tilemaps and atlases (free)
Polygon Tight polygon packing
MaxRects
--maxrects-heuristics Heuristic for MaxRects algorithm
Best Tests all available placements and uses the result with the least used space
ShortSideFit ShortSideFit
LongSideFit LongSideFit
AreaFit AreaFit
BottomLeft BottomLeft
ContactPoint ContactPoint
Polygon
--align-to-grid <int> Ensures that the top-left corners of the untrimmed sprites are placed on
sprite sheet coordinates divisible by the passed value
Basic
--basic-sort-by Sort order for the sprite list
Best Tests all sorting variants and uses the result with the least used space
Name Sorts sprites by name
Width Sorts sprites by width
Height Sorts sprite by height
Area Sorts sprites by their area (width*height)
Circumference Sorts sprites by their circumference (width+height)
--basic-order Sorting direction
Ascending Sorts values from small to large
Descending Sorts values from large to small
Dimensions and layout:
--width <int> Sets fixed width for texture
--height <int> Sets fixed height for texture
--max-width <int> Sets the maximum width for the texture in auto size mode, default is 2048
--max-height <int> Sets the maximum height for the texture in auto size mode, default is 2048
--max-size <int> Sets the maximum width and height for the texture in auto size mode, default is 2048
--size-constraints <value> Restrict sizes
POT Power of 2 (2,4,8,16,32,...)
WordAligned Texture width is multiple of 2 (for 16-bit formats)
AnySize Any size
--force-squared Force squared texture
--pack-mode <mode> Optimization mode: Fast, Good, Best
--multipack Create multiple sprite sheets if not all sprites match into a single one
--common-divisor-x <int> Resizes sprites - widths will be divisible by this value
--common-divisor-y <int> Resizes sprites - heights will be divisible by this value
--default-pivot-point <x>,<y> Sets default pivot point used for sprites passed on command line
Padding and rotation:
--shape-padding <int> Sets a padding around each shape, value is in pixels
--border-padding <int> Sets a padding around each the border, value is in pixels
--padding <int> Sets a padding around each shape, and to the border, value is in pixels
--enable-rotation Enables rotation of sprites (overriding file format's defaults)
--disable-rotation Disables rotation of sprites (overriding file format's defaults)
--trim-mode <value> Remove transparent parts of a sprite to shrink atlas size and speed up rendering
None Keep transparent pixels
Trim Remove transparent pixels, use original size.
Crop Remove transparent pixels, use trimmed size, flush position.
CropKeepPos Remove transparent pixels, use trimmed size, keep position.
Polygon Approximate sprite contour with polygon path.
--trim-threshold <int> Trim alpha values under the threshold value 1..255, default is 1
--trim-margin <int> Transparent margin which is left over after trimming
--tracer-tolerance <int> Deviation of the polygon approximation from the exact sprite outline, default is 200
--disable-auto-alias Disables automated alias creation
Graphics optimization (extended only):
--opt <pixelformat> Optimized output for given pixel formats. Supported formats are:
RGBA8888 32bit, 8bit/channel, 8bit transparency
RGBA4444 16bit, 4bit/channel, 4bit transparency
RGBA5551 16bit, 5bit/channel, 1bit transparancy
RGBA5555 20bit, 5bit/channel, 5bit transparancy
BGRA8888 32bit, 8bit/channel, 8bit transparency
RGB888 24bit, 8bit/channel, no transparency
RGB565 16bit, 5bit red, 6bit green, 5bit blue, no transparancy
PVRTCI_2BPP_RGBA PVRTC compression, 2bit per pixel
PVRTCI_4BPP_RGBA PVRTC compression, 4bit per pixel
PVRTCI_2BPP_RGB PVRTC compression, 2bit per pixel
PVRTCI_4BPP_RGB PVRTC compression, 4bit per pixel
PVRTCII_2BPP PVRTC2 compression, 2bit per pixel
PVRTCII_4BPP PVRTC2 compression, 4bit per pixel
ETC1_RGB ETC1 compression
ETC1_A ETC1 Alpha channel only
ETC1_RGB_A ETC1 RGB + ETC1 Alpha
ETC2_RGB ETC2 compression
ETC2_RGBA ETC2 Alpha
DXT1 Compressed with DXT1, 1 bit transparency
DXT5 Compressed with DXT5, transparency
ATF_RGB ETC1+DXT1+PVRTC4, no transparency
ATF_RGBA ETC1/ETC1+DXT5+PVRTC4, no transparency
ALPHA 8bit transparency
ALPHA_INTENSITY 8bit intensity, 8bit transparency
--dither-type <dithertype> Dithering to improve quality of color reduced images
NearestNeighbour no dithering
Linear no dithering
FloydSteinberg Floyd Steinberg, no alpha
FloydSteinbergAlpha Floyd Steinberg, with alpha
Atkinson Atkinson, no alpha
AtkinsonAlpha Atkinson, alpha
PngQuantLow PNG-8 only: minimum dithering
PngQuantMedium PNG-8 only: medium dithering
PngQuantHigh PNG-8 only: strong dithering
--background-color <rrggbb> Set solid background color, default is none, which is transparent
The value is a tuple of 3 hexadezimal digit pairs, each pair represents
a color channel in order red, green, blue, E.g. ff0000 for red, ffffff for white
--jpg-quality <value> Sets the quality for jpg export: -1 for default, 0..100 where 0 is low quality
--flip-pvr Flips PVR files vertically (used for unity framework)
--pvr-quality <value> Set quality for PVRTC codecs
verylow - low quality, fast
low
normal
high
best - best quality, very slow (default)
--etc1-quality <value> Set quality for ETC1 compression: low, low-perceptual (default), high, high-perceptual
--etc2-quality <value> Set quality for ETC2 compression: low, low-perceptual (default), high, high-perceptual
--dxt-mode <value> DXT1/5 compression mode: linear, perceptual
--jxr-color-mode <value> Color sampling mode for JXR compression: YUV444, YUV422, YUV420
--jxr-compression <value> Compression level for JXR. 0=lossless, 1..100 lossy compression
--jxr-trim-flexbits <value> Number of flexbits to trim, 0 (default) .. 15
--atf-formats <value> Compression formats to include in ATF_RGB and ATF_RGBA, comma separated.
Default: ETC1,ETC2,DXT,PVRTC
--compress-atf Adds JXR compression after ETC/PVRTC/DXT
--mipmap-min-size <value> Minimum size of the mipmaps to create, default 32768, ATF only
--alpha-handling <value> Defines how color values of transparent pixels are processed:
KeepTransparentPixels Transparent pixels are copied from sprite to sheet without any change
ClearTransparentPixels Color values of transparent pixels are set to 0 (transparent black)
ReduceBorderArtifacts Transparent pixels get color of nearest solid pixel
PremultiplyAlpha All color values are multiplied with the alpha values
--dpi <value> Set dpi for output image (default is 72)
--heuristic-mask Removes equal colored pixels from the border of sprites. Creating a transparency mask
on sprites which use one unique color as transparent color.
--png-opt-level <value> Optimization level for pngs (0=off, 1=use 8-bit, 2..7=png-opt)
--webp-quality <value> Quality level for WebP format (0=low, 100=high, >100=lossless), default is lossless
--content-protection <key> Content protection: Encrypt pvr.ccz files.
Key: 128 bit, 32 hex digits [A-F0-9]
--extrude <int> Extrudes the sprites by given value of pixels to fix flickering problems in tile maps
--scale <float> Scales all images before creating the sheet. E.g. use 0.5 for half size
--scale-mode <mode> Use mode for scaling:
Smooth Smooth
Fast Fast (Nearest Neighbor)
Scale2x Scale2x (fixed 2x upscaling)
Scale3x Scale3x (fixed 3x upscaling)
Scale4x Scale4x (fixed 4x upscaling)
Eagle Eagle2x (fixed 2x upscaling)
Hq2x Hq2x (fixed 2x upscaling)
Normal maps:
--pack-normalmaps Packs normal maps on separate sheet, with same layout as sprites
--normalmap-filter <string> Sprites with file paths containing this string are treated as normal maps
--normalmap-suffix <string> Suffix which is added to a sprite name to find the corresponding normal map
--normalmap-sheet <filename> File to which the normal map sprite sheet is written
Custom Exporters
--custom-exporters-directory <dirname> Search for additional custom exporters in this folder
Additional settings for "CSS (responsive, retina)" (--format css):
--css-media-query-2x <string> Media Query used for the -2x variant (default: "(-webkit-min-device-pixel-ratio: 2), (min-resolution: 192dpi)")
--css-sprite-prefix <string> Prefix for the sprite's name. Works best with prefixes like "icon-". (default: "")
Additional settings for "EaselJS / CreateJS" (--format easeljs):
--easeljs-framerate <string> Framerate (default: "20")
Additional settings for "SpriteStudio" (--format spritestudio):
--spritestudio-writePivots [true|false] Select false if you want to keep pivots specified on SpriteStudio by reload, otherwise pivots will be overwritten with the value specified on TexturePacker. (default: true)
Additional settings for "~~~ Custom ~~~" (--format plain):
--plain-string-property <string> Some string that is passed to the exporter, you can access it using {{exporterProperties.string_property}} (default: "hello world")
--plain-bool-property [true|false] Some bool flag that is passed to the exporter, you can access it using {{exporterProperties.bool_property}} (default: false)
Debugging:
--shape-debug Creates boxes around shapes for debugging
--verbose Be verbose
--quiet No output except for errors
License management:
--license-info Prints information about the currently installed license
--activate-license <key> Activate a license key; floating licenses will automatically be deactivated on exit
--deactivate-license Deactivate current license on this machine
Examples:
TexturePacker assets
creates out.plist (cocos2d) and out.png from all png files in the 'assets' directory
trimming all files and creating a texture with max. 2048x2048px
TexturePacker --data main-hd.plist --format cocos2d --sheet main-hd.png assets
same as above, but with output files main-hd.plist, main-hd.png
TexturePacker --scale 0.5 --max-size 1024 --data main.plist --format cocos2d --sheet main.png assets
creates main.plist and main.png from all files in assets
scaling all images to 50%, trimming all files and creating
a texture with max. 1024x1024px
TexturePacker --variant 1:-hd --variant 0.5: --data main{v}.plist --sheet main{v}.png --format cocos2d assets
combines the two TexturePacker calls shown above: it creates variants with scaling
factors 1.0 and 0.5, and stores them in main.plist/png and main-hd.plist/png
({v} is replaced by variant name)
TexturePacker --variant 1:-hd:@2x --variant 1: --data main{v}.plist --sheet main{v}.png --format cocos2d assets
similar to the example before, but TexturePacker expects that you already provide sprites
named like 'a.png', 'b.png', 'a@2x.png', 'b@2x.png'. It selects the '@2x' sprites and put them
on the 'main-hd' sprite sheet, and the other ones on the 'main' sprite sheet.
TexturePacker --data main.atlasc --format spritekit assets
the SpriteKit exporter uses variant filters by default, and puts sprites with the following suffixes
to separate sprite sheets:
'~iphone', '~ipad', '@2x~iphone', '@2x~ipad', '@2x', '@3x~iphone', '@3x', all remaining sprites
TexturePacker:: error: Unknown argument --h - please check parameters or visit http://www.codeandweb.com/texturepacker for newer version
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