myxal Posted May 14, 2017 Share Posted May 14, 2017 (edited) Hi all. So from the help output: Quote --atlas <path> Name of the atlas to be generated How exactly should that work? My understanding is that since a texture's image width and height must be powers of 2, the atlas xml file is there to specify which part of the image is the part that should actuallly be "active" (respond to mouse clicks and occlude the rest of the game). My expectation is that ktech would automatically get the first/last row/columm with a pixel of non-zero opacity and set the atlas values accordingly. But using a source image like the one attached, the atlas is always generated with values: u1="0.000976562" u2="0.999023" v1="0.000976562" v2="0.999023" Am I missing something? Edited May 14, 2017 by myxal fix brainfart/clarification Link to comment Share on other sites More sharing options...
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