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  • Can I use same texture packer setting using .atlas file?

Hello. I'm trying to make a skin mod for game.

I need exact same 'Texture packer' setting with the developer's.

because I'll do
1) unpack texture
2) edit body parts in unpack folder
3) pack again, and change 2d Texture png file with orginal's. - mod applied.

The only thing I can change from the game is big png file (2048x2048 , packed with several body parts),

so my Texture packer should place each body part in same location with original's.

I have original .atlas file of the character, can I tell to my texture packer to do this with using .atlas file??

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Texture Packer can't load .atlas files. You can only specify the input folder which includes the body parts and output folder that you want to place the packed texture.
For your information, if you load and save the texture in Photoshop or ClipStudio, the color information of transparent pixels will be incorrect, but if you use GIMP, the color information of transparent pixels can be preserved, so you may be able to edit the texture without unpacking and repacking it.

Misaki wrote

Texture Packer can't load .atlas files. You can only specify the input folder which includes the body parts and output folder that you want to place the packed texture.
For your information, if you load and save the texture in Photoshop or ClipStudio, the color information of transparent pixels will be incorrect, but if you use GIMP, the color information of transparent pixels can be preserved, so you may be able to edit the texture without unpacking and repacking it.

OK.
but when I export .png in GIMP,

weird white lines are apeared in each body part meets.
I can't see them in Spine, but It apears when I applied mod.

Do you know what can I do for it??

Please enable "Save color values from transparent pixels" in the PNG export settings of GIMP. Sorry that I missed to mention this!