| 08-05-2002, 03:57 PM | #1 |
Guest | I constructed 4 tga's corresponding to the top-left, top-right, bottom-left, and bottom-right of a loading screen, and sized them appropriately (i.e., top-left/right=512x512, bottom-left/right=512x256). I set them as uncompressed 24 bit tga images. I then used that image converter program to convert them to blp's. Finally, I used mpq2k to add the new blp's to my map. mpq2k a mymap.w3m filename.blp ui\glues\whatever\filename.blp I wouldn't be posting here if it worked, so can anyone offer any advice why I'm still getting the old generic loading screen when I start my map? I made sure the paths were correct (i.e., ui\glues\whatever\whatever), and the filenames were exactly like the existing generic filenames, so I wouldn't think that could be the problem. Do the tga's have to be 32 bit? I dunno'. It'd be so nice to have my own custom loading screen to go along with my map. Thanks in advance for any help. And if I've missed this as a FAQ I apologize. I did look around for it. Care. |
| 08-05-2002, 05:00 PM | #2 |
TGAs used for skins have to be 32bit -- maybe the same holds true for other textures? |
| 08-05-2002, 06:19 PM | #3 |
Guest | Loading screens are preloaded so there is no way to make a custom loading screen by putting it in your map. The only way to do it is make a custom mpq but that can't be distributed over battle.net. |
