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Old 02-08-2008, 11:34 AM   #76
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Old 02-24-2008, 05:06 AM   #77
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As far as quality jpg > blp normally is a problem no matter the program ;/

PS when you do have the time im still willing to help on that endevor

PPS a workaround the quality problem might be to resize the jpg larger before converting, then resize the blp back down to the correct size
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Old 03-05-2008, 05:30 AM   #78
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Just wanted to say; wow, this is great. I wish I had known about this a long time ago.

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Old 03-10-2008, 01:17 AM   #79
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I was just looking for a Border system, and bam, there's Cohadar with his awesome submissions. :)

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Old 07-10-2008, 03:36 PM   #80
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Bug : It wont add opaque alpha channels to JPEGs, and so wont convert them to BLP.
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Old 07-10-2008, 04:25 PM   #81
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Originally Posted by Gorman
Bug : It wont add opaque alpha channels to JPEGs, and so wont convert them to BLP.

Err I have no idea what are you talking about.
Can you upload the pic that creates problems?
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Old 07-11-2008, 01:50 AM   #82
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any JPEG i plug in wont be converted into BLP, it will just show the BLPs.

Just put in a JPEG into the input file to see.

I assume it was because it wont add the alpha channel.
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Old 07-11-2008, 01:58 AM   #83
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Quote:
Originally Posted by Gorman
any JPEG i plug in wont be converted into BLP, it will just show the BLPs.

Just put in a JPEG into the input file to see.

I assume it was because it wont add the alpha channel.

I convert jpegs all the time, you must be doing something wrong.
Or maybe it is the fact that BLP files are created by BLPaletter.
Some image editors cannot open those compressed BLP's but they are displayed correctly when imported in game.

Or maybe you are not using windows?
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Old 07-11-2008, 06:51 AM   #84
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Quote:
Some image editors cannot open those compressed BLP's but they are displayed correctly when imported in game.
I'm fairly sure that's his problem, because the same thing happens to me, but they come up fine in-game. I think it's cause .BLP is not an officially recognized format, since it was made by blizzard.
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Old 07-17-2008, 08:05 AM   #85
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Bump-Doublepost

Cohadar, I dunno if you plan on doing any more work on this at all, but would it be possible, somehow, to make an options file? (or something similar) Because if I want to mass-border 10 icons just to the Active and Disabled versions, I don't want to have all the other forms (info card, passive, etc.) in there, and since all the images are doubled (.JPG and .BLP files), it's a nuisance to clean them.

Plus, I only want to use .BLPs, so I have no use for the .JPG files this produces.

If you don't/can't/won't, then whatever. Just asking. Great tool anyways. And why exactly does this not just produce .TGA images anyways? (Since wc3 can't use .JPG)
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Old 07-30-2008, 11:26 AM   #86
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Quote:
Originally Posted by darkwulfv
Bump-Doublepost

Cohadar, I dunno if you plan on doing any more work on this at all, but would it be possible, somehow, to make an options file? (or something similar) Because if I want to mass-border 10 icons just to the Active and Disabled versions, I don't want to have all the other forms (info card, passive, etc.) in there, and since all the images are doubled (.JPG and .BLP files), it's a nuisance to clean them.

Plus, I only want to use .BLPs, so I have no use for the .JPG files this produces.

If you don't/can't/won't, then whatever. Just asking. Great tool anyways. And why exactly does this not just produce .TGA images anyways? (Since wc3 can't use .JPG)

I am working on version 4.0 so you may expect some improvements on that.
I will probably remove automatic .jpg generation, thou jpg's are useful as a quick preview. Maybe I will generate them in a separate directory.

I don't write TGA files because there is no free TGA encoder,
however I got a hold of TGA decoder so next version will be able to have tga files as input.

PS: You can always delete the whole ReplaceableTextures directory,
it an it's subdirectories will be automatically created if they don't exist.
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Old 07-30-2008, 03:19 PM   #87
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Old 07-30-2008, 07:19 PM   #88
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Yay new version!

By "all icons are the same size", you mean they'll all be approx 6-7kb? That's awesome, they all used to be 11-12 for me.
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Old 07-30-2008, 07:40 PM   #89
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Quote:
Originally Posted by darkwulfv
Yay new version!

By "all icons are the same size", you mean they'll all be approx 6-7kb? That's awesome, they all used to be 11-12 for me.

No not approximately, they will all be exactly 6641 bytes.
150 - BLP header
1024 - ARGB Color Palette - A is not used, but required by BLP standard
4096 - mipmap1 (64x64) - used when texture quality is high
1024 - mipmap2 (32x32) - used when texture quality is medium/low
256 - mipmap3 (16x16) - used when dropping item
64 - mipmap4 (8x8) - used when dropping item
16 - mipmap5 (4x4) - used when dropping item
4 - mipmap6 (2x2) - used when dropping item
1 - mipmap7 (1x1) - used when dropping item
----------------------------------------------
6641 bytes total.

Icons that have this size have fixed color palette.
Icons that vary in size use jpeg compression.

As a curiosity:
I made a version of borderizer that compressed all icons under 3kb
But they cannot be used in game because it turns out that wc3 does not support new jpeg compression standard. :(
And old standard gives old icon size results so I abandoned it.

One more thing:
wc3borderizer is actually able to handle transparent images but wc3 does not support transparent icons so it is for nothing...
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Old 08-03-2008, 10:11 AM   #90
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Erm, whenever I use the Borderizer the resulting images are upside down.

How do i overcome this?
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