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Frozen Throne textures not extracting correctly...

05-22-2003, 11:19 PM#1
Guest
Using any of the available blp to tga programs, most of the images in TFT export like the attached image below.

BTW, Warcraft 3 Explorer shows them correctly but cannot export to TGA.

How can I export these to TGA correctly?
05-22-2003, 11:38 PM#2
Feral
prob cuz war 3 can't read em. you gotta put the MPQ and stuff in the war3 original folder, which would be a bad idea. also, dont post the blp.
05-23-2003, 12:06 AM#3
Guest
Uh i am using the mpq in the warcraft directory, everything shows up fine in the game. If you read your post you will see how stupid you sound...
05-23-2003, 02:48 PM#4
Guest
issue with palletted blps', we are working on itto make the converter to support this format. the current tga-blp convertors cannot handle the format, which is a big issue. it just doesnt extract the alpha channel. I suggest to wait till the convertor has been updated with palletted blp support
05-23-2003, 03:02 PM#5
Guest
Everything except Warcraft Explorer PREVIEWS the blp files like the image i posted, Warcraft Explorer PREVIEWS everything perfectly and exports to .jpg .bmp ect. perfectly... But it cant export to .tga.

So Blackpawn figured out the palleted blps so why dont u just get the source from him and add tga exporting?
05-23-2003, 03:19 PM#6
Guest
Here is the specification so why cant we get it to extract them?

************************************************************************ *
* BLP FILE SPEC *
* by BlacKDlcK *
************************************************************************ *

The *.blp files are 2D picture files used on Blizzard Entertainment Games.
I guess 'blp' stands for "Blizzard Picture". Their main usage is TEXTUREs.
They suport different mip-maps (up to 16).

Those are used on the following Blizzard games:
1) "Warcraft III Reign of Chaos BETA"
2) "Warcraft III Reign of Chaos" (the retail and the demo version)
3) "Frozen Throne BETA"

Some important things:
a) "Warcraft III Reign of Chaos BETA" uses the first version of blp files, also
known as "BLP0".
b) All other games (for now) are using the "BLP1" version.
c) On "Warcraft III Reign of Chaos", they use both JPG-BLPs and Palleted-BLPs.
The JPG-BLPs DO NOT get compressed on Blizzard archive format, "MPQs".
d) On "Frozen Throne BETA" they are only using Palleted-BLPs, since those get
compressed on the "MPQs".

************************************************************************ *
* BLPHEADER *
************************************************************************ *
Signature As String * 4 'BLP0 or BLP1
ImageType As Long '0 for JPGblp, 1 for Paletted
hasAlpha As Long '0x8 = has alpha, 0x0 = no alpha
Width As Long 'Image Width
Height As Long 'Image Height
hasTeamColor As Long 'Got values of 3,4,5 here. If use >=5 on 'unit' textures, it won't show the team color.
isValid As Long 'Always =>0x1, if 0x0 the model that uses this texture will be messy.

************************************************************************ *
* MIPMAPTABLE (Only present if the file is a BLP1 *
************************************************************************ *
MipmapOffset(15) As Long
MipMapSize(15) As Long

************************************************************************ *
* GENERAL DATA (shared by all mip-maps) *
************************************************************************ *
If it is a JPEG-Blp we get:
JPEGHeaderSize as Long 'The lenght of the JPEGHeaderData.
JPEGHeaderData() as Byte 'The JPEGHeaderData.

If it is a Paletted-Blp, we get:
Palette(255) as RGBA 'RGBA is 4 bytes

************************************************************************ *
* MIP-MAP DATA *
************************************************************************ *
If this is a BLP0 file, then we must open a separate mipmap file (*.bxx), where 'xx'
is the mip-map level data. The lenght of the mip-map data is the len of the mip-map
file. For an example, to use a "Level 1" mipmap, the file name would be:
'name of blp file without .blp' + '.b01'

If this is a BLP1 file, then we can grab each mip-map data checking the table above.
Go to the MipMapOffset and read MipMapSize bytes.

Small tip:
Dont ask me why, but on BLP1 files Blizzard added some extra padding bytes between
the JPEGHeader and the first Mip-Map data. Those bytes can be safelly
erased if you fix each MipMappoffset entry on MipMapTable (subtract the ammount of
erased bytes).

************************************************************************ *
* Reading the mip-map data *
************************************************************************ *
If it is a JPEG-blp, we need to decompress the mipmap to get a RGBA picture.
Get the JPEGHeaderData + MipMapData and you'll have a JPEG-JFIF file.

If it is a Palleted-blp, we will have 2 bytes for each pixel of the picture:
ImageIndex as byte
AlphaIndex as byte

The ImageIndex reffer to the pallete.
The AlphaIndex reffer to a standard grayscale pallete.

For the TGA, take a look on http://www.wotsit.org/download.asp?f=tga
http://www.wotsit.org/download.asp?f=tga2
05-23-2003, 05:27 PM#7
KDEWolf
Hum the program that TheProphet is developing toghther with me will be able to do so. Just wait a couple weeks and it'll be released... (Correcting bugs, implemeting extras and wrinting help, etc...)
05-24-2003, 06:56 AM#8
Bolthan
Thx for developing a new program to handle the change in format! :D
05-24-2003, 06:46 PM#9
Guest
KDEWolf, I kinda need to finnish this project this weekend :( do you have any of the exporting functionality done?

All i need to do is export to tga correctly. Could i beta test :D?
05-24-2003, 11:48 PM#10
Dracoss
Ive had the same thing happen to me, Just invert the colors, that should fix it.
05-25-2003, 07:04 AM#11
FireAarro
I believe that results in some loss of color information, Dracoss.
05-25-2003, 08:58 PM#12
KDEWolf
Quote:
Originally posted by Lightbinder
KDEWolf, I kinda need to finnish this project this weekend :( do you have any of the exporting functionality done?

All i need to do is export to tga correctly. Could i beta test :D?
Just PM me your mail. It's ugly right now, but will look better soon.
05-26-2003, 07:31 AM#13
tufy
I don't get it. I exported all FT blp images (belive me, I required them for a few of my... modifications :)) using Image Extractor II and it works just fine... So what's the problem?
05-26-2003, 03:53 PM#14
Guest
Tuffy, look for the image i posted, whats it look like when u export it?
05-27-2003, 06:10 AM#15
tufy
That's what I'm telling you, it works fine for me (I've opened all of them in Photoshop and they look just like standard Warcraft III images. The same goes for skins. I don't know what the problem is, but it definitely has nothing to do with blps.