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Content creation => Texturing and 2D Art => Topic started by: ArtGoiner on March 09, 2013, 07:21:11 pm
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Hey. I'm fairly new and fairly knowledged at Noggit. I know how to make WDT's and ADT's to make my own continent. That's no problem. But when I start noggit after I make my own custom continent my textures are all blacked out. So I do a slight adjustment on the my map using the raise tool and then save and reload that zone that I'm in and the texture appear! But they have this like wierd barcode going through them. The site won't let me upload an image :/
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You can attach files.
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It say's :Sorry, the board attachment quota has been reached. :(
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Broken mipmap counter (as in, the last few are fake). Change the conversation fundament: The format "you convert from a to b", the settings (Indexed settings, Alpha channel), converter, etc.
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It say's :Sorry, the board attachment quota has been reached. :(
Sorry. Fixed that.
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Sorry it took me a while to respond just got a new washer and dryer for my house.. Anyways...
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No matter what I do that won't go away. I tried using the CTRL + SHIFT + Left Click to delete all the textures on that square and the Barcode thing stays. I tried reload my noggit. I tried opening it in Taliis and resaving it. Still nothing. I'm clueless.
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Ascathos, sorry i didn't notice your post until now. Seems like you know what im talking about. except. I have no idea what you're talking about lol :( can you noobify (stupify) it a little more?? lol
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Seeing as it is a relatively untouched topic, here's an unsorted rundown:
BLP2: BLP ("Blizzard Game Picture") was the traditional texture and picture format that blizzard used since WC, even Starcraft iirc. It stores all the necessary information for each picture with different settings. In affect, this means that a broken texture (in some sort) affects it's entirety.
Type of converter: What converter do you use ? There are several converter (BLP Lab, BLPConverter, BLAtoBLP), with different "from" (TGA,PNG are the most common) "to" (BLP2, of course.) converters.
PNG has forced transperancy settings.
TGA requires an Alpha Channel, sort of a raster information that says "this pixel has xx% transperancy", for easier understanding.
Mipmap: Sort of pre-definied "size" scripts. As a common method to improve scaling on long- and near- scaled distances, they are created within the file to improve visuals.
As a side note, these are broken within your file.
Because I'm too lazy to explain it all in detail, look it up.
http://www.wowwiki.com/BLP_file (http://www.wowwiki.com/BLP_file" onclick="window.open(this.href);return false;)
http://en.wikipedia.org/wiki/.BLP (http://en.wikipedia.org/wiki/.BLP" onclick="window.open(this.href);return false;)
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I don't use a BLP Converter. I Mean not just a BLP Converter. I use just the software that Steff posted. NoggitSDL 1.2. Taliis. ADTAdder. MPQEditor3.1 that's all i use. I use the Taliis to make the WDT and ADT file then I use ADTAdder to make the other adt files then I pack them using MPQ Editor then use Noggit and edit the ADt files.
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... I guess I misunderstood your issue in the first place. Nevermind. Mine was related to custom textures, even custom tilesets.
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No problem lol. thanks anyways.