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BLP Laboratory (short name is BLP Lab) is the application for viewing and converting image files.
Current version is 0.5.0 build 500
Features:
- Supports following file formats: BMP, JPG, TGA, PNG, BLP (supports BLP2 textures), DDS (supports non-complex textures);
- May convert multiple files at once;
- Can add/remove alpha channel when saving;
- Gives detailed information about opened image file;
- Provides additional file format options when saving;
- Can optimize BLP files to decrease their size (doesn't affect quality);
- May display alpha channel and transparency on image.
Frequently Asked Questions:
Q: What's all those BLP settings for?
A: Check blplab_readme_eng.txt.
Version History:
Added BLP2 support for saving in paletted and DXTC format
Added DDS support for saving in DXTC format
Added TGA support for saving paletted images and with RLE
Added options for BLP2 format
Added options for DDS format
Added options for TGA fromat
Added options for PNG format
Added options for JPG format
Added displaying information for DDS format
Added displaying information for TGA format
Added displaying information for PNG format
Added displaying information for JPG format
Added hotkeys for zooming (Ctrl and +/- on numpad) and browsing files (Ctrl+arrows)
Extended PNG image support with paletted 8-bit format
Improved JPG image loading speed
Fixed bug with showing alpha bit depth on paletted BLP2 images
Fixed bug with Lanczos resizing algorithm
Fixed bug with moving maximized window
WARNING: publishing this program in other places without author's permission is prohibited. Contact with author to get permission.
Must have correct mipmap count. The tool has broken mipmap logic. Set mipmaps to 16 to be safe. Basically it generates mipmaped BLP files (needed for model textures) and for those files to be valid all mipmap levels have to be valid. It will often be off by 1 with mipmap count so to be safe set it to 16.
I can do that, but for blp2 only. The program does not save in blp1 format if it has not a "power of 2" dimension. I've tried to make that with other programs but it doesn't work too. How do i make all of that?
As far as I can tell WC3 supports non power of 2 textures. However it might only support them if your graphic card and driver support them, which is every graphic card for the last ~15 years. In any case this is a bug with BLP lab since it should not be preventing you from saving them as BLP1. WC3 will not load BLP2 as that is for World of Warcraft only.
You could always try Imperial BLP. The tool is quite error prone, lacking features and the version provided is buggy, however the BLP logic is better. For example one could open up any resolution RGB png file and save it as a BLP file which will work in game. It will automatically resize the image as appropriate, since WC3 will only use mipmap levels that are at most 512 pixels in either dimension.
For optimum performance and results it is recommended that your image dimensions are a power of 2. Modern GPU hardware will support non power of 2 images however there may be performance penalties and visual quality may be degraded due to mipmap dimensions having to round down.
It seems to use the center of all available screen space, e.g. in the middle of a 2-monitor setup.
Other factors might be at play as well.
I was able to move and use them though.
Maybe Window + Tab would help? This shows all windows in a tile format. You can then move them onto new desktops which might reposition them onto the screen.
Do I export textures as blp or dds for the game to read? Also, once the texture is imported into the asset manager, how do I tell it to apply to my model?
Do I export textures as blp or dds for the game to read? Also, once the texture is imported into the asset manager, how do I tell it to apply to my model?
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