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.BLP files are texture files used by games made by Blizzard Entertainment. While Blizzard provides an Interface AddOn Kit for extracting the user interface files from the World of Warcraft .MPQs, they do not provide a utility to view the .BLP files contained within. Also, .BLP graphics were used for Warcraft III, and are also stored within .MPQs. Blizzard Entertainment, a division of Vivendi Games, is an American computer game developer and publisher headquartered in Irvine, California. ...
The user interface is the part of a system exposed to users. ...
World of Warcraft (commonly abbreviated as WoW) is a massive multiplayer online role-playing game (MMORPG) developed by Blizzard Entertainment and is the fourth game in the Warcraft series, excluding expansion packs and the cancelled Warcraft Adventures: Lord of the Clans. ...
MPQ (MoPaQ, short for Mike OBrien PAQ, named after its creator), is an archive file format used in several of Blizzard Entertainments games, including Diablo, Diablo II, StarCraft, Warcraft III and World of Warcraft. ...
MPQ (MoPaQ, short for Mike OBrien PAQ, named after its creator), is an archive file format used in several of Blizzard Entertainments games, including Diablo, Diablo II, StarCraft, Warcraft III and World of Warcraft. ...
Format
The file starts with a proprietary header, followed by the texture data. The texture data are typically stored in DXT1, DXT3, uncompressed or possibly DXT5. It is important to note that the size of the image is a power of 2. S3 Texture Compression (S3TC) (sometimes also called DXTn) is a group of related image compression algorithms originally developed by S3 Graphics, Ltd. ...
S3 Texture Compression (S3TC) (sometimes also called DXTn) is a group of related image compression algorithms originally developed by S3 Graphics, Ltd. ...
S3 Texture Compression (S3TC) (sometimes also called DXTn) is a group of related image compression algorithms originally developed by S3 Graphics, Ltd. ...
Converters Several third party applications exist that can convert .BLP files to .tga files and vice versa. Some of the programs were made for Warcraft III textures though, and don't work for all Blizzard game textures. These converters have become very important to the Warcraft III modding community, and have been the doorway to the vast amount of customised skins available for download. Truevisions (now Pinnacle Systems) TGA File Format, often referred to as TARGA File Format, is a raster graphics file format. ...
Warcraft III: Reign of Chaos, released by Blizzard Entertainment in 2002, is a real-time strategy computer game // Overview An in-game screenshot of humans (blue) fighting orcs (red). ...
Specification Note that all types are little-endian. When integers or any other data are represented with multiple bytes, there is no unique way of ordering of those bytes in memory or in a transmission over some medium, and so the order is subject to arbitrary convention. ...
Only the BLP2 format is shown here; for the BLP1 format, refer to BLP version 1 format specifications
BLP2 Format struct BLP2Header { FourCC ID; // Always 'BLP2' UInt32 Type; UInt8 Encoding; UInt8 AlphaDepth; UInt8 AlphaEncoding; UInt8 HasMips; UInt32 Width; UInt32 Height; UInt32 Offsets[16]; UInt32 Lengths[16]; RGBAColor8 Palette[256]; }; Type 0: JPEG compression 1: Uncompressed or DirectX compression Encoding 1: Uncompressed 2: DirectX compression AlphaDepth 0: No alpha channel 1: 1 bit alpha 8: 8 bit alpha AlphaEncoding 0: DXT1 alpha (0 or 1 bit alpha) 1: DXT2/3 alpha (4 bit alpha) 7: DXT4/5 alpha (interpolated alpha) HasMips 0: No mip levels 1: Mip levels present (the number of levels is determined by the image size) Width, Height: Dimensions of the image in pixels (always a power of two) Offsets[0]: Offset from the start of the file to the image data Lengths[0]: Length in bytes of the image data Palette: 4-byte RGBA color values for paletted textures (this field is present regardless of whether the texture actually uses palettes) Type 1 Encoding 1 AlphaDepth 0 (uncompressed paletted image with no alpha) Each byte of the image data is an index into Palette which contains the actual RGB value for the pixel. Although the palette entries are 32-bits, the alpha value of each Palette entry may contain garbage and should be discarded.
Type 1 Encoding 1 AlphaDepth 1 (uncompressed paletted image with 1-bit alpha) This is the same as Type 1 Encoding 1 AlphaDepth 0 except that immediately following the index array is a second image array containing 1-bit alpha values for each pixel. The first byte of the array is for pixels 0 through 7, the second byte for pixels 8 through 15 and so on. Bit 0 of each byte corresponds to the first pixel (leftmost) in the group, bit 7 to the rightmost. A set bit indicates the pixel is opaque while a zero bit indicates a transparent pixel.
Type 1 Encoding 1 AlphaDepth 8 (uncompressed paletted image with 8-bit alpha) This is the same as Type 1 Encoding 1 AlphaDepth 0 except that immediately following the index array is a second image array containing the actual 8-bit alpha values for each pixel. This second array starts at BLP2Header.Offset[0] + BLP2Header.Width * BLP2Header.Height.
Type 1 Encoding 2 AlphaDepth 0 (DXT1 no alpha) The image data are formatted using DXT1 compression with no alpha channel. S3 Texture Compression (S3TC) (sometimes also called DXTn) is a group of related image compression algorithms originally developed by S3 Graphics, Ltd. ...
S3 Texture Compression (S3TC) (sometimes also called DXTn) is a group of related image compression algorithms originally developed by S3 Graphics, Ltd. ...
Type 1 Encoding 2 AlphaDepth 1 (DXT1 one bit alpha) The image data are formatted using DXT1 compression with a one-bit alpha channel. S3 Texture Compression (S3TC) (sometimes also called DXTn) is a group of related image compression algorithms originally developed by S3 Graphics, Ltd. ...
S3 Texture Compression (S3TC) (sometimes also called DXTn) is a group of related image compression algorithms originally developed by S3 Graphics, Ltd. ...
Type 1 Encoding 2 AlphaDepth 8 AlphaEncoding 1(DXT3) The image data are formatted using DXT3 compression. S3 Texture Compression (S3TC) (sometimes also called DXTn) is a group of related image compression algorithms originally developed by S3 Graphics, Ltd. ...
S3 Texture Compression (S3TC) (sometimes also called DXTn) is a group of related image compression algorithms originally developed by S3 Graphics, Ltd. ...
Type 1 Encoding 2 AlphaDepth 8 AlphaEncoding 7(DXT5) The image data are formatted using DXT5 compression. S3 Texture Compression (S3TC) (sometimes also called DXTn) is a group of related image compression algorithms originally developed by S3 Graphics, Ltd. ...
S3 Texture Compression (S3TC) (sometimes also called DXTn) is a group of related image compression algorithms originally developed by S3 Graphics, Ltd. ...
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