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  #1  
Unread 12-12-2010, 12:59 PM
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Default Graphic sheets

Greetings,
I am not sure if anyone else ran into this issue or not so here it is with the fix.

Sony uses 512 x 512 graphic sheets, if you use a bigger graphics sheet (1280 x 1024 for example) when you use the sourcerect to select your graphic from the sheet, it will appear right in the UIbuilder but not in-game.
Now if you use say photoshop to grab the placement numbers of the graphic on your sheet, they will appear in-game correctly but not the UIbuilder.

The Fix: Don't be inventive, just stick with their 512 x 512 set-up.

If there is something I am missing here, let me know but this is my take on it and I didnt see any forum posts for it.

Thanks,
Draven
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  #2  
Unread 12-12-2010, 01:42 PM
gm9 gm9 is offline
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If by graphics sheet you are referring to the pixel size of the image files used by the UI, I can only say that even the default UI uses 1024x1024 and 2048x2048 image files without issues.
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  #3  
Unread 12-12-2010, 01:53 PM
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Quote:
Originally Posted by gm9 View Post
If by graphics sheet you are referring to the pixel size of the image files used by the UI, I can only say that even the default UI uses 1024x1024 and 2048x2048 image files without issues.
Than I must be missing something, if i use 1280 x 1024 and use the sourcerect by double clicking it so it brings up the graphic sheet in the UIbuilder, it uses the wrong coords.

If I use 512 x 512 it works fine. Now I can use photoshop for the coords and it shows in game fine just not the UIbuilder.

Could this perhaps be that mine aren't square?

Thanks,
Draven
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Unread 12-12-2010, 05:10 PM
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I personally would not try to make a DDS file that is not square and a power of two. I can at least think of a reason for the power of two part. You can't make mipmap levels for the textures without doing so.

2^0 = 1
2^1 = 2
2^2 = 4
2^3 = 8
2^4 = 16
2^5 = 32
2^6 = 64
2^7 = 128
2^8 = 256
2^9 = 512
2^10 = 1024
2^11 = 2048
2^12 = 4096
2^13 = 8192
2^14 = 16384

With 1280, at your 9th mipmap level, you'll have fractional pixels, which is impossible. Also the higher you go, the less likely the video card will support the texture size.
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Unread 12-12-2010, 05:17 PM
gm9 gm9 is offline
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The DDS spec is only requiring that each edge length be a multiple of 4. We are successfully using non-square DDS files in EQ2MAP. For everything else I have always used square DDS with edge lenghts being a power of 2 like Aditu said so I don't know whether there might be an issue there with the EQ2 UI.
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  #6  
Unread 12-12-2010, 06:28 PM
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Greetings,
This isn't a dds issue or UI issue but a UIbuilder issue. The graphic sheets work fine, just when you use the sourcerect picker in the UIbuilder it doesnt use the right coords.

Using the sourcerect value and double clicking it brings up your graphic sheet (image file) and you can move the right square around to select the part of the graphic sheet you want to use.

1280 x 1024 = UI builder picks wrong coords
840 x 840 = UIbuilder picks wrong coords

512 x 512 = UIbuilder picks right coords
1024 x 1024 = UIbuilder picks right coords

I am seeing a pattern here lol, thanks for the specs you listed. I still think this is a UIbuilder issue thouhg as the dds files, graphics and UI work just fine with the first 2 options just the UIbuilder doesn't.

Thanks,
Draven

Last edited by Draven_Caine : 12-12-2010 at 06:38 PM.
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  #7  
Unread 12-12-2010, 06:46 PM
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Greetings,
With all that mess figured out, what is the best size to work with for the eq2 UI graphic sheets? 512 x 512?

Thanks,
Draven
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  #8  
Unread 12-13-2010, 02:36 PM
Landiin Landiin is offline
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There is no "best size". For me it all depends on what I want on the "sheet". If it images I want to be of high quality I keep the "sheet" small as possible. things that don't really matter like frames and widgets I put on larger sheets at lower quality. This keeps the file size down and who knows what else. Ether way I keep the "sheet" square and of power of 2.
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Last edited by Landiin : 12-13-2010 at 02:38 PM.
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