New answers tagged assets
I am Andreas Loew - creator of TexturePacker and PhysicsEditor. We define the export formats for our tools depending on the needs of the framework developers - in most cases we simply adapt to formats that are already available. Most of TexturePacker's data formats are template based - you can adjust it to whatever you need. We also have 3 generic data ...
It depends, sadly. You might want to consult a real lawyer to determine exactly what should be done, however there is a great answer in general about using one form of art to make another at another website. Highlights: If you are using a large number of sources to get a feel, but putting together your own work, you are probably okay. If you are directly ...
You use them in the procedure, to create your game. That's pretty much illegal. Just create models yourself, that's tbe easiest way to avoid license and copyright issues. It's like uploading an image from a random person to your facebook page. The person isn't the picture, the person is only on the picture, but it is still illegal.
forge_1710_src/src/java <--this is where your code lives, possibly inside more directories forge_1710_src/src/resources/assets/[MODID]/textures/blocks <--where block textures go http://www.minecraftforge.net/wiki/Icons_and_Textures
Why not store fhem inside the jar file? Then you could reference them as YourMainClass.class.getResourcesAsStream(new File(path fo your file))
Well, normally, you would just produce 1 graphic, at the highest resolution you will be publishing to. Then you would just use the Unity tools for setting mip-map levels. You would then modify settings like 'pixel perfect' or 'texture type' (compressed, truecolor, etc.) to get the best look for the compression you choose. Creating resolution independent ...
It isn't possible to do it outside of Unity3D. However, you could write a script that can pull the data from URLs of your choice in a Unity project and save it to a specific folder on your computer, that way you have the assets for later. Or, you could just have a dummy project and download all the assets that look useful for your current and possibly future ...
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