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    • *Images should be of an appropriate format. Don't use JPG if transparency should be used, and likewise, avoid using PNG for large ima ...animation must serve a purpose as well, or it will be replaced with a PNG/JPG still image.
      3 KB (439 words) - 11:29, 11 February 2014
    • ...nd-color: #CBFFB5;" | <span style="display: none;">1</span> BMP, TGA, PNG, JPG ...nd-color: #CBFFB5;" | <span style="display: none;">1</span> BMP, TGA, PNG, JPG
      22 KB (2,713 words) - 03:11, 12 November 2019
    • ...nes, though PNG is supported by both [[MegaGlest]] and [[GAE]], as well as JPG is supported by MegaGlest and soon to be support by GAE.
      2 KB (332 words) - 20:24, 19 June 2016
    • * Additional Support for JPG and PNG textures for models
      2 KB (252 words) - 06:17, 19 June 2016
    • | {{T|JPG}} | {{JPG}}
      11 KB (1,564 words) - 11:30, 11 February 2014
    • ...ap file, with an extra '.jpg' extension, example filename: <tt>mapfile.mgm.jpg</tt> ...t.org/maps/no_masters.mgm', 'http://mods.megaglest.org/maps/no_masters.mgm.jpg', '0'),
      3 KB (511 words) - 21:59, 19 June 2016
    • [[File:Ea screen 2.jpg|200px]] [[File:Enemies and Allies (screenshot).jpg|200px]]
      4 KB (703 words) - 20:43, 19 June 2016
    • ...upports uncompressed TGA and BMP, though GAE and MegaGlest add support for JPG and PNG as well. This applies to all instances of images, with PNG being th
      5 KB (782 words) - 00:37, 19 March 2017
    • ...on, which will be displayed on the HUD. In MegaGlest they can be BMP, TGA, JPG, or PNG. ...ify their own cancel icon in the [[Upgrade XML]]). Images can be BMP, TGA, JPG, or PNG.
      13 KB (2,136 words) - 01:03, 11 October 2019
    • ...onal supported texture format to convert the model's texture to (TGA, BMP, JPG, or PNG).
      11 KB (1,634 words) - 18:28, 20 June 2016