Master index for all texture packing guides. Start here to find the guide you need.
Best for: Understanding the complete system, troubleshooting issues, learning how everything works
Contents:
- System overview and workflow
- Key concepts (texture atlas, TexturePacker, TextureRegion)
- All files involved (atlas-settings.json, tex.atlas, etc.)
- Texture naming conventions
- Step-by-step: Adding new textures
- Comprehensive troubleshooting section
- Common mistakes and how to avoid them
- Advanced: Atlas file format explanation
When to read:
- First time learning the system
- Debugging texture issues
- Understanding why something doesn't work
- Need comprehensive reference
Read time: 20-30 minutes for full understanding
Best for: Rapid implementation, following a checklist, avoiding mistakes during implementation
Contents:
- Pre-implementation checklist
- Step-by-step instructions with checkboxes
- Code examples for each type (items, structures, science)
- TexturePacker invocation options
- Atlas verification steps
- Testing procedures
- Git commands for committing
- Troubleshooting quick reference
When to read:
- Adding textures to the game right now
- Want a step-by-step checklist format
- Need quick reference during implementation
- First-time implementation
Read time: 5-10 minutes during implementation
Best for: Visual learners, understanding data flow, system architecture, performance
Contents:
- System architecture diagrams (ASCII art)
- Data flow visualizations
- Component relationship diagrams
- Naming convention system
- Atlas file format explained visually
- Common issues & breakdown points
- Performance characteristics
- Complete data flow verification checklist
When to read:
- Want to understand HOW the system works
- Learning the architecture
- Understanding data flow
- Visual learners
- Explaining system to others
Read time: 10-15 minutes
Best for: Real-world patterns, optimization, debugging, best practices
Contents:
- Common implementation patterns (items, buildings, science, variants)
- Advanced techniques (large atlases, compression, dynamic loading, replacement systems)
- Performance tips and optimization
- Debugging techniques
- Common pitfalls and how to avoid them
- Workflow optimization
- Best practices checklist
When to read:
- After basic implementation works
- Optimizing performance
- Debugging complex issues
- Learning advanced techniques
- Implementing multiple textures
Read time: 15-20 minutes (or reference as needed)
โ Read TEXTURE_IMPLEMENTATION_CHECKLIST.md
Step-by-step guide with checkboxes and code examples. You'll be done in 10 minutes.
โ Read TEXTURE_PACKING_GUIDE.md (Troubleshooting section)
Comprehensive troubleshooting for all common issues.
โ Read TEXTURE_SYSTEM_ARCHITECTURE.md then TEXTURE_PACKING_GUIDE.md
First get the visual overview, then dive into complete details.
โ Read TEXTURE_PACKING_GUIDE.md (Problem 2: Textures Missing After Regenerating Atlas)
Specific diagnosis and solutions for this common issue.
โ Read TEXTURE_PATTERNS_AND_TIPS.md
Real-world patterns, best practices, and workflow optimization tips.
โ Read TEXTURE_PATTERNS_AND_TIPS.md (Debugging Texture Issues section)
Multiple debugging techniques and visual debugging tools.
START: "I need to work with textures"
โ
Are you adding textures for the first time?
โโ YES โ Read TEXTURE_IMPLEMENTATION_CHECKLIST.md (5-10 min)
โ Then keep TEXTURE_PACKING_GUIDE.md as reference
โ
โโ NO โ Do you have a specific problem?
โโ YES, I don't know why textures aren't working
โ โ Read TEXTURE_PACKING_GUIDE.md (Troubleshooting)
โ
โโ YES, I want to optimize
โ โ Read TEXTURE_PATTERNS_AND_TIPS.md
โ
โโ YES, I'm debugging
โ โ Read TEXTURE_PATTERNS_AND_TIPS.md (Debugging section)
โ
โโ NO, I want to understand everything
โ Read all guides in order:
1. TEXTURE_SYSTEM_ARCHITECTURE.md
2. TEXTURE_PACKING_GUIDE.md
3. TEXTURE_PATTERNS_AND_TIPS.md
- Read: TEXTURE_IMPLEMENTATION_CHECKLIST.md (Steps 1-5)
- Do: Create texture PNG and add code
- Do: Run TexturePacker
- Do: Test in game
- Bookmark: TEXTURE_PACKING_GUIDE.md for future reference
- Read: TEXTURE_SYSTEM_ARCHITECTURE.md (understand overview)
- Read: TEXTURE_PACKING_GUIDE.md (understand details)
- Skim: TEXTURE_PATTERNS_AND_TIPS.md (aware of patterns)
- Practice: Add a test texture following CHECKLIST.md
- Result: Complete mastery of system
- Identify your problem in TEXTURE_PACKING_GUIDE.md (Troubleshooting section)
- Read: The specific problem section
- Apply: The suggested fix
- Verify: Test that it works
- Learn: Read the explanation to understand why
For developers who want comprehensive mastery:
-
TEXTURE_SYSTEM_ARCHITECTURE.md (15 min)
- Understand high-level system
- See visual data flow
- Learn key components
-
TEXTURE_PACKING_GUIDE.md (30 min)
- Understand detailed mechanisms
- Learn all configuration options
- Study naming conventions
- Learn troubleshooting
-
TEXTURE_IMPLEMENTATION_CHECKLIST.md (5 min)
- Internalize the workflow
- Keep as quick reference
-
TEXTURE_PATTERNS_AND_TIPS.md (20 min)
- Learn real-world patterns
- Understand advanced techniques
- Learn best practices
-
Practice: Add 3-5 test textures following the checklist
Total time: ~70 minutes for complete mastery
These concepts appear throughout all guides:
A single large image (tex.png) containing many smaller textures packed efficiently together.
- Current size: 4096ร2048 pixels
- Contains: All game textures (structures, items, tiles, UI, etc.)
- Format: RGBA PNG
LibGDX tool that combines individual PNGs into an atlas.
- Input: Hundreds of individual PNG files
- Output: tex.png + tex.atlas
- Command:
./gradlew.bat desktop:run -Pargs=textures
Text descriptor file mapping texture names to coordinates in tex.png.
- Purpose: Tells game where each texture is located
- Auto-generated: Do NOT edit manually
- Format: Human-readable text file with coordinates
LibGDX object representing a portion of the atlas.
- Created by:
Quarry.Q.atlas.findRegion("name") - Contains: Pointers to specific pixel coordinates in tex.png
- Used by: Game rendering code
Strict naming system matching files to code references.
- Items:
item_[name].pngโ Code:"item_[name]" - Structures:
structure_[name].pngโ Code:"structure_[name]" - Science:
icon_[name].pngโ Code:"icon_[name]" - Critical: Name match must be EXACT
Use this checklist before committing any texture changes:
- All PNG files in
Development/Textures/ - PNG naming follows convention (type_name.png)
- PNG format is RGBA with transparency
- No source files (PSD, XCF) in Development/Textures/
- No backup or temp files in Development/Textures/
- Code texture names match PNG filenames exactly
- Code changes in appropriate enums (ItemType, StructureType, etc.)
- All texture references are consistent
- TexturePacker was run after all changes
-
android/assets/tex.pngwas updated -
android/assets/tex.atlaswas updated - Only tex.png and tex.atlas exist (no tex2.png)
-
android/assets/atlas-settings.jsonchecked (maxWidth/Height = 4096)
- Game compiles without errors
- Game launches without "texture not found" errors
- New textures visible and display correctly
- Existing textures still work (no regression)
- Texture appearance matches expectations
- English strings added to TheQuarry_en.properties
- Game displays proper names in menus
-
Development/Textures/files staged -
android/assets/tex.pngstaged -
android/assets/tex.atlasstaged - Code changes staged
- Commit message is descriptive
Game won't start / crashes
โโ "could not find texture" error?
โ โโ โ TEXTURE_PACKING_GUIDE.md: Problem 1
โ
โโ "multiple atlas pages created" warning?
โ โโ โ TEXTURE_PACKING_GUIDE.md: Problem 2 (Cause A)
โ
โโ Textures missing or wrong?
โ โโ After packing? โ Problem 2 (Causes A, B, C)
โ โโ After restart? โ Problem 4 (Old textures)
โ โโ Wrong appearance? โ Problem 3
โ
โโ Something else?
โโ โ Search TEXTURE_PACKING_GUIDE.md for your symptom
- Check the guides - Most issues are documented
- Search for symptoms - Use Ctrl+F to search relevant guide
- Follow troubleshooting - TEXTURE_PACKING_GUIDE.md has comprehensive troubleshooting
- Try a test - Add a simple texture following CHECKLIST.md to verify workflow
- Review patterns - TEXTURE_PATTERNS_AND_TIPS.md shows real working examples
- TEXTURE_PACKING_GUIDE.md: ~6,000 words (comprehensive reference)
- TEXTURE_IMPLEMENTATION_CHECKLIST.md: ~2,000 words (quick action)
- TEXTURE_SYSTEM_ARCHITECTURE.md: ~4,000 words (visual explanation)
- TEXTURE_PATTERNS_AND_TIPS.md: ~5,000 words (patterns & advanced)
- TEXTURE_GUIDES_README.md: This file (navigation)
- Complete reading: ~60-70 minutes
- Quick reference during work: 5-10 minutes per session
- Future lookups: 2-5 minutes per issue
All guides are markdown files in the project root:
D:\Projects\DrillDown\
โโโ TEXTURE_GUIDES_README.md โ You are here
โโโ TEXTURE_PACKING_GUIDE.md
โโโ TEXTURE_IMPLEMENTATION_CHECKLIST.md
โโโ TEXTURE_SYSTEM_ARCHITECTURE.md
โโโ TEXTURE_PATTERNS_AND_TIPS.md
After reading these guides, you will understand:
โ
How the texture packing system works
โ
Why TexturePacker is necessary
โ
What tex.atlas does and why it's important
โ
How to add new textures correctly
โ
What naming conventions to follow
โ
How to run TexturePacker
โ
How to verify textures are packed correctly
โ
How to troubleshoot common issues
โ
Best practices for texture management
โ
Advanced techniques and optimizations
โ
Performance implications
โ
Debugging strategies
- Beginner? โ Start with TEXTURE_IMPLEMENTATION_CHECKLIST.md
- Want full understanding? โ Start with TEXTURE_SYSTEM_ARCHITECTURE.md
- Have a problem? โ Go to TEXTURE_PACKING_GUIDE.md > Troubleshooting
- Want optimization? โ Read TEXTURE_PATTERNS_AND_TIPS.md
Good luck! ๐ฎ
Created for the Drill Down development team. These guides document the tried-and-tested texture packing workflow for LibGDX games.