| 09-15-2006, 06:36 PM | #1 |
Ok, so i've been importing various loading screens for my campaign.. yet when they are imported and show up ingame.. they have much lower resolution (than the actual original ingame ones). I've triple checked the BLP settings and quality and they all seem fine, the problem seems to be either during the import or something with the .mdx file. I was wondering is this is a known problem while importing screens, or am i doing something wrong? |
| 09-16-2006, 10:32 AM | #2 |
What resolution are you running wc3 at? I started off on 640x480, and it fair butchered a lot of stuff. |
| 09-16-2006, 10:47 PM | #3 |
I suspect mipmapping. BLPs have various resolution levels built into themselves. So if your BLP is 512x512, then inside it there is also a 256x256, 128x128, 64x64, etc. The loading screen is probably zoomed out just enough to be below one of the mimap thresholds. |
| 09-17-2006, 02:06 AM | #4 |
No its not the resolution sorry... it's the colour depth. The blp has 32 bit quality but inside the game it looks like 24 or far less.. point being it does not look nice. |
| 09-17-2006, 09:41 AM | #5 |
What are you using to convert? Maybe whatever tool you're using is just a bit rubbish? I always use Wc3 Image Extractor II, and it's flawless every time... |
| 09-17-2006, 05:06 PM | #6 |
I've been using Warcraft 3 viewer. But after i convert the image a used the model editor to view the BLP and the colour depth seemed fine. Anyways to be on the safe side i'll get the Wc3 Image Extractor II.. and try that. ----EDIT----- Ok i used the WC3 image extractor II, got the original high quality TGA coverted it to blp at 100% quality. Checked the BLP file to double check and then i imported it into my scenario. I still have the same problem.. this time i took comparison screenshots so you see what im talking about. ![]() |
| 09-24-2006, 04:40 AM | #7 |
i would check your wc3 video settings. make sure its its at..32bit..i think |
| 09-24-2006, 04:38 PM | #8 |
Thank wulf, but thats not the problem. I'll have to work around this then. |
