RE: [GD-Windows] Image formats (was [Algorithms] Scrolling starfi eld)
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From: Phil T. <ph...@mi...> - 2002-07-31 16:52:11
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That's an interesting point about the PSD. The flattened version in the file is of course just the flattened version of the layers that the artist has active at the time of saving the file. Another disadvantage of PSD files is that they can be very large (especially if you have those 30-40 layers). -----Original Message----- From: Brian Hook [mailto:bri...@py...]=20 Sent: Wednesday, July 31, 2002 9:40 AM To: gam...@li... Subject: RE: [GD-Windows] Image formats (was [Algorithms] Scrolling starfi eld) The problem with TIFF is that it's an extremely cumbersome and convoluted file format. TGA is one of the simplest, yet handling it robustly is still a pain in the ass because of the different origins, flips, etc. that are possible, in theory, but rarely encountered in practice.=20 TIFF is about a zillion times worse. The problem with cooking PSDs directly is that most artists make very heavily layered PSD files, and from a single PSD may often generate multiple files. For example, they may make a GUI mockup consisting of 30-40 layers, and when you ask for a dialog, they just export that layer. Getting this to work automagically is trying, to say the least. The PS7 scripting _might_ be an answer to this. -Hook ------------------------------------------------------- This sf.net email is sponsored by: Dice - The leading online job board for high-tech professionals. Search and apply for tech jobs today! http://seeker.dice.com/seeker.epl?rel_code=3D31 _______________________________________________ Gamedevlists-windows mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-windows Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=3D555 |