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No atlas solution found. #36
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tex3ds combines all the input images into a single texture atlas when using atlas mode. However the maximum texture size supported by the 3DS is 1024x1024. That error message usually means that your images can't fit on a single texture. You will have to split some of them up into a seperate t3x file or shrink the images. |
The atlas mode is also not a perfect algorithm. It uses a heuristic to give a pretty good solution in a reasonable amount of time in a reasonably minimum size. To brute force all possible solutions could take ages. So you could get this error when there could be a valid solution. Also as @oreo639 mentions, if the total area of your input images exceeds 1024*1024 (1048576) pixels then there's definitely no possible solution. |
Resizing the images work, but I am now not sure how to make the sprites' size bigger (in-game) so that it wouldn't be that different compared to the og images |
You can use this: Although that would obviously result in lower quality sprites, so I would recommend trying to split some of the sprites into a different spritesheet (as reasonable) if possible. If I made a mistake feel free to correct me. |
For some reason, when I try to compile my script with a very modified version of the gpusprites example, I get the error. I thought this was because of a file in the
sprites.t3s
, but it was never consistent when I removed a file from the list. This is the file if it helps:The text was updated successfully, but these errors were encountered: