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Textures. This is something that has been bothering me since I started messing with them.
More specifically, their quality in World of Warcraft Vanilla.

I searched and researched it over and over again, tried it in so many ways but it's just never perfect.

The game only accepts the file formats BLP and TGA which I never get them to be as good as PNG.
I'm not sure if the issue is the converters I use (I have tried multiple ones) or if it's actually impossible.

Here's an example:

lua code

local Frame = CreateFrame("Frame")
Frame:SetPoint("CENTER", 0, 0)
Frame:SetWidth(82)
Frame:SetHeight(82)
local Texture = Frame:CreateTexture()
Texture:SetAllPoints()
-- 82 / 128 = 0.640625
Texture:SetTexture("Interface\\AddOns\\MyAddOn\\image.tga") -- .blp .tga
Texture:SetTexCoord(0, 0.640625, 0, 0.640625)

image.png

image.png

image.blp (in-game look)

image.blp

image.tga (in-game look)

image.tga

PNG to BLP converter that I used in this case.

PNG to TGA converter that I used in this case.

image.blp file.

image.tga file.

Resuming: I want to have an in-game texture that is 100% (every pixel) like the original PNG image.

user7393973
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    WoW uses 3D-engine, so it will never display your picture exactly. The picture will be post-processed by the engine (for example, by anti-aliasing) – Egor Skriptunoff Mar 03 '17 at 23:15
  • @EgorSkriptunoff: Damn it, that's what I was afraid of, the impossible part. I guess the only true way would be to have a texture for each pixel with the RGBA instead of a image path, lol. I know that's a horrible ideia. :) – user7393973 Mar 03 '17 at 23:50

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