Ah, file size. That makes sense.
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*necro*
So i was wondering if blp2png is still the best programm to convert png's into blp? I recently faced a few problems converting png files where same colors would just be wrong in the blp but i couldnt figure out why :S Another question would be if its possible to do texture replacements with tga's; i doubt it because i never got it to work :/ |
I still use BLP2PNG myself. The only thing I can suggest to remedy your issue is to ensure that you saved your .png file as a 32-bit. Sometimes if the program determines it automatically, it decides that 24-bit is what you want. :rolleyes:
As for .tga files... I don't recall if I've tried manual texture replacement with .tga files or not... |
To my knowledge, if you replace a texture by overriding it in the Interface folder, it has to be in blp format. Tga files won't be recognised. You can use them for addons though, using SetTexture.
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Photoshop Alpha Layer and WoW is easy. Just make sure to only use just one alpha layer. More are not supported in WoW. |
Seconded - WoW will definitely use TGA-format images.
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Granted, I really have no clue how that all works, but originally my Masque_ClassButtons Masque plug-in (unzipped, on your hard drive) file size was 608 kb with the font options still in the .lua file, and .tga graphics. 580 kb of that is just the graphics. I removed the font options and converted the graphics to BLP's (and added the Monk class graphics and code to the .lua file {not much, I admit, but, still....}) and that dropped the file size to 240 kb, 220 kb of which is the graphics. That was nice, but, perhaps a better example would be one of my other plug-ins for Minimap Button Frame: MinimapButtonFrame_sClassButtons. For this, I didn't have to remove anything form the .lua file, I only had to add the Monk graphics and the monk class to the .lua file. Originally, 420 kb (400 kb for graphics), changed to 192 kb (172 kb for graphics). All I did was add what I had to to the .lua file and the textures folder, but I converted those textures, all of them, to BLP format. While I realize that my plug-in's are not huge, by any use of the word, I also felt that every little bit helps. That's why I did what I did. Just trying to do my bit to help everyone out. |
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OK. Well, like I said, I really have no clue.
Phanx, you might be able to help me with another question I have: Does a plug-in for an addon count for its' own in-game memory footprint, or is it added into the addon it's a plug-in for memory footprint? |
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Frames for instance, are horrible (RAM) memory hogs. If someone is using those when they could just use layers (i.e. Regions), the difference will be far more significant than between what image format they're using. |
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\o/ Holy necro! *ahm* …sorry, can't resist.
I'm having a weird problem. When converting PNG to BLP with BLP2PNG 1.1, I get random patches of solid colored pixels placed around certain images. Can't seem to get rid of them. Tried converting images back and forth, but the results stay the same. One of such images is attached. |
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That one doesn't produce artifacts. But can't be used from command line, it seems.
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It converted just fine with BLP2PNG for me...
/edit: the most recent version (from 2008) is 1.2 |
BLP2PNG does produce artifacts, but is still just fine depending on the type of image you want to convert and what it's being used for. If you're doing a bunch of icons, it should be fine. If you have made some nice buttons with fine gradients and such, they won't turn out well.
If you have Photoshop, I highly recommend the BLP Format Plug-in for Photoshop. |
I don't have Photoshop.
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