thefiremind wrote:In order to work in the game after compression, TDX files need to have height and width multiples of 4. If you copy the size from the official TDX files you can't really go wrong.
Actually I was working with sizes in multiples of 4 and even then they don't always work. I'm trying to avoid resizing the original images I have too much to try and avoid artifacts.
Edit 2013-05-22: I've managed to get the game to recognize images using most images (only if they have both dimensions in multiples of 4) now that I'm using a modified version of Gibbed Tools instead of Eglin's tool.
thefiremind wrote:About the Eldrazi, DotP2012 used 712x1024 pictures, so if you have a very high-quality image you can use this size and lose less detail.
That is nice to know, I did not know what size images DotP 2012 used.
thefiremind wrote:You made me really curious there...

Well, it won't be much longer, I'm now about 99% done. Once I finish there are still tests to run (mostly beta tests as most of the alpha tests are done), but barring anything major I should be releasing either Friday (2013-05-24) or Saturday (2013-05-25).
teferionice wrote:And... the WAD editor now crashes.
[/quote]Oh, I forgot to respond to this. Here I assume you are talking about WadEdit, which has a bug in it that causes the program to crash if it encounters a card XML with no underscore, "_", in it. Thus when processing my mod it crashes on RESURRECTION.XML, it has no Multiverse Id in the filename (thus no underscore) because I can't find a Multiverse Id associated with that picture for
Resurrection (the pic is the one used in DotP 2010).