| 09-04-2002, 04:47 AM | #1 |
Guest | DJBnJack's Image Extractor II seems to have a faulty BLP writing routine. I have tried to isolate the problem as much as I can, down to the following examples. I would like to know if anyone else has encountered this problem, and whether a workaround exists. I also encourage others to try to repeat my results so I may verify that this problem is duplicable and not limited to my system. For the first simple test case: I extracted Buildings\NightElf\AncientOfLore\AncientOfLore.blp from War3.mpq using MPQView. This file was 127152 bytes. I then inserted this file, unchanged, to War3Patch.mpq using MPQ2K. If you're curious, the exact command used was "mpq2k a war3patch.mpq ancientoflore.blp buildings\NightElf\AncientOfLore\AncientOfLore.blp /c" Then I just ran War3 and built an Ancient of Lore. It looked completely normal. (I'll get to the interesting part shortly, this is just the "control group" if you're a fan of the scientific method. :) ) Then, the second test case: I again extracted Buildings\NightElf\AncientOfLore\AncientOfLore.blp, but this time using DJBnJack's Image Extractor II, by saving the image as a BLP. The file generated was only 105678 bytes. I inserted this file into a fresh War3Patch.mpq, and then built an Ancient of Lore in the game. The unit is recognizable, but is rendered very poorly, especially at the farthest (default) zoom level. I've attached a screenshot, as it's a bit hard to explain, but I don't think it matters that much. The important thing to note is that this 105678 byte BLP does not work properly. Finally, just an observation: the preview area in the Image Extractor is 256*256. When displaying BLPs larger than this, a "More..." button appears which displays the entire image in a child window. However, this window never shows the entire image; actually a 32ish pixel strip at the bottom is omitted. Now, I've succesfully imported skins for other units, and countless other people have too. But personally, this is the first one I've tried with a texture larger than 256*256... AncientOfLore.blp is 512*256 (didn't I mention that yet?) I have a hunch -- but no proof -- that's where the problem lies. In fact, now that I mention it, I do vaguely recall reading a thread where someone was having problems with the Tauren Chieftain skin, due to its size. Anyway, anyone with anything useful to say about this, please let me know. Thanks, Ralp (no 'H') |
| 09-04-2002, 12:44 PM | #2 |
This is weird. I just extracted the same file using DjBnJack's converter and the size of the blp is (298.824 bytes). Be sure to set image quality to 100%. Using image quality 75% (the default) i got (113.935 bytes). |
| 09-04-2002, 05:27 PM | #3 |
Guest | Hmm. The tool I am using, "Wc3 Image Tool 2.0" doesn't have an image quality option (just "Open Archive", "Open Image", and "Save Image"). I downloaded it from War3Pub, where Zepir kindly uploaded it, since no version of the image extractor seems to be available here (see Zepir's post in DJBnJack's sticky thread). If there is another version available, or any other tool to convert TGA images to BLPs, I would be forever grateful for any kind of hint where I could download it! Also I apparently failed to attach the screenshot I promised. Here's a link. http://www.ralp.net/aolorebadrender.jpg It sort of looks as if the polygons are being drawn in the wrong order, but then it gradually clears up as I move the view closer to the Ancient, and finally close to normal when the camera is close as possible. Another odd thing is that when I open the 105678 byte (supposedly corrupted?) texture with the image extractor... it looks exactly the same as the good one. I'm kind of at a loss on this, and BlackDick, I can't even begin to explain your filesize results. :o |
| 09-04-2002, 07:52 PM | #4 |
The newest version is on this site, and has the quality editor. |
| 09-05-2002, 06:02 PM | #5 |
Make your *new* textures square ;) If you size it up to 512x512 or down to 256x256 it's WAY better =) Greetz, DJBnJack |
