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Old 09-01-2006, 03:12 PM   #16
PitzerMike
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They DO work for icons, yes.
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Old 09-01-2006, 03:25 PM   #17
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Wow, didn't realise how powerful this is. Comparison with a random icon: (-> indicates compressed in MPQ)
Original BLP: 12kb -> 10kb
TGA convert for this program: 17kb -> ?kb (didn't test in an MPQ)
Paletted BLP: 10kb -> 3kb

70% size reduction? Yes please. (Note: did it on 128 colour palette, 32 looked crap, could possibly go lower)
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Old 09-01-2006, 06:06 PM   #18
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@Pipedream: You have enough skill to do so. So do so.
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Old 09-02-2006, 12:45 PM   #19
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Nice tool, very useful.. Love it
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Old 09-04-2006, 02:05 AM   #20
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Sexy.

Mike, you have no moved high into the realm of those people who I love(in a non-sexual way you will need to understand)

Gogo paletted icons. +rep some day
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Old 09-07-2006, 04:19 PM   #21
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Hoooooooooooo! This tool is awesme for icons and other stuff with low colourcount. I tried it on an icon and used 128 colours. It went from 11kb to 2.5kb and it actually looked better
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Old 10-01-2006, 04:09 PM   #22
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Tiny update to 1.2:
Removed the pause when an image was converted, so that it can be used in a batch.
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Old 10-07-2006, 06:51 PM   #23
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i think it would be a very nice tool, but always when i want do open it, there is for 1 second a dos window and then it is closed again and nothing happens
:P
and now?
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Old 10-08-2006, 02:23 PM   #24
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You have to run it through command prompt (allows options) or just drag and drop a tga file onto the .exe (uses default options).
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Old 11-03-2006, 09:17 PM   #25
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I'm sorry to say this, but running War3 using "low" quality textures will display COMPLETELY garbled up icons for any paletted icon. Using "medium" or "high" have no such issues. I'm guessing it also applies on textures on units etc as well.

So basically, if a map uses paletted icons, the players that were using the low quality textures setting MUST change this to play the map (at least if they want to be SEE icons, which I think they wish to do).

I don't think a lot of people uses low quality textures because it really doesn't affect performance, but this still is a bit annoying. Imagine the distress of a player that enters a map only to have tons of garbled images for icons :/
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Old 11-18-2006, 03:02 PM   #26
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If you want to convert an entire directory all at one time, make a new text file name it "batchConvert.txt".

Copy and paste the following:

@echo off
for %%f in (*.tga) do BLPaletter "%%f" 128

Then save the file and rename it to batchConvert.bat. Place BLPaletter in the same directory and it will convert all tga files to blp with 128 colors.
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Old 11-27-2006, 12:45 AM   #27
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karu is right, look at this: (Boots added for comparison)



As you can see, low-quality textures makes pallated icons almost invisible.
Perhaps pitzer didn't handle alpha correctly?
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Old 11-28-2006, 07:34 PM   #28
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Who uses low quality textures? Honestly let's get with the year 2000 ok?
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Old 11-28-2006, 08:49 PM   #29
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I have a LAN with my parent's comp so we can play when there's a chance and it has to use low quality textures, it would be kind of lame to play a map and one of the computers is able to see icons while the other isn't.
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Old 11-28-2006, 09:28 PM   #30
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Honestly, I have tested this, and low quality textures vs medium quality textures makes virtually no difference. No machine should ever need to use the low quality setting no matter how weak it is.
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