
Check the output directory you specified and see how well your images compressed! Troubleshooting It could also crash if there are far too many images for your computer to handle, which also can occur with libGDX's command-line TexturePacker. The blue "Processing." message to the right should change to a green "SUCCESS!" once things are done, or possibly a red "PROCESSING FAILURE." if something went wrong.

Once you've entered at least the top two fields, click the bottom "Pack Textures!" button and wait for it to complete, which may take a while on larger sets of images. The format for pack.json files is a simplified version of JSON (so it can be edited with any text editor), and is described here. You can optionally include a file with the name "pack.json" in each folder with additional configuration. Running the jar or other executable presents you with a simple GUI: select the input folder that contains the images to pack, select the output folder (preferably an empty one, to avoid potentially overwriting something), and prefix for the atlas and texture pages (the default, "pack", will result in "pack.atlas" and "pack.png" as the first files it generates entering "monsters" will make "monsters.atlas" and "monsters.png").

jar download unless you don't have Java installed. There are several downloads on the Releases tab of this project you probably want the.
#Texturepacker libgvdx code
This is an attempt to change that, using libGDX's code as a base. There's a commercial packer with a GUI and an older wrapper around libGDX's TexturePacker, but nothing recent that packs textures for libGDX has had both a GUI and a $0 price tag. Unfortunately for some developers, it isn't the easiest tool to use.

LibGDX provides a very full-featured way to pack many images into one texture with its TexturePacker tool. A standalone version of libGDX's TexturePacker with a GUI
