HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

Problems with color palette (or I dont know what...)

01-14-2006, 11:20 AM#1
Aldaryn
Hi!

This is my very first post here, and I would like to ask for help. I've searched for the answer for some days now, but I can't find a workaround.

I'm currently working on my clan's TD map, and to relax a bit, and to get my mind away from all that triggering work, I've decided to do a nice loading screen. I've read some articles, downloaded the .blp ready "LoadingScreen.mdx", created the .tga images in PS (PS Cs2 32bit alpha present) and used the Wc3 Image Extractor II (ver 2) to convert my files into .blp format. Now, this is common work, I know. But... when I load the map into WC, the loading screen's colors are messed up. Like it was in 256 color mode, the overall imge is somewhat posterized, and the colors are dull.
I'm sure it has something to do with color palettes, but I don't know how to work it out.
Or is it something else? The Wc3 Image Extractor's ifo shows for some loading screen blps the "Paletted Blp" as image type. That is why I think my way is trough paletting my blps. :)

So, my question is simple: How? Is there a way to save paletted blp images, and if yes, is there a way to get what is the exact palette I need to use to be compatible with loading screens? Or, is this model specific, so there is a LoadingScreen.mdx out there that works fine with regular color spaces?

Big Thanks in advance! If this has been asked before, and I was that n00b to miss it while searching, please forgive me. Beeing an admin on several forums I know how irritating bulk posting is. In that case, feel free to nuke this thread, and plese accept my apology. ;)

Images illustrating my problem (ingame, and resized original image).:

Oh, and pls ignore the crappy cliche "path to the old shadow peak" text, its only some internal devel stuff unti I can come up with some cool name for the place, 'couse the blank scroll looked even more pathetic.

A.
01-14-2006, 12:27 PM#2
Tim.
I have asked this question three times already and never got a strong reply, hehe. I too would love it if someone could figure this out.
01-14-2006, 01:53 PM#3
Aldaryn
Hmm, maybe this information *is* stored in the modell file? I've obtained a simplified "LoadingScreen.mdx" file waiting for only one "FullScreen.blp" named texmap, and with that, the loading screen colors are working just fine. Anyway, maybe it's just me....
01-14-2006, 05:59 PM#4
Tim.
In the future please use the attachment feature instead of imageshack.

Mind including the .TGA of your loading screen, the simplified LoadingScreen.mdx, and Fullscreen.blp etc that you used so I can look into this?
01-14-2006, 06:35 PM#5
erwtenpeller
i dont know the awnser to your problem, but as an artist looking at just the thumbnails, i must say that the 'bugged' in game one looks better becouse it has more vibrant colors. Maybe you could do something with this information to improve your image.

i dont know image extractor becouse i have never used it, but you could try and use wc3 vieuwer to convert you pictures. That has a lever that alloows you to set quality, maybe if you use that and set it to max your problem is solved.
01-15-2006, 02:31 PM#6
Aldaryn
Sorry for the false info. I've found out, that the simplified loading screen also screws my colors up. So, it's back to the start. :)

Tim: I've attached the LoadingScreen.mdx file I use, and one of the 4 blps.

erwtenpeller: :) yes, some might like the saturated image a bit more. But my art is as pale as my self. :o) But I strngly consider, the reds are more pronounced that way. And, the blp it self shows the accurate gradients, and color depth, so I still think the solution is wit theese paletted blps... I think I'll look into the blp file format. :)
Attached Files
File type: zipLoadingScreen.zip (545 bytes)
File type: blpGeneric-Loading-TopLeft.blp (196.9 KB)
01-16-2006, 03:45 PM#7
Tim.
So wait, the correct image you attached was not taken from Warcraft III? List exactly what you changed that allowed it to work if it was. (Sorry, but if we figure this thing out my skins can be amped up like hell ^_^)
01-16-2006, 08:18 PM#8
Aldaryn
Well basically, all I did was downloaded the attached "LoadingScreen.mdx" file from somewhere, and did the BG image in PS, sliced it up, and saved it as 32bit .TGAs with a full white alpha. Then, used "Wc3 Image Extractor II" to save all my .TGAs to .BLPs, imported them to the edittor, and got where I am now. :)

Meanwhile, I've experimented with the Credits loading screen also. The Wc3 Image Extractor shows that the textures for that screen are in the "JPG Blp" format, and not the "Paletted Blp", but I've got the same messed up colors, so I suppose this has nothing to do with paletting. My main problem is, that even after converting the .TGAs, the .BLPs inside Wc3 Image Extractor appear correct. convert them bakc to TGAs, or JPGs, and colors remain intact.

Still experimenting though... this is really bugging me. I hope this won't happen with regular ingame unit models also, 'couse I'm planning some serious reskinning in this project. :)

Also note.: when using imported .TGAs, colors appear correct, but, I don't think anyone would like to attach 3megs just to get a good lookin' load... (e.g.:using the loadingscreen modell from blizzards monolith map)

A.
01-17-2006, 07:57 PM#9
jigrael
When I was testing my models I realised that the portrait skins looked like crap, seriously, I didnt know what the hell was happening, until I found that my war3 video config was at LOW texture quality, I guess this the same thats happening to u, just turn that option to high quality n it should be fixed.
01-18-2006, 02:50 PM#10
Tim.
Aldaryn: Ah, so the high-quality on the loading screens is because they are using internal .TGA files not .BLPs. Hmm.

jigrael: I do not think that will solve the problem, however Aldaryn please try it. I cannot test myself at the moment.