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Images?

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You mean like in the Rexxar campaign where the panda picture pops up? I have not seen it done before, I wish I knew lol.
"Cinematic - Fade Filter" function. Though, I'm not sure if you can rescale it on fade filter actions. You also have the option to use "Image" functions where you create one at a specific position, and resize it. Keep in mind that they need an alpha channel in order to be displayed properly.
 
"Cinematic - Fade Filter" function. Though, I'm not sure if you can rescale it on fade filter actions. You also have the option to use "Image" functions where you create one at a specific position, and resize it. Keep in mind that they need an alpha channel in order to be displayed properly.
I will add to this by mentioning that the fade filters might not have a 1:1 pixel aspect ratio. Since WC3 is designed around 4:3 care must be taken that the resulting display of the image at 4:3 resolutions is aspect ratio correct. Nothing worse than rectangular squares.

The way ground images work means that the used image must have a 1 pixel completely transparent alpha border. The 4*4 tile chunks get a 4*4 tile overlay drawn on top of them. This is composed by positioning the UV wrap cords such that the image will be in the correct place and correct size. However since this means a lot of the UV coordinates are then out of range, tiling behaviour occurs. In the case of these overlay chunks the tiling behaviour is clamp to edge. If the edge is transparent alpha, eg a 1 pixel transparent boarder, the result looks good. If the edge is not completely transparent the result looks terrible as the opaque boarder pixels are stretched to the edges of the 4*4 overlay chunk, completely masking the underlying terrain.
 
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