| 06-26-2003, 09:45 AM | #1 |
I'm trying to add my own custom icons to my map, but I can't get it to work for the life of me here. No matter how I save my .tga file, image extractor does 1 of two things: 1. Says the file has unsupported compression 2. Shows the image inverted (Yes I'm running in 32-bit color) So I ended up flipping the image so it would so right side up in image extractor, then saved it as a blp, but it just shows the green box in war3 :/ I was told I needed to make the tga itself 32-bit, but I can't find anything that'll let me do that. Photosuite lets me do up to 16-bit, and Paintshop lets me do 8-bit, 16-bit, 24-bit and compressed/decompressed. None of those settings get me a blp that works in game. What the heck should I do? |
| 06-26-2003, 06:08 PM | #2 |
what about photoshop ? it cab save up to 32 bit..... it might help u :D |
| 06-26-2003, 06:17 PM | #3 |
Same problem with PSP 8! What you can do: 1) Get Photoshop. or 2) Wait that Theprophet has fixed Warcraft III Viewer (this tool is some sort of replacement for Image Extractor) to correctly read those "non supported" TGA files. |
| 06-26-2003, 06:28 PM | #4 |
Guest | Get Bitrun, as it can convert TGA <> BLP. Also: PSP 7 can save as tga, which is automaticly 32bit. |
| 06-26-2003, 06:39 PM | #5 | |
Quote:
The tool is called Biturn and you can get it at http://mirex.mypage.sk! |
| 06-26-2003, 06:53 PM | #6 |
Don't use PSP 8 and also make sure you un-check any options boxes etc. that say anything about compressing in Photoshop or PSP 7. |
| 06-26-2003, 09:48 PM | #7 |
ARGH I'm strongly beginning to suspect a bug in the TFT editor's import manager. I got PSP7, saved it as uncompressed 24-bit (there is still no 32-bit option). I opened it with image extractor (which displayed it as right side up -- a good sign). I imported it -- and now Warcraft3 shows it as upside down! *bangs head against wall* Before it was image extractor, now war3. So, I invert it, and reimport -- STILL upside down. If I make it rightside up, it flips it. If I make it upside down, it doesn't. Then I'm thinking, "Ok, maybe the import manager is stupid, and thinks that if you're importing a file of the same size and name as one you deleted earlier, that it must be the same file." (the right side up image and the flipped image are the exact same size). So I delete the blp completely rather than overwriting it, and renamed it to something else. Now I'm back to square one -- The editor won't recognize the icons at all. They show up as blank. In game as green boxes. I can't even get back to where I was where it would have them upside down. I haven't changed ANY settings, I just gave the file a different name. *spits on import manager* This is made worse by the fact that the unit editor is now SLOWER at changing interface icons than it was before. |
| 06-27-2003, 12:15 AM | #8 |
Guest | Import it manually via WinMPQ. |
| 06-27-2003, 12:18 AM | #9 |
Alright, I send the .jpgs to Rambo, and he converts them to blp for me. I notice they're the same size as when I converted them. I import them. No luck. Then I say, "Well, maybe they'll show up in game." And hey, they do! Except THE REST OF THE UI HAS TURNED BLACK, like it was before when I imported one that didn't work. I'm starting to wonder if importing the bad one corrupted the map somehow. |
| 06-27-2003, 12:27 AM | #10 |
What skins are you actually trying to edit. Also it may have something to do with using alphaa channels if you don't make them in a ceratin way. |
| 06-27-2003, 12:28 AM | #11 |
NM, I got it. But now I have a new problem ;) What filename do I need to give a blp for it to be the disabled version of another button? In the unit editor there's a field for interface icon but not for interface icon disabled. |
| 06-27-2003, 12:44 AM | #12 |
It's ReplaceableTextures\CommandButtonsDiasabled\????.blp That's what you want, right? |
