User Manual

Complete guide to Extract, Generate, Editor, and Optimizer tabs

Getting Started

  1. Launch TextureAtlas Toolbox.
  2. On first launch a setup wizard guides you through language, update preferences, and theme selection.
  3. Choose your workflow:
    • Extract tab (default) — Convert existing atlases into animations (GIF/WebP/APNG) and individual frames.
    • Generate tab — Build new atlases from loose frame images.
    • Editor tab — Manually align sprites and apply offset fixes.
  4. Configure your settings and enjoy!

First Launch Wizard

The first time you open the app (or after a major upgrade) a three-step wizard appears:

  1. Language — Choose your UI language. A quality indicator shows whether the translation is native, reviewed, or machine-generated.
  2. What's New — Overview of the latest changes and an option to enable automatic update checks.
  3. Theme — Pick a theme family, light/dark/AMOLED variant, and accent colour. A live preview panel shows sample widgets that update in real-time as you change options.

Fresh installs default to the Clean family with Light or Dark automatically detected from your operating system colour scheme.

Themes and Appearance

TextureAtlas Toolbox ships with five theme families, each available in Light, Dark, and AMOLED variants (15 combinations):

FamilyDescription
CleanMinimal, modern look with subtle borders
MaterialGoogle Material Design via qt-material
FluentWindows 11 Fluent Design with rounded controls
Windows 95Retro pixel-art UI with MS Sans Serif font
Windows XPClassic XP chrome with pixel-art icons

You can also choose from eight accent colour presets (Default, Blue, Purple, Green, Red, Orange, Pink, Teal). All theme settings are available in Options → Theme and persist between sessions.

Extract Tab

The Extract tab handles batch processing of existing texture atlases into animations and frames.

Main Components

  • Atlas List (left panel) — Shows all queued texture atlas files with context menus for file management.
  • Animation List (second panel) — Displays animations detected in the selected texture atlas.
  • Input/Output Directories — Select source folder and destination for exports.
  • Animation Export Group — Configure animated output settings (GIF, WebP, APNG).
  • Frame Export Group — Configure individual frame output settings.

Animation Export Settings

SettingDescriptionRange
FormatOutput animation formatGIF, WebP, APNG
Frame ratePlayback speed in frames per second1–1000 FPS
Loop delayPause before animation restarts (ms)0–10000 ms
Min periodForces animation to be at least this long0–10000 ms
ScaleOutput scaling multiplier0.01–100.0×
Alpha thresholdTransparency cutoff for GIF format0–100

Frame Export Settings

SettingDescriptionOptions
FormatIndividual frame image formatAVIF, BMP, DDS, PNG, TGA, TIFF, WebP
Frame SelectionWhich frames to exportAll, No duplicates, First, Last, First & Last
Frame scaleScale multiplier for frames0.01–100.0×
Compression SettingsFormat-specific quality optionsOpens settings dialog

Additional Settings

SettingDescriptionOptions
Cropping methodHow to trim transparent bordersNone, Animation based, Frame based
Resampling methodInterpolation algorithm for scalingNearest, Bilinear, Bicubic, Lanczos, Box, Hamming
Filename formatOutput filename sanitizationStandardized, No spaces, No special characters
PrefixText prepended to output namesAny text
SuffixText appended to output namesAny text

Control Buttons

  • Start Process — Begin extraction with current settings.
  • Reset — Clear all loaded files from the queue.
  • Advanced Filename — Open find/replace rules for output naming.
  • Override Settings — Per-texture atlas or per-animation overrides.

Generate Tab

The Generate tab creates new texture atlases from individual frame images or from existing texture atlases.

Main Components

  • Animation Tree — Hierarchical view of animation groups and their frames. Supports drag-and-drop reordering.
  • Frame Input Buttons — Add individual files, directories, or import from existing atlases.
  • Packing Options — Algorithm selection, padding, power-of-two sizing.
  • Output Settings — Metadata format and image compression.

Input Buttons

ButtonAction
Add FilesSelect individual image files (PNG, BMP, DDS, JPEG, TGA, TIFF, WebP)
Add DirectoryImport all images from a folder. Subfolders become separate animations
Add AnimationCreate an empty animation group for manual frame assignment
Add Existing AtlasImport frames from an existing atlas (image + XML/JSON/TXT data)
Clear FramesRemove all loaded frames

Packing Algorithms

AlgorithmDescription
Automatic (Best Fit)Tries all algorithms and picks the most efficient result
MaxRectsTracks free rectangles; handles varied sprite sizes well
GuillotineRecursively splits space; efficient for uniformly-sized sprites
SkylineTracks top edge of placed sprites; fast for similar-height sprites
ShelfRow-based packing; fastest but may waste vertical space

It's recommended to use Automatic (Best Fit) for the algorithm and Auto (Best Result) for the heuristic; the app will test all combinations and pick the most efficient result for your specific atlas.

Atlas Options

OptionDescription
Atlas SizeAutomatic, Manual, or Max Size (limit only)
PaddingPixels between sprites (helps prevent texture bleeding)
Power of TwoForce dimensions like 512×512, 1024×1024
Allow RotationEnable 90° rotation for tighter packing (format-dependent)
Allow FlipEnable sprite flipping (only supported by Starling XML with HaxeFlixel)

GPU Texture Compression

When a game-engine metadata format is selected, additional GPU compression controls appear:

OptionDescription
Texture FormatGPU compression algorithm (BC1, BC3, BC7, ETC1/2, ASTC, PVRTC) or None
ContainerDDS (desktop/DirectX) or KTX2 (cross-platform/Vulkan)
Generate MipmapsCreate a full mipmap chain for LOD rendering

Note: When a GPU compression format is selected, atlas padding is automatically increased to at least the block size (typically 4 pixels) to prevent compression artifacts at block boundaries.

Editor Tab

The Editor tab provides an interactive alignment workspace for manual sprite adjustments.

Main Components

  • Animation Tree — Lists loaded animations and their individual frames.
  • Alignment Canvas — Interactive preview with zoom, pan, and drag support.
  • Offset Controls — Manual X/Y offset entry with apply-all functionality.
  • Canvas Size — Adjustable virtual canvas dimensions (multiples of 256).
  • Ghost Overlay — Semi-transparent reference frame for alignment comparison.

Canvas Controls

ControlAction
Left-click + drag on spriteMove the sprite offset
Left-click + drag on backgroundPan the viewport
Ctrl + scroll wheelZoom in/out
Arrow keysFine adjustment (1px steps)
Shift + Arrow keysFaster adjustment (5px steps)

Features

  • Ghost Overlays — Show a semi-transparent reference frame for alignment.
  • Snap to Grid — Enable snapping with configurable step size.
  • Origin Mode — Choose between Center or Top-Left origin for offset calculations.
  • Detachable Canvas — Pop out the canvas to a separate window for more space.
  • Batch Offset Application — Apply the current offset to all frames in an animation.
  • Save Overrides — Store alignment data for use in the Extract tab.
  • Export Composite — Create combined animations from multiple sources.

Loading Texture Atlases

Image File Support

The application supports all common image formats:

  • PNG (recommended for sprites with transparency)
  • AVIF, BMP, DDS, JPEG/JPG, KTX2, TGA, TIFF, WebP

Metadata Formats

TextureAtlas Toolbox automatically detects and parses many texture atlas formats. For detailed technical specifications, see the Format Reference.

FormatExtensionDescription
Starling/Sparrow XML.xmlMost common format used by texture packers
TexturePacker XML.xmlTexturePacker generic XML variant
TexturePacker TXT.txtSimple text-based format
JSON Hash.jsonSprites keyed by name
JSON Array.jsonSprites in array order
Aseprite JSON.jsonExported from Aseprite
Spine Atlas.atlasSpine animation format
libGDX Atlas.atlaslibGDX game framework format
Phaser 3 JSON.jsonPhaser game framework format
CSS Spritesheet.cssCSS background-position definitions
Plist (Cocos2d).plistApple property list format
UIKit Plist.plistiOS UIKit variant
Godot Atlas.tpsheet, .tpsetGodot game engine format
Egret2D JSON.jsonEgret game engine format
Paper2D.paper2dspritesUnreal Engine Paper2D
Unity TexturePacker.tpsheetUnity-compatible format
Adobe Animate Spritemap.json pairAnimation.json + spritemap.json pairs

Metadata-Free Images

For texture atlases without metadata files, the application can extract sprites using:

  • Color keying — Remove solid background colors automatically
  • Grid-based slicing — Divide the image into equal-sized cells

Adobe Animate Spritemaps are significantly more memory-intensive than other formats. Expect higher RAM and CPU usage.

Loading Process

  1. Click Select input directory or drag files directly onto the texture atlas list.
  2. The application scans for matching metadata files automatically.
  3. Select a texture atlas from the left list to view its animations.
  4. Choose animations to export or select all.

Basic Animation Export

  1. Load your texture atlas(es) using Select input directory or drag-and-drop.
  2. Choose an output directory for the exported files.
  3. Select the texture atlas from the left panel.
  4. Review detected animations in the second panel.
  5. Configure export settings:
    • Enable/disable Animation export and Frame export groups as needed.
    • Set your desired format, frame rate, and scale.
  6. Click Start Process to begin.

Output Structure

output_directory/
├── texture_atlas_name/
│   ├── animation_name.gif
│   ├── animation_name_frames/
│   │   ├── frame_001.png
│   │   ├── frame_002.png
│   │   └── ...
│   └── ...

Generating New Atlases

  1. Switch to the Generate tab.
  2. Add your frame images using one of the input methods:
    • Add Files — Select individual images.
    • Add Directory — Import entire folder (subfolders become separate animations).
    • Add Existing Atlas — Import and re-pack an existing atlas.
  3. Organize frames in the animation tree (drag to reorder).
  4. Select a packing algorithm (or use Automatic).
  5. Configure atlas options:
    • Padding: Space between frames (2px recommended to prevent bleeding).
    • Power of Two: Enable for older GPU compatibility.
    • Allow Rotation: Enable for tighter packing (format-dependent).
  6. Choose your output metadata format.
  7. Click Generate and specify the output location.

Rotation and Flip Support

FeatureSupported Formats
90° RotationStarling XML, JSON Hash/Array, Aseprite, TexturePacker XML, Spine, Phaser 3, Plist, Paper2D
FlipStarling XML only (HaxeFlixel extension)
GPU CompressionJSON Hash/Array, Spine, Phaser 3, Plist, Godot, Egret2D, Paper2D, Unity

Note: Flip support is non-standard. Only HaxeFlixel's Sparrow implementation reads flip attributes. Most engines ignore them.

Advanced Settings

Cropping Options

ModeDescription
NoneKeep original frame dimensions (no cropping)
Animation basedUniform cropping across all frames in an animation
Frame basedIndividual cropping per frame (smallest possible size)

Resampling Methods

MethodBest ForSpeed
NearestPixel art, retro graphicsFastest
BilinearFast smooth scalingFast
BicubicGeneral purposeMedium
LanczosHigh-quality photosSlower
BoxDownscalingFast
HammingSmooth with less blurMedium

Filename Formatting

FormatDescription
StandardizedDefault naming with spaces preserved
No spacesReplace spaces with underscores
No special charactersRemove all non-alphanumeric characters

Add custom Prefix and Suffix text to output names. Use the Advanced filename button for find/replace rules with regex support.

Override Settings

Apply custom settings to specific texture atlases or animations:

  • Override texture atlas Settings — Right-click a texture atlas or use the button.
  • Override Animation Settings — Right-click an animation for per-animation overrides.

Overrides persist across sessions and take precedence over global settings.

Output Formats

Animation Formats

FormatBest ForKey FeaturesLimitations
GIFUniversal compatibility1-bit transparency, works everywhere256 colors max, no partial transparency
WebPModern web apps8-bit transparency, superior compressionOlder software support
APNGHigh-quality animations24-bit color, full alpha channelLimited software support, larger files

Frame Export Formats

FormatExtensionFeatures
PNG.pngLossless, full transparency, recommended default
AVIF.avifModern format, excellent compression
WebP.webpGood compression, wide support
BMP.bmpUncompressed, legacy support
DDS.ddsDirectX texture format, game engines
TGA.tgaTruevision format, game development
TIFF.tiffProfessional imaging, lossless

Frame Selection Options

OptionExports
AllEvery frame in the animation
No duplicatesSkip identical consecutive frames
FirstOnly the first frame
LastOnly the last frame
First, LastFirst and last frames only

Generated Atlas Metadata Formats

FormatExtensionUse Case
Sparrow/Starling XML.xmlFlash/AIR, HaxeFlixel, OpenFL
JSON Hash.jsonGeneral purpose, easy parsing
JSON Array.jsonOrdered frame data
Aseprite JSON.jsonAseprite compatibility
TexturePacker XML.xmlTexturePacker compatibility
Spine Atlas.atlasSpine 2D animations
Phaser 3 JSON.jsonPhaser game framework
CSS Spritesheet.cssWeb development
Plain Text.txtSimple text format
Plist (Cocos2d).plistCocos2d game engine
UIKit Plist.plistiOS native development
Godot Atlas.tpsheetGodot game engine
libGDX Atlas.atlaslibGDX game framework
Egret2D JSON.jsonEgret game engine
Paper2D.paper2dspritesUnreal Engine 4/5
Unity TexturePacker.tpsheetUnity game engine

Tips and Best Practices

File Organization

  • Keep atlas and metadata together — Store the image and its metadata file in the same directory for automatic detection.
  • Use consistent naming — The app matches files by base name (e.g., player.png + player.xml).
  • Organize by project — Create separate input folders for different projects or game states.

Performance

  • Close other applications when processing Adobe Animate spritemaps (memory-intensive).
  • Use fewer worker threads if you encounter memory issues on systems with limited RAM.
  • SSD storage significantly speeds up batch processing.

Quality Tips

  • Use Nearest resampling for pixel art to preserve sharp edges.
  • Use Lanczos for photographic or anti-aliased content.
  • Scale in the atlas generator rather than at runtime for better quality.
  • Use 2px padding minimum to prevent texture bleeding; increase to 4px if applying filters.
  • Power-of-two dimensions improve GPU performance on older hardware.

Common Issues

ProblemSolution
Missing animationsCheck that metadata file exists and matches image name
Blurry outputUse Nearest resampling for pixel art
Texture bleedingIncrease padding in generator settings
Out of memoryProcess fewer files at once, close other apps
Wrong frame orderRename source files with numeric suffixes (e.g., walk_001.png)

More resources