Now change the text in the Text-box from 'war3mapImported\CUSTOM_MINIMAP.TGA' to 'war3mapMap.tga'. Check off the Check-Box for 'Use custom path'. This will open the Imported File Properties dialogue. They should now be displayed in the Import Manager like such:įile (KB).Full PathĬUSTOM_/3mapImported\CUSTOM_MINIMAP.TGAĬUSTOM_/Texture.48.war3mapImported\CUSTOM_PREVIEW.TGAĭouble click the larger image you will be using as your custom minimap. TGA files you will use for your Minimap and Preview. From the menu bar, select File, Import File (Ctrl+I). Now open the Import Manager from the Module menu (Alt, M, I). In the top left cornor check off the check-box to select 'Use Custom Game Interface' (This option is not strictly necessary). I.e.Ĭ:\Program Files\Warcraft III\CUSTOM_MINIMAP.TGAĬ:\Program Files\Warcraft III\CUSTOM_PREVIEW.TGAįrom the menu bar select Advanced, then Game Interface. TGA image file, move it into the Warcraft III directory. If you wish to have a Preview image that is different from the Mimimap image, this file should be 128x128 pixels and 48 KB in size. If you are still having problems, try downloading BLP lab and optimizing/saving the image with that application.) Make sure all layers of your image are merged before saving. (If your attributes are correct but your file size is off, the image has not been saved correctly. The file name on disk is not important, but the image must be in the TGA format The Minimap image MUST be exactly 256x256 pixels and 192 KB in size. I am using a Ulead application, however you can convert files from. tga format used by Warcraft III for textures. Note: For this tutorial you will need an application to save image files to the. For more information check out the documentation.Īs of January 1st 2017, ReShade is open sourced under the terms and conditions of the BSD 3-clause license! You can help development with your own contributions via the official GitHub repository.After scouring the forums for an hour or so trying to figure out what was happening with my minimap (was getting fatal error for having a 128x128 image instead of 256x256 as the war3mapMap.tga), I decided to post this tutorial even though I'll probably get flamed like a spirit walker in ethereal form because all of this information was so scattered. ReShade 5.0 introduced a powerful add-on API that makes it possible to write add-ons for both ReShade and the games it is used with (this is only enabled in the ReShade build with full add-on support, which is unsigned). Write your shaders just once, they'll work everywhere, regardless of your target being Direct3D, OpenGL or Vulkan: ReShade takes care of compiling them to the right shader model and language (HLSL, GLSL or SPIR-V). The syntax is based on HLSL, adding useful features designed for developing post-processing effects: Define and use textures right from the shader code, render to them, change renderstates, retrieve color and depth data, request custom values like timers or key states. ReShade features its very own shading language and compiler, called ReShade FX. NET Framework 4.6.2 or higher installed is required. ReShade supports all of Direct3D 9, Direct3D 10, Direct3D 11, Direct3D 12, OpenGL and Vulkan.Ī computer with Windows 7 SP1, 8.1, 10 or 11 and.
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