jacmac 2 Posted March 22, 2014 (edited) Solved: Make sure the source image dimensions are a power of 2 (32x32, 64x64, 512x128, 64x256, etc). Step one, use GIMP to export TGA (no RLE compression): Step two, load in TexView and export as a paa (no changes made): Step three, define the class: class BBR_RscPicture { access = 0; type = CT_STATIC; style = ST_PICTURE; idc = -1; shadow = 0; fixedWidth = 0; x = 0; y = 0; w = 0.200000; h = 0.150000; colorText[] = {1, 1, 1, 1}; colorBackground[] = {1, 1, 1, 1}; font = "PuristaMedium"; sizeEx = 0; size = 0; }; class BBR_Ribbon: BBR_RscPicture { idc = 12003; text = "bbr\ribbon.paa"; x = -3.5 * GUI_GRID_W + GUI_GRID_X; y = 23 * GUI_GRID_H + GUI_GRID_Y; w = 27 * GUI_GRID_W; h = 3.5 * GUI_GRID_H; }; And finally, the blown output in game; what did I do wrong that caused the colors to be fouled? Edited March 23, 2014 by Jacmac Share this post Link to post Share on other sites
loki 1 Posted March 23, 2014 colorText[] = {1, 1, 1, 1}; colorBackground[] = {1, 1, 1, 1}; try: colorText[] = {-1,-1, -1, -1}; colorBackground[] = {-1, -1, -1, -1}; had the same thing happening to me. Share this post Link to post Share on other sites
jacmac 2 Posted March 23, 2014 The problem turns out to be the image dimensions. Everything has to be scaled to a power of 2, or the export from Texview will be screwed up. If you don't see ARGB8888 or DXTx in the output box, the export is going to be bad. It will look OK in Texview, but in game it will be wrong. Share this post Link to post Share on other sites