im making a minimap for my custom UI, but the built in 'minimap.tga' that the maps produces is horrible quality. ive made a custom jpg image that i worked with to make it only 15kb and it looks like awesome quality. i can import it but cant seem to access it. yes, ive saved/closed etc...
anyone nkow if sc2 does / doesnt support .jpg format or what exactly are the formats it may support?
the image i made in .tga format is pretty big, like 500kb, not something i want to bog down my map with as i plan on it being a series of maps / levels and that would make the minimaps total 3 or 4 mb in the end.
maybe nobody was actually using them besides me then =D.
Oh and I'm not sure if this is an issue with TGA's but if you have the image size an unusual ratio compared to the jpg dimensions some times it does some funky stuff like creating a copy of the right edge in the middle of the image.
Because if you have a jpg and a TGA with the dimensions 1920 x 1080 the TGA would be like 15MB? and the jpg could be as low as 100kb thats like 150x the size used up, you wouldn't even be able to publish your silly map anymore.
And custom script is only 1 click of difference when using GUI anyways, there's the usual 'select image' part then next to it is the 'custom script' part where you would just type in, in my case it was "map.jpg" - done
another question then since you're on a roll, haha;
anyway to update the loading screen to make it into a jpg through script as well? i dont use much script, most of my experience is using GUI then making a custom script above it, an obvious error, then that pulls up the location where i can look at the command below it in comparison to the GUI and then i edit it appropriately. which works nice, but the function of custom loading screens is not through a trigger that i know of. so anyway to set the file through script / code for a .jpg?
in response to your post; you probably arent the only one doing this, its just you pure coders have an insight into things others dont. i use code, but only when i have to, i never thought to just try it that way. i was going to just try it as the import preview doesnt show an image, but i didnt think to just script it.... DUH! thanks though!
EDIT; yes, jpg BIG TIEM size difference with not much quality loss IMO. im trying to keep my map under 10mb, thats like 2 mb per level/map that links together. every KB counts! even the few custom sounds ive imported ive used sound softward to complress them as much as possible to the point where you shouldnt notice the quality difference but cut the size of the file down.
I haven't played with custom loading screens before but you could probably try importing a jpeg with the extension .tga and see if it works, because from what i can see you can't put a string in anywhere. Unless you want to open it up in MPQEditor just to change the string.
you don't have to use the actual General -> custom script to set images to JPGs there's a custom value when you select the image in GUI.
import a jpg with the tga to fool it into trying to load it.... maybe that will work. you sure can 'think outside' the box! maybe itll work.... maybe itll run into some 'auto loader' feature when it laods the file and not pay attention to the extension, i doubt it but ill give it a shot and post back here in a bit when i do for others
you must import the picture as an jpg and then rename it in the import manager to .tga
then you should be able to use it.
however, if i have more imported files except for the one im renaming it seems to be bugged because the other files get renamed then, too.
so make sure to have only one imported file when you change the name to tga.
im making a minimap for my custom UI, but the built in 'minimap.tga' that the maps produces is horrible quality. ive made a custom jpg image that i worked with to make it only 15kb and it looks like awesome quality. i can import it but cant seem to access it. yes, ive saved/closed etc...
anyone nkow if sc2 does / doesnt support .jpg format or what exactly are the formats it may support?
the image i made in .tga format is pretty big, like 500kb, not something i want to bog down my map with as i plan on it being a series of maps / levels and that would make the minimaps total 3 or 4 mb in the end.
jpeg/jpg do work. You have to use the custom script part of it and type in something like "Minimap.jpg" there and it'll load up.
Just make sure you restart sc2 when you update imported content or it won't update if you have the preload option set in preferences.
@zKyuuketsuki: Go
awsome ima try to have at it. all the searching / forum searches i found said no and it was only tga / dds. glad i asked! :)
maybe nobody was actually using them besides me then =D.
Oh and I'm not sure if this is an issue with TGA's but if you have the image size an unusual ratio compared to the jpg dimensions some times it does some funky stuff like creating a copy of the right edge in the middle of the image.
Why would you use jpg when tga's dont require custom script?
Because if you have a jpg and a TGA with the dimensions 1920 x 1080 the TGA would be like 15MB? and the jpg could be as low as 100kb thats like 150x the size used up, you wouldn't even be able to publish your silly map anymore.
And custom script is only 1 click of difference when using GUI anyways, there's the usual 'select image' part then next to it is the 'custom script' part where you would just type in, in my case it was "map.jpg" - done
it worked BEAUTIFULLY!
another question then since you're on a roll, haha;
anyway to update the loading screen to make it into a jpg through script as well? i dont use much script, most of my experience is using GUI then making a custom script above it, an obvious error, then that pulls up the location where i can look at the command below it in comparison to the GUI and then i edit it appropriately. which works nice, but the function of custom loading screens is not through a trigger that i know of. so anyway to set the file through script / code for a .jpg?
in response to your post; you probably arent the only one doing this, its just you pure coders have an insight into things others dont. i use code, but only when i have to, i never thought to just try it that way. i was going to just try it as the import preview doesnt show an image, but i didnt think to just script it.... DUH! thanks though!
EDIT; yes, jpg BIG TIEM size difference with not much quality loss IMO. im trying to keep my map under 10mb, thats like 2 mb per level/map that links together. every KB counts! even the few custom sounds ive imported ive used sound softward to complress them as much as possible to the point where you shouldnt notice the quality difference but cut the size of the file down.
I haven't played with custom loading screens before but you could probably try importing a jpeg with the extension .tga and see if it works, because from what i can see you can't put a string in anywhere. Unless you want to open it up in MPQEditor just to change the string.
you don't have to use the actual General -> custom script to set images to JPGs there's a custom value when you select the image in GUI.
@zKyuuketsuki: Go
import a jpg with the tga to fool it into trying to load it.... maybe that will work. you sure can 'think outside' the box! maybe itll work.... maybe itll run into some 'auto loader' feature when it laods the file and not pay attention to the extension, i doubt it but ill give it a shot and post back here in a bit when i do for others
it works.
you must import the picture as an jpg and then rename it in the import manager to .tga
then you should be able to use it.
however, if i have more imported files except for the one im renaming it seems to be bugged because the other files get renamed then, too.
so make sure to have only one imported file when you change the name to tga.
1) loadscreen
then) rest..
@Mille25: Go
I tried that and it didn't work.