![]() Anyway, there are probably better ways to do what I did. I'm not sure where I put the code to make the animation, so I don't have that. Also need it so we can specify format 2 Yes, if texture name (.png) differs from plist name, I skipped the metadata key - do I need it? I've been playing the Steam PC version, which is currently still a beta release.Īdi.boundsX, adi.boundsY, adi.boundsW, adi.boundsH) It is a multi-player 2D platform race game, very similar in feel to Mario Karts. plist in the correct format.ĭatahaven wrote:I've had a lot of fun playing SpeedRunners recently. I've not included it in this post but it is basically a longer version of this code, with a lot more print statements to make the. plist file so that I could view the game animations using a small program I wrote in cocos2d-x. Using the above template, I wrote an 010 Editor script to convert the spritesheet atlas data into a. That's how I worked out the atlas file format. Well, sort of - you can easily reverse engineer it with a suitable tool. This bit is SpeedRunners-specific dataĪ little educational tip - since SpeedRunners is written in C# that means it ships with a free copy of the source code. For now I've just hardcoded the size of this block for the files I It's the bit that says which readers (in the C# code) are needed Sometimes this is not enough - because a game framework needs its own format - or because it simply does not fit your needs. Use my quickbms decompressor then run this script on the uncompressed file. TexturePacker comes with a lot of different data output formats - both generic like JSON and XML but also platform specific like Cocos2D, Sparrow and others. Then the rest would all be compressed. If FlagBits & 0x80 then a DWORD for uncompressed size comes next, Luckily for SpeedRunners they're all small numbersīyte readerType2 // s/b 3 - RectangleReaderīyte FlagBits // Bit 0x01 Reach/HiDef, Bit 0x80 Uncompressed/Compressedīyte XNBFormatVersion // 5 = XNA Game Studio 4.0ĭWORD CompressedFileSize // or FileSize for uncompressed files However, the _unpacked.xnb versions of these files can be inspected using 010 Editor with the following template:Ĭode: Select all //-īyte readerType1 // s/b 2 - TextureReaderīyte NameSize // This is actually a 7-bit encoded integer Obviously, don't try to run RL_extract_bmp.bms on these files. The files with _atlas_ in the name are data files which describe where each animation frame is located on the corresponding spritesheet. For example, it doesn't work on the files in the Comics directory. ![]() The unpack script seems to work on all of the xnb files in the game (that I tested) but note that the bmp extract script does not work on all of the graphics files, even when they are unpacked correctly. This works for all of the files in the Content\Characters folder. Quickbms.exe -o RL_extract_bmp.bms animation_variant00_unpacked.xnb You can then use RL_extract_bmp.bms to turn the unpacked xnb into a. Quickbms.exe -o RL_uncmp_xnb.bms animation_variant00.xnb Use RL_uncmp_xnb.bms to turn a compressed xnb file into an uncompressed xnb file: XNB file unpacking QuickBMS scripts that I wrote whilst investigating Rogue Legacy also work for the SpeedRunner character graphics files, too. For my computer it is:Ĭ:\Program Files (x86)\Steam\SteamApps\common\SpeedRunners Game resource files are installed in the usual place for Steam games. Here's how to go about doing that if you want to have a look, too. It has a very nice vector/cartoon feel graphics style, which I thought I'd take a little peek at in the game resources. I've been playing the Steam PC version, which is currently still a beta release. By clicking Continue you confirm your selection", click Contine to apply changes.I've had a lot of fun playing SpeedRunners recently. A message will appear " This change will be applied to all files with.In the programs list, click Tiepie Multi Channel Software TiePie Multi Channel software program Or other appropriate program that you want.Click *.TPS (e.g example.tps) file and click information -> Open With.Select check box for Always use this app to open.In the Open with dialog box, click Tiepie Multi Channel Software TiePie Multi Channel software program Or click Browse to locate the program ( *.exe) that you want. ![]() Right-click a *.TPS (e.g example.tps) file and click Open With.Associate default Tiepie Multi Channel Software TiePie Multi Channel software program for *.tps (TexturePacker Sprite Sheet File) files.You must have supported software programs installed for TexturePacker Sprite Sheet File on your system such as TiePie Multi Channel software.TPS=10024 files on Windows and MacOs, we have solution to those issues such as: Can't Open TPS Files? TPS=10024 File Extensions while opening the. There are few common issues with the TexturePacker Sprite Sheet File.
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