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The BLP file contain the JPEG header and the JPEG raw data separated.
BLP stands for "Blip" file which I guess is a "BLIzzard Picture".
Header
| Type | Description |
|
| char[4]
| file ID (should be "BLP1")
|
| int
| 0 for JPGblp, 1 for Palette
|
| int
| 0x00000008 = has alpha, 0x00000000 = no alpha
|
| int
| image width
|
| int
| image height
|
| int
| flag for team colors (usually 3, 4 or 5). If >=5 on 'unit' textures, it won't show the team color.
|
| int
| always 0x00000001, if 0x00000000 the model that uses this texture will be messy.
|
| int
| mipmap offset (offset from the begining of the file)
|
| int[15]
| unknown
|
| int
| mimmap size (header size) "h" (usually 0x00000270)
|
| byte[h]
| header
|
| int
| mimmap size (header size) "h" (usually 0x00000270)
|
| byte[h]
| header
|
followed by 0 bytes until the begining of the jpeg data.
address=mipmap offset: raw jpeg data till the end of the file