Comments (5)
Artifacts only occur on the outside of the asset which can be removed in post production.
Not a priority and will get a no fix for now.
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@PixieCore That's not true! The artefacts are about 27 pixels long but the image size is 4256x4256 which leads to 4256 - 27 = 4229 which is still not 4096 !
I've also checked the relative positions from an origin like top left and the positions are NOT correct. Some maps seems to be shifted from one side to another and the arena maps are looking like they are shifted to the top left corner which results in transparent artefacts on the right and bottom side.
Please reopen and have a look again.
from legionplus.
i'll reopen this but i don't expect it to be fixed any time soon.
we don't really understand how ui image data is supposed to be interpreted by the game, so it's kinda difficult to tell where the extraction "goes wrong" (or where it deviates from a "accurate" image)
from legionplus.
How about handling them like normal images?
As far as I remember the old Legion tool were extracting them like that. Of course, it's way more nice to have them sorted as uiimages, but I prefere perfectly extracted images and sort it later on.
from legionplus.
unfortunately it's not possible to treat it like that anymore:
tldr; respawn changed how ui images work in season 11
in season 11, respawn made a pretty major change to how UI images are stored/handled by the game, introducing the "uiia" asset type (which is "UI Image" in LegionPlus)
this is totally different to how ui images used to be handled, where there was a "txtr" asset ("Image" in LegionPlus, the asset that you would have exported previously) referenced by a "uimg" asset (currently unused by the game)
with this new asset type, the image data is split into chunks of different formats (BC7U and BC1U), which are defined by some kind of table at the start of the asset's raw data
the image data is also "swizzled", and sometimes even compressed, requiring a whole lot of extra processing
all of this was reversed by Porter before we started working on LegionPlus, and consequently no one else really knows how it works
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