| 09-03-2009, 03:06 AM | #2 | |
Can you give us some more specifications regarding the icons. Perhaps even upload one of the files. I too use custom attack/armor icons, but I've never noticed this bug...I'll test it later. Quote:
No confirmation regarding his quote but... |
| 09-03-2009, 03:22 AM | #3 |
You need to use 2 (I think) mipmaps in BLPaletter for any icons you run through the program, otherwise it breaks up like you see there with low texture quality. There was a discussion about it in the BLPaletter thread, if I recall. |
| 09-03-2009, 07:17 AM | #4 | |
Quote:
Your BLP files have only 1 mipmap, which would look poorly on low-quality video settings. Same problem was with my program (http://www.wc3c.net/showpost.php?p=1054225), therefore I added "Mipmap count" field. Two mipmaps would be enough for most icons. |
| 09-04-2009, 01:06 AM | #5 |
Oh, okay. Thanks, Spec. |
| 09-14-2009, 05:16 PM | #6 |
I know that this is slightly out of date and I'm double posting, but it is for good reason. Okay, so 2 mipmaps addresses the problem (thanks again), but I'm curious: Is there a point in adding more? |
| 09-14-2009, 09:37 PM | #7 |
No, at least not for icons and (most likely) interfaces. I had some people test it with every texture settings and both on MAC (PPC) and Windows-PCs - all to the same outcoming: With 1 mipmap it is bugged with lowest texture quality, with 2 mipmaps it is always fine. |
