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04-11-16, 06:40 AM   #1
MunkDev
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Question Texture atlas list?

I was just curious whether there's an actual complete list of the texture atlas that Blizzard uses nowadays? Dumping individual atlas entries with GetAtlasInfo is fairly cumbersome when you're looking to do bulk work efficiently. I'm also trying to use some of the newer textures found in the beta texture repo and would ideally avoid having to use Photoshop to crop out individual parts, since pretty much all new textures in Legion use the atlas system.

This is what Rygarius said about where the information comes from:
The system doesn't support creating your own; it's tied to our internal database and editors. You only need to know about our atlas if you reuse our textures.
Is there any way to get a hold of this data without cobbling together code to scan the whole interface for atlas textures and dumping the data into a saved variable?
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Last edited by MunkDev : 04-11-16 at 06:58 AM.
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04-11-16, 09:03 AM   #2
MunkDev
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I put together an addon for this purpose on live servers, although it obviously won't help with Legion textures until addons are enabled on the beta client.

http://www.wowinterface.com/download...asScanner.html
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04-13-16, 03:49 PM   #3
ykiigor
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All legion atlas list in lua table
http://pastebin.com/qpEHYhrj
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04-13-16, 04:53 PM   #4
MunkDev
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Thanks! Mind if I ask how this data was procured?
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04-14-16, 10:28 AM   #5
ykiigor
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From WoW DB files. You need FileDataComplete.db2, UiTextureAtlas.db2 and UiTextureAtlasMember.db2
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05-03-16, 10:47 AM   #6
galvin
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Is there anyway to find the texture file that the atlas uses?
I used the pastebin link, but the addon never put pathnames in the saved lua file.

Last edited by galvin : 05-03-16 at 10:54 AM.
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05-03-16, 12:04 PM   #7
MunkDev
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The addon does put path names in the saved variable and the pastebin has a list of every single texture that's referenced. Maybe you misunderstood the output?

This is what a texture path looks like.
Lua Code:
  1. [[Interface\PETBATTLES\PetBattleHUDAtlas.blp]]
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05-06-16, 10:59 AM   #8
galvin
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I got something like this after scanning

Code:
AtlasScan = {
	["Insanity-Tentacles"] = {
		1252243, -- [1]
		129, -- [2]
		30, -- [3]
		0.00390625, -- [4]
		0.5078125, -- [5]
		0.68359375, -- [6]
		0.80078125, -- [7]
		false, -- [8]
		false, -- [9]
	},
	["UI-Character-Info-Title"] = {
		1400895, -- [1]
		196, -- [2]
		40, -- [3]
		0.0009765625, -- [4]
		0.1923828125, -- [5]
		0.6982421875, -- [6]
		0.7373046875, -- [7]
		false, -- [8]
		false, -- [9]
	},
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05-06-16, 01:07 PM   #9
TOM_RUS
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Originally Posted by galvin View Post
I got something like this after scanning
And that makes sense, since client knows nothing about file names. You can still use names, but they are simply getting hashed, and file lookup performed by that hash internally.

Last edited by TOM_RUS : 05-06-16 at 01:11 PM.
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05-06-16, 03:40 PM   #10
MunkDev
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This is the format I get in my scan:
Lua Code:
  1. AtlasScan = {
  2.     ["minortalents-backplate"] = {
  3.         "Interface\\LevelUp\\MinorTalents.blp", -- [1]
  4.         418, -- [2]
  5.         169, -- [3]
  6.         0.001953125, -- [4]
  7.         0.818359375, -- [5]
  8.         0.46484375, -- [6]
  9.         0.794921875, -- [7]
  10.         false, -- [8]
  11.         false, -- [9]
  12.     },
  13.     ["QuestDetails-RewardsBottomOverlay"] = {
  14.         "Interface\\QuestFrame\\QuestMapLogAtlas.BLP", -- [1]
  15.         287, -- [2]
  16.         46, -- [3]
  17.         0.283203125, -- [4]
  18.         0.5634765625, -- [5]
  19.         0.7783203125, -- [6]
  20.         0.8232421875, -- [7]
  21.         false, -- [8]
  22.         false, -- [9]
  23.     },
  24. }
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05-06-16, 09:28 PM   #11
TOM_RUS
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You two just run that addon on different client versions :P
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05-07-16, 03:39 AM   #12
Resike
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What does the 8th and 9th paramerer means?
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05-07-16, 07:31 AM   #13
MunkDev
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Originally Posted by Resike View Post
What does the 8th and 9th paramerer means?
Horizontal and vertical tiling.
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05-10-16, 12:43 PM   #14
MunkDev
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Originally Posted by TOM_RUS View Post
And that makes sense, since client knows nothing about file names. You can still use names, but they are simply getting hashed, and file lookup performed by that hash internally.
How does this affect browsing or attempting to dump texture paths? Is this still doable?
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05-10-16, 03:22 PM   #15
TOM_RUS
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Originally Posted by MunkDev View Post
How does this affect browsing or attempting to dump texture paths? Is this still doable?
None of the API's return texture paths. They return filedataId instead. Other than that nothing changed. You can convert filedataId to actual file name using information from FileDataComplete.db2 (ofc it can't be done in game, game doesn't even use that db2 file for anything or ever loads it).

Last edited by TOM_RUS : 05-10-16 at 03:26 PM.
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05-10-16, 06:43 PM   #16
MunkDev
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That's a shame, but if this change reduces overhead then so be it. I was in the midst of developing a texture browser that would let you browse all textures in use in a hierarchical manner, like a file browser. I guess it won't be worth finishing it with Legion right around the corner.
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