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Old 06-27-2007, 01:02 AM
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I_Raps
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Default How to compile 64x96 inventory icons (uibitmaps)?

I posted this question on the Mods. forum and wasn't able to get any help. I think there are people willing to help, it's just that no one really knows the answer. So, I'm coming to the horses' mouths.

Here's a summary of the important bits:

Quote:
Originally Posted by I_Raps View Post
The Texturecompiler.exe in the TQ and TQIT folders won't compile bitmaps in the game's own standard 64 x 96 pixel size (inventory icons for most torso armor, for example). It gives an error message "dimensions not a power of 2."

Trying to use ArtManager to compile them by "autocreate asset" similarly fails, unless there is some combination of settings I've missed.

Can anyone enlighten me on how this can be done? TIA.




Quote:
Originally Posted by I_Raps View Post
The icons I'm trying to compile are modifications of originals already in the game. They are the standard <2 boxes wide by 3 boxes high> icons for most torso armor, big axes, etc. They are compiled as filename.tex in Items.arc, and ArcExplorer can view and extract them fine.

They must have been compiled/rendered in ".tex " format either:
(1) by a different program than the Texturecompiler.exe that shipped with the games, one we don't have access to (boo, hiss!)
(2) or by using command line options or other tricks to force Texturecompiler.exe to ignore its "powers of two" restriction.

I'm hoping for option (2). Since no one seems to know, maybe I'll try the "Questions For Developers" forum.

Quote:
Originally Posted by I_Raps View Post
No, I'm sure it's a size issue. ArtManager doesn't like the 96 pixels height. I've tried all the image formats AM/TextureCompiler supposedly supports and the result is always the same. Meanwhile, by cutting the bitmap off at 64x64 pixels (saved in .tga format by the exact same software), it compiles perfectly.

Last edited by I_Raps : 06-27-2007 at 01:05 AM.
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Old 06-27-2007, 05:34 AM
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Default Re: How to compile 64x96 inventory icons (uibitmaps)?

And while we're on the subject of .texes...
Many of the meshes have a secondary texture, usually called filenameBMP.tex. These seem to be the original skins with some photoshop filter applied. If so, can you illuminate me as to which filter it is (or what else is going on otherwise)?
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Old 06-27-2007, 01:34 PM
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Default Re: How to compile 64x96 inventory icons (uibitmaps)?

"Watch our for those pale marauders."
I've heard that dozens of times, and each time I'd wonder "why does that sound familiar?" Tonight it finally struck me... is someone out there an Etherlords fan?
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