| Updated: | 05-20-09 12:14 PM |
| Created: | 03-27-09 10:50 AM |
| Downloads: | 20,595 |
| Favorites: | 165 |
| MD5: |

File Name |
Version |
Size |
Author |
Date |
2.0 |
99kB |
Xyrr |
04-14-09 04:58 PM |
|
1.0 |
67kB |
Xyrr |
03-27-09 10:50 AM |
![]() |
Comment Options |
|
|
|
|
These are now included in the main addon, however the ids have changed to 59-67
|
|
|
|
|
|
|
|
A Kobold Labourer
Forum posts: 1
File comments: 1
Uploads: 0
|
Help with powa
i have a question.... with my alt paladin have a sword with Crusader enchant... but i cant configure powa to show an aura with the enchant proc... i try with "Holy Strenght" in activation text and with "Crusader" in activation text, but was useless..
ThX... |
|
|
|
|
|
|
omg thanks for upgrading this, een using this since '05 and they are awesome
![]() ![]() ![]() |
|
|
|
|
|
||
|
Yewbacca, thanks alot for your comment =)
You're right about the images, I could have made an outline to make it visible without advanced photo software. The reason I didn't was that it's only a handfull of textures, and I thought the screenshots would be enough preview. You're also right about the image size. 1mb per texture is rather big, and the Targa format is rather inefficient. The game does not support compression and it has to be 32 bit. But there might be another way. Targa saves the information of every pixel seperatly, while the BLP texture format (used by Blizzard) saves the whole whiteness in these textures once. I tried converting a TGA texture into a BLP one and the size went down from 1025kb to 343kb so that would be a huge improvement. World of Warcraft supports BLP textures fine, if Power Auras does however I'm not sure. Note that the size of these textures don't actually matter too much though. They may take up a couple of megabytes on your harddrive but WoW loads them smartly into the memory, only taking up memory of the actual loaded piece of texture, not the entire invisible whiteness =) I will see what I can do to further improve these textures. I was thinking of making a variant with 5 runes inside, or making additional spikes to show when a trinket effect is up or so. As soon as I have something nice I will see if I can convince Dridzt to include them in Power Auras Classic, as indeed it would be sad if people had to miss out on them. Well, check back for updates now and then and who knows, maybe I'll find the time to do some nice improvements =) Xyrr EDIT: Power Auras includes 128x128 textures aswell as 256x256 ones. My textures which are 512x512, should be 4 times as big in size as the 256x256 ones and the size complies. The textures in Power Auras are not compressed however I read somewhere that the game supports RLE compression now, will test it tomorrow as the servers are down at the moment.
Last edited by Xyrr : 05-19-09 at 07:37 PM.
|
||
|
|
|
|
|
|
A Murloc Raider
Forum posts: 6
File comments: 34
Uploads: 0
|
Wow, I love it!
I can see that your Auras are as follows: Aura51 = High-Res version of original Aura2 (the two curved side-lines with runes inside) Aura52 = High-Res version of original Aura23 (the bent, spiky, bottom-halfcircle with runes inside) Aura53 = Same as Aura52 but no runes inside Aura54-Aura56 = The left, middle and right runes from Aura53 The potential for interesting combos here is STAGGERING! You could set something up to first show the Aura53 empty frame, then gradually fill in the 3 runes from different conditions. Get these into the original mod asap! :-) Please just approach the author, I am sure he'd LOVE to include these and credit you in full (he's been thorough at crediting all past authors). Keeping this as a separate addon is robbing people of the best graphics for that addon! ;-) ![]() PS: You're using different techniques than the default textures. He's using an image with a white background and a black, thick outline in the shape of the graphics, and then using the alpha mask to create the opacity and gradient from that outline. That setup lets you preview the auras with a regular image viewer without having to open them in a photo editor and check the Alpha channel to see which aura it is. You, on the other hand, have a pure white image with nothing on it, and use the alpha channel to shape the opacity of that white image. It's almost the same thing but since it has nothing on the graphics layer it offers no graphical clues to what the image is without inspecting the Alpha channel. Please look into doing something about that so there's identifying image data in the image layer as well; it helps a lot when managing the files, if this is to be included in the official addon package. ;-) PPS: Your files are all 1 megabyte each, for a total of 6mb. The 50 (!) default auras bundled with the addon are 6.8mb in total. I've checked both the original textures and your files and see that they're all 32bpp and NO RLE compression, yet their 128x128 files are 65kb each and your 512x512 files are 1mb each! That's CRAZY. I didn't know that Targa scaled that badly. From a couple kilobytes at 128x128 to 1 megabyte at 512x512!? HOWEVER! If RLE compression is supported in the game then maybe compress the files. They end up about 20kb each (!) if RLE compression is enabled during export. |
|
|
|
|
||
![]() EDIT: Nvm, I just realised what you meant with that question. In the text on the addon page I meant two textures fitting together, symatrically and glowwise =)
Last edited by Xyrr : 03-27-09 at 02:27 PM.
|
||
|
|
|
|
|
|
Good idea, but a question: why couldn't you put 2 auras up with different textures for Clearcasting? You'd have 2 slots taken up, but it works for me and I don't need all those slots! Just a thought.
The high resolution though, good work. |
|
|
|
![]() |