
Check out the video below to see Laigter in action. Laigter is available for Windows and Linux.
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Laigter is available on Itch.io under a name your own price system (with an option of free available).

Parallax Maps lets you “deform” the texture depending the point of view, so you can create, for example, depth effects in backgrounds like brick walls.Īmbient Occlusion maps lets you define to which parts ambient light should reach weaker. Specular Maps lets you make realistic shine into your sprites.

This tool is primary intended for illuminating 2D sprites for 2D games, although can also be used for 2D textures for 3D games. Normal Maps lets you create awesome realistic lights for games. Specular map generation is possible too, which gives your sprites the shininess they need to look PRO! It also let’s you create parallax maps, mainly intended for backgrounds, to obtain a nice 3D effect in 2D games! Specially designed for Sprites in 2D games. This tool lets you generate normal maps for 2D textures, with little effort.
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Even better, the source code is available on GitHub under the GPL 3.0 license. I'm not sure if its possible to maintain the pixel look 100% (more or less to remove those dark lines).Day we are checking out Laigter, a free tool that enables you to perform special effects on sprites quickly and easily. In the left lit image, there are a few dark colored outlines compared to the right, normal image. See below image for the difference:Įxample areas are the shoulder pads and arms. But currently, there is some interpolation which gets in the way. I could then simply take a screen shot in the preview and use that as an overlay to simulate something like a muzzle flash.

I was hoping that the normal map lighting could apply with the pixelation maintained. The difference between the two is the first has no interpolation, where as the second one has some bit of it, most noticeably with dark outlines. This is a test sprite which was screen captured at 500% zoom, and where pixelation is maintained:Īnd this is the same test sprite screen captured inside laigter with pixelation turned on, also zoomed at 500%, : I've checked to make sure the "pixelated" box is ticked, but there is still some interpolation going on. This seems to work, did you already think about including that (natively) for the v5 I do not know if. In any case, as always, awesome stuff and thanks for sharing this! i changed my way of loading the normal in PIXI v4 with spriteIlluminator and texturePackers.
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Its a minor issue, but I'm wondering if it could be addressed, so no manual editing is required. The second gif (b) is where I manually edited the lighted sprite to add the 1 pixel back in which fixes the "bounce" motion. In the first gif (a), you can see the sprite is doing a "bounce" motion because in Laigter, there is some distortion in the lighted sprite which causes 1 pixel of height across the entire width of the sprite to somehow not get drawn, even at 100% zoom. This issue was replicated with more than one sprite. I screen capped the result and when I overlaid it on top of the original, I could see the difference. I have made sure that the zoom in Laigter is maintained at 100%.

About 1 pixel in height across the width of the sprite image is deleted for some reason. Alot of great changes and bug fixes!Ībout pixelation though the outlines are no longer there (it is fully pixelated now), there is one small issue.
