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Help! Imported custom icons show up blank in game/wedit

06-26-2006, 05:06 PM#1
[niro]
Alright, I searched around a little bit but couldn't find my awnser in the forms so i decided to create a new thread about it.

What I am doing:
1) taking image from internet(jpg)
2) opening it in photoshop and resizing it to fit in 64x64
3) Taking an already existing icon or new 64x64 and pasting the image into it
4) Saving image as a BTNname .tga file
5) Creating a disable version of the icon as well
6) Using Wc3 Image Extractor to convert icons into .blp format
7) Importing into world edit, and changing the path to ReplaceableTextures\CommandButtons\BTNname.blp

it has always worked with other things, I don't know what could be the problem, i've tried to save and recreate the icons in many different ways, yet they always show up blank or nonexistent in the game/worldeditor.

any help would be greatly appreciated.
06-27-2006, 12:02 AM#2
Tim.
It would be much better if you uploaded your TGA.
06-27-2006, 07:17 AM#3
olofmoleman
Quote:
1) taking image from internet(jpg)
2) opening it in photoshop and resizing it to fit in 64x64
3) Taking an already existing icon or new 64x64 and pasting the image into it
4) Saving image as a BTNname .tga file
5) Creating a disable version of the icon as well
6) Using Wc3 Image Extractor to convert icons into .blp format
7) Importing into world edit, and changing the path to ReplaceableTextures\CommandButtons\BTNname.blp
I think that's the problem, you have to export an existant icon with the image extractor and paste the new pic on to it, BUT, there are two ways to save a texture/icon in the image extractor, either you can click on save in the menu bar, or you right click on the selected icon and click save, in my experience the file only works when you right-click-save.
06-27-2006, 11:14 AM#4
[niro]
Hmm, either I read wrong or just never knew this, .tga files work in game as icons?

I've had icons work perfectly fine by using the toolbar save I believe.

It might be that I didn't use an existing icon, i'll try that. thanks
06-27-2006, 11:18 AM#5
Whitehorn
Did you add an alpha channel?
06-27-2006, 12:50 PM#6
olofmoleman
Quote:
Originally Posted by [niro]
Hmm, either I read wrong or just never knew this, .tga files work in game as icons?

I've had icons work perfectly fine by using the toolbar save I believe.

It might be that I didn't use an existing icon, i'll try that. thanks
You cant use .tga files ingame, you have to convert them back to .blp
06-27-2006, 04:00 PM#7
[niro]
Quote:
Originally Posted by olofmoleman
You cant use .tga files ingame, you have to convert them back to .blp

Thats what I thought, and i've have been converting the .tgas into blps then importing them into the game.

I have not done anything with alpha channels, wh.
06-27-2006, 04:01 PM#8
Whitehorn
You NEED an alpha channel for it to work.
06-27-2006, 04:39 PM#9
[niro]
Quote:
Originally Posted by Whitehorn
You NEED an alpha channel for it to work.
Alright, well, I tried again.

I took a .tga image, copied part of it, sized it down, then pasted it over an existing icon that I extracted from wc3, made a disabled version of it as well(The icon has a white alpha channel, I think it means theres no alpha on the picture) Then I opened it in wc3 image extractor and saved it as a .blp in the wc3 folder, imported it in game, and it doesn't show up.

EDIT: okay, well i just checked, when i save a file "save as" It looks like it loses its alpha channel, how do i keep the channel but be able to save it as well?
06-27-2006, 08:53 PM#10
Dan van Ohllus
Save the icons as a 32-bit .tga file (the options for the 32-bit shows up after you had saved the images as tga), then convert the images to .blp. Hopefully, the icons will finally show up in World Editor.
06-27-2006, 08:59 PM#11
moyack
32 bits is mandatory. Agree with Dan Van Ohllus. I suggest warcraft3 viewer to convert your icon into blp, with that, you can convert bmp, jpg images too :)
06-27-2006, 09:01 PM#12
Tim.
You using Photoshop 7? If so you're likely missing the updated Targa plugin, I'll attach it for you.
Attached Files
File type: zipTarga.zip (14.8 KB)
06-27-2006, 09:36 PM#13
Dan van Ohllus
Quote:
Originally Posted by moyack
you can convert bmp, jpg images too :)

However, tga is recommended because it supports 32-bit graphics and alpha channel (and transparency) by 100%, while bmp and jpg don't (at least not perfectly).
06-27-2006, 09:43 PM#14
[niro]
I've narrowed it down to the alpha channel being the problem, I will do what you guys said and return with the results.

Tim i have photoshop cs2 i believe.
06-27-2006, 09:54 PM#15
[niro]
Hurrah! Problem solved.

The problem was the alpha channel was not being saved, because I was saving it as a 24 bit file. Like you said it needs to be a 32 bit file.

Thanks a million guys, rep for all!