From 1036e9b484ad43d83370752393391a8f24d600e7 Mon Sep 17 00:00:00 2001 From: reduz Date: Wed, 12 Mar 2014 19:17:00 -0700 Subject: [PATCH 1/7] Updated image_files (markdown) --- image_files.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/image_files.md b/image_files.md index 0388c9d..a42fad9 100644 --- a/image_files.md +++ b/image_files.md @@ -55,7 +55,7 @@ For such cases, the image can be imported as a texture (.tex), where the individ Importing also allows conversion to other formats (WebP, or RAM compression) which might be of use in some cases. . -More information on the [Texture Import](import_texture) page. +More information on the [Texture Import](import_textures) page. ## Image Export From 400a2c42c88c858d71e8c57b3a4b5656e9e30738 Mon Sep 17 00:00:00 2001 From: reduz Date: Wed, 12 Mar 2014 19:20:41 -0700 Subject: [PATCH 2/7] Updated Home (markdown) --- Home.md | 3 +++ 1 file changed, 3 insertions(+) diff --git a/Home.md b/Home.md index d9a42e1..2f44e61 100644 --- a/Home.md +++ b/Home.md @@ -59,6 +59,9 @@ Welcome to the Godot Engine documentation center. The aim of these pages is to p * [Locales](locales) List of supported locale strings. # Asset Pipeline +#### General + +* [Image Files](image_files) Image Files (read first!) #### Import From 528f4927c44e600a6b6a01905b26a4043cad941c Mon Sep 17 00:00:00 2001 From: reduz Date: Wed, 12 Mar 2014 19:21:10 -0700 Subject: [PATCH 3/7] Updated Home (markdown) --- Home.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Home.md b/Home.md index 2f44e61..19c50dd 100644 --- a/Home.md +++ b/Home.md @@ -61,7 +61,7 @@ Welcome to the Godot Engine documentation center. The aim of these pages is to p # Asset Pipeline #### General -* [Image Files](image_files) Image Files (read first!) +* [Image Files](image_files) Managing image files (read first!). #### Import From 86f9f2ed901e46040c043cdaba115b557e5cfc48 Mon Sep 17 00:00:00 2001 From: reduz Date: Wed, 12 Mar 2014 19:23:21 -0700 Subject: [PATCH 4/7] Updated Home (markdown) --- Home.md | 1 + 1 file changed, 1 insertion(+) diff --git a/Home.md b/Home.md index 19c50dd..ee54770 100644 --- a/Home.md +++ b/Home.md @@ -76,6 +76,7 @@ Welcome to the Godot Engine documentation center. The aim of these pages is to p * [Export](export) Exporting Projects. * [One Click Deploy](one_click_deploy) One Click Deploy. +* [Exporting Images](export_images) Tools for converting image files and creating atlases on export. * [PC](export_pc) Exporting for PC (Mac, Windows, Linux). * [Android](export_android) Exporting for Android. * ~~[BlackBerry 10](export_bb10) Exporting for BlackBerry 10.~~ From d5b86b5881b29c0b41dc3e2574f1f94eb23859cc Mon Sep 17 00:00:00 2001 From: reduz Date: Wed, 12 Mar 2014 20:00:38 -0700 Subject: [PATCH 5/7] Created export_images (markdown) --- export_images.md | 33 +++++++++++++++++++++++++++++++++ 1 file changed, 33 insertions(+) create mode 100644 export_images.md diff --git a/export_images.md b/export_images.md new file mode 100644 index 0000000..bc37db8 --- /dev/null +++ b/export_images.md @@ -0,0 +1,33 @@ +### Exporting Image Files + +It is often desired to do an operation to all or a group of images upon export. Godot provides some tools for this. Examples of such operations are: + +* Converting all images from a lossless format to a lossy one (ie: png -> web) for greater compression. +* Shrinking all images to half the size, to create a low resolution build for smaller screens. +* Create an atlas for a group of images and crop them, for higher performance and less memory usage. + +## Image Export Options + +In the [Export Dialog](export), go to the Images tab: + +

+ +In this dialog the image extensions for conversion can be selected, and operations can be performed that apply to all images (except those in groups -next section for that-): + +* Convert Image Format: Probably the most useful operation is to convert to Lossy (WebP) to save disk space. For lossy, a Quality bar can set the quality/vs size ratio. +* Shrink: This allows to shrink all images by a given amount. It's useful to export a game to half or less resolution for special devices. +* Compress Formats: Allows to select which image exensions to convert. + +On export, Godot will perform the desired operation. The first export might be really slow, but subsequent exports will be fast, as the converted images will be cached. + +## Image Group Export Options + +This section is similar to the previous one, except it can operate on a selected group of images. When a image is in a group, the settings from the global export options are overridden by the ones from the group. + +

+ +### Atlas + +As a plus, an atlas can be created from a group. When this mode is active, a button to preview the resulting atlas becomes available. Make sure that atlases don't become too big, as some hardware will not support textures bigger than 2048x2048 pixels. If this happens, just create another atlas. + +The atlas can be useful to speed up drawing of some scenes, as state changes are minimized when drawing from it (through unlike other engines, Godot is designed so state changes do not affect it as much). Textures added to an atlas get cropped (empty spaces around the image are removed), so this is another reason to use them (save space). If unsure, though, just leave that option disabled. From 7cff6769ddd21371e51ab475f365b38704198fb3 Mon Sep 17 00:00:00 2001 From: reduz Date: Wed, 12 Mar 2014 20:01:10 -0700 Subject: [PATCH 6/7] Updated export_images (markdown) --- export_images.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/export_images.md b/export_images.md index bc37db8..021a02c 100644 --- a/export_images.md +++ b/export_images.md @@ -6,7 +6,7 @@ It is often desired to do an operation to all or a group of images upon export. * Shrinking all images to half the size, to create a low resolution build for smaller screens. * Create an atlas for a group of images and crop them, for higher performance and less memory usage. -## Image Export Options +### Image Export Options In the [Export Dialog](export), go to the Images tab: @@ -26,7 +26,7 @@ This section is similar to the previous one, except it can operate on a selected

-### Atlas +#### Atlas As a plus, an atlas can be created from a group. When this mode is active, a button to preview the resulting atlas becomes available. Make sure that atlases don't become too big, as some hardware will not support textures bigger than 2048x2048 pixels. If this happens, just create another atlas. From bdce743eafc9893b361bff9bbb36d429208d9da5 Mon Sep 17 00:00:00 2001 From: reduz Date: Wed, 12 Mar 2014 20:01:24 -0700 Subject: [PATCH 7/7] Updated export_images (markdown) --- export_images.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/export_images.md b/export_images.md index 021a02c..17de790 100644 --- a/export_images.md +++ b/export_images.md @@ -20,7 +20,7 @@ In this dialog the image extensions for conversion can be selected, and operatio On export, Godot will perform the desired operation. The first export might be really slow, but subsequent exports will be fast, as the converted images will be cached. -## Image Group Export Options +### Image Group Export Options This section is similar to the previous one, except it can operate on a selected group of images. When a image is in a group, the settings from the global export options are overridden by the ones from the group.