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1920x1080 Loading Screen

Submitted by Softmints
This bundle is marked as approved. It works and satisfies the submission rules.
***
This model allows users to display a crisp loading screen background image, at 1920x1080 resolution instead of the standard 1024x768 resolution.

To accomplish this, a user must chop their intended 1920x1080 image into 12 tiles. The first eight are to be imported directly as 512x512 .blp textures (named LoadingScreen_0.blp, LoadingScreen_1.blp, etc.). Textures 3 and 7 will have some unused space on the right. The remaining four tiles (8a 8b 8c 8d) must be assembled into a single 512x256 texture, which will be called LoadingScreen_8.blp.

Obviously, these textures increase the size of the map by a lot!! Hence, this loading screen may not be suitable for every project.

The .blp files must be imported using the paths:
  • war3mapImported\LoadingScreen_0.blp
  • war3mapImported\LoadingScreen_1.blp
    ...
  • war3mapImported\LoadingScreen_8.blp
Here is a handy diagram showing how the tiles must be chopped:

[​IMG]

[​IMG] [​IMG]

I made this model in response to a query in Hive chat, since it was quick and easy to do. You do not need to credit me for any use of, or derivatives of this model.

The textures supplied with the model exist only to meet Hive upload requirements, and should be replaced by the user's own textures. I suggest BLPaletter to optimise them; its page also offers some useful advice.

Enjoy!

There is a small amount of space wasted on textures 3 and 7. I could have eliminated this by adding 6 more tiles, but I reason that if a map can afford a HD loading screen, avoiding extra hassle is more valuable than a few kb.

Here is a nice cutout for photshop:
1920x1080 Loading Screen cutout. | HIVE


Keywords:
HD 1920 1080 Loading Screen Background Load
Contents

1920x1080 Loading Screen (Model)

Reviews
Moderator
17:44, 27th Apr 2016 HappyTauren: While not a model in the traditional sense, this resource seems to function as a proper template for high resolution loading screens. Thus approved.
  1. 17:44, 27th Apr 2016
    HappyTauren: While not a model in the traditional sense, this resource seems to function as a proper template for high resolution loading screens. Thus approved.
     
  2. TriggerHappy

    TriggerHappy

    Code Moderator

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    Very nice
     
  3. A Void

    A Void

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    This should not be in the models section, it is more of a tutorial type resource.
     
  4. Stanakin

    Stanakin

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    If it was in the tutorial section I'd never have seen this.
     
  5. JesusHipster

    JesusHipster

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    I think that it needs a simple script to run with in order to be useable. But that's still a very decent idea, sir.
     
  6. HappyTauren

    HappyTauren

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    What script?
     
  7. Softmints

    Softmints

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    @A Void: I agree it's not a great fit for the model section, but it's an imported asset of type .mdx, and there's some precedent for it. The mods are welcome to reassign this resource if they like.

    @JesusHipster: A script to automatically chop/convert images would definitely make this model more accessible, though I haven't the free time to invest in writing one. Anyone who's interested, please feel free to give this a try!
     
  8. FRENGERS

    FRENGERS

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    Thankssssssssssssss, People must be searching for this, for the best, high quality :D :D
    But I'm confused about the 8a, b, c.
    Should I import the war3mapImported\LoadingScreen_8a.blp
    war3mapImported\LoadingScreen_8b.blp
    war3mapImported\LoadingScreen_8c.blp ...??
    Like that??
     
  9. Softmints

    Softmints

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    @FRENGERS: I have updated the description for clarity; hope that helps.
     
  10. FRENGERS

    FRENGERS

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    alright thanks :D :D
     
  11. FRENGERS

    FRENGERS

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    Tutorial!

    So here you go, if you want to use this, you can try my tutorial.

    What you must import in to your map:
    1. 9 BLP files
    2. 1 MDX files


    Image specification:
    1. 8 images with the size of 512px * 512px
    2. 1 images with the size of 512px * 256px (Landscape)


    HERE's the texture that WORKS PERFECTLY with HD Quality!
    http://www.hiveworkshop.com/forums/attachment.php?attachmentid=153682&stc=1&d=1460005637
    Just extract and import them all to your map with the path of war3mapImported\LoadingScreen_#.blp etc. etc. to see how it works!
    Other than war3mapImported won't works!
    Imports!

    [​IMG]


    And import the model file to your map, remove the "war3mapImported" and now, follow this image below
    Click!

    [​IMG]


    AND THAT'S IT!
    You're done!
     

    Attached Files:

  12. KOYK GR

    KOYK GR

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    wow very nice! well yea if it was on the tutorial section i too would never have seen it.what if you make a tutorial and link the model from here? that will satisfy both ends?
     
  13. Kyrbi0

    Kyrbi0

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    I love stuff like this, even if I would never use it.
     
  14. Molot

    Molot

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    thank you very much to the author, has applied to your project, one can see the difference between before and after, and potrptil only 10 KB.

    5/5
    _________
    для парней из россии, вот ссылка с подробным описанием: xgm.guru/p/wc3/loadingscreenhd
     
  15. Dr Super Good

    Dr Super Good

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    All the images will take well over 2MB at a decent quality.

    Does WC3 really only support up to 512*512 textures?

    Also no 4k support?
     
  16. A Void

    A Void

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    With .BLP it is limited to 512x512 in resolution. Using .TGA however will bypass this limit, I have used TGA to make high quality textures (I tried 3000x3000) without cutting anything. The only downside is that it takes more file space.

    For me this "resource" is useless as I would use .TGA.
     
  17. HappyTauren

    HappyTauren

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    I hope you do realize that an uncompressed .TGA of 1920x1080 resolution can take up to 8 megabytes?

    This might be useless to people who are beyond help (aka use poorly compressed formats like targa), others, who still want high resolution images but with sensible compression, will use this and shave more way more than half the size.
     
  18. Dr Super Good

    Dr Super Good

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    Except BLP JPEG compression reduces image quality. Maybe not cognitively on some images but ultimately still a bit which sort of goes against the reason why someone would do this.
     
  19. pyf

    pyf

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    Low texture size for loading screens is a vestige from the 90's, when 3dfx video cards were king. Maximum texture size for Voodoo / Voodoo 2 was officially 256x256. Using well-known trick shown (and *improved*) in OP, game developers could support these extremely popular (and great back then) video cards.


    General considerations (may apply for optimizing images for loading screens, but not only, therefore I will be more or less off-topic here - text below might fit somewhere in the Hive)

    image file size optimization in video games - an uneducated, personal point of view
    Fundamentally, game developers want to hit the sweet spot between different factors, for the visual result they want to achieve in-game, depending on the lowest-denominator computer targeted.

    Factors to take into consideration are :

    - image resolution
    - color depth of image (= bpp)
    - color depth of game rendering
    - loading time of image
    - memory used by image display
    - hdd space used by image file
    - hdd performance
    - game engine possibilities
    - lowest target video card (onboard RAM, max texture size, ...)
    - lowest target computer (PII @350 Mhz, anyone ?)
    - general visual impact while playing

    TGA (without RLE compression) takes huge amounts of hdd space, but loads very fast (like BMP). They are not OS centered (unlike BMP). They were created for professionals in 2D computer image work, mainly.

    Compressed formats (like PNG) take less hdd space, bu take longer to load (depending on compression factor used). Additional optimizations can be done to further reduce hdd space (using PNGout).

    Lossy formats (like JPG), though 24 bit, might produce visual artifacts in game, but files are always smaller than PNG. As with PNG, additional optimizations can be done (using RIOT ; requires a bit of training).

    PCX file format is antique and nearly forgotten, but might still be interesting to try out in video games (some 3rd party game engines might still support it).

    For most game textures ingame (including loading screens most of the time), 256 colors (that is, 8-bit) are enough imho. If someone tells you your 256 color textures suck ingame, then it simply means your game is boring.
    When using 256 color textures, do not use Floyd-Steinberg diffusion. It was nice in the 90's on CRT monitors, but visual results will be unbearable by today's visual standards on TFT / HDTV screens. See WC2's win/lose screens to see what I mean. Plus, Floyd-Steinberg diffusion will increase file size, all for nothing imho.
    Hicolor / Truecolor seems more or less mandatory with color gradients. Like, for example, rendering a sunny evening sky, which might also require a high-resolution texture. Flares also come to mind.
    How can I experiment with these ideas (including for loading screens)?
    For experimentation, I suggest using IrfanView. With it, you can easily see how image formats / optimizations, modify file size / loading time in milliseconds / memory used / image quality. Please remember that visual image quality in IrfanView is *not* the perceived visual image quality in-game, because the game engine also has an incidence here with rendering.

    With WC3, we are currently stuck with a monolithic game engine, which may have his own issues / quirks. I already read the blp format is kind of evil. I might have a look at it one day.

    Thus, for easy experimentation with a game engine, I suggest using DarkPlaces (a feature-rich and versatile Quake engine). You may use Quake Revitalization Project's textures (24 bit, no alpha channel) as a base.

    That way, you can save lots of hdd space / memory, and game loads faster depending on your own choices, with little to no visual loss).
    Depending on your multiple choices, you can get great speed / hdd space savings (up to -50% loading times, using far less memory, for no visual quality loss in-game). And probably have highly optimized, high resolution loading screens in the process (yeah, desperately trying to stay on-topic here).