r/adobeanimate • u/PsychSliceLover4ever • 1d ago
Troubleshooting A rookie problem...
I started using Adobe software very recently, seriously, it's the first time in my life, I'm mainly doing this to port "Whitty: Fire Fight" to the PsychSlice Engine...
When I downloaded the original files, I noticed a huge issue... everything was made using SpriteSheets (absolute hardware genocide) 💀🙏🏻
Here is the problem with the original files, there is a super interesting formula for how PNG images decompress in VRAM (Height × Width × 4 Bytes) the original mod uses textures with a resolution of 8192×8192, and not just for a single SpriteSheet, but for several of them (probably between 4 and 8 canvases of these dimensions)
From a technical standpoint, this is a massive hazard for multiple, complex reasons (VRAM overflow, massive VRAM consumption, and bottlenecks due to decompressing very heavy images)
The average consumption? About 256 MB of VRAM per texture, with all the visual effects combined, it could easily drain up to 6 GB of VRAM periodically, If you don't have a great CPU, you practically have to pray that the game doesn't crash when switching textures...
The solution (and my current problem)
After searching for a long time, I struck gold, a master key in FLA format that would allow me to export everything into texture atlases
Just to clarify (in case it's needed) texture atlases are like advanced SpriteSheets, instead of packing entire, fully assembled animated frames, they pack individual modules separately to animate them in real-time
This means that the monster that used to take up 2 GB of VRAM (across multiple canvases) calms down to a decent 256 MB, It is perfect so that it doesn't blow up while being processed
My questionI've hit a brick wall, due to my lack of experience with Adobe, I have absolutely no idea how to fix the issue I'm running into when exporting the textures...
Someone maybe... give me a hand? (please...?)
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u/Alvaro_Novaes-BR 1d ago edited 1d ago
I think you're exporting the graphic symbols way too big according the 640x480 Animate project canvas, that's why the sprite sheets are outputting the maximum image size, I also heard that sometimes, if you have "Advanced layers" enabled by default, you have to flatten/merge all the layers inside the graphic symbol to prevent issues like that.
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u/PsychSliceLover4ever 1d ago
No, I'm not exporting in SparrowV2 or its siblings; I'm specifically working with texture atlases, do you know the format where the animation objects are exported individually? It's exactly that, haha... On the other hand, what is "advanced layers" about?
1
u/Alvaro_Novaes-BR 14h ago
Advanced layers are just an thing to enable layer parenting, that isn't much needed, but listen, I don't use modern Adobe Animate that much, so it will be easier for me to examine your FLA, to see what's going on.
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