I haven't tried a 48x48 texture. I don't see why it wouldn't work, but you never know. Make sure you don't have mipmaps saved with your textures - sc2 doesn't use them properly anyways from what I remember (it generates its own).
I always use TGA as my source and I use export exclusively.
Commit is bugged. Don't use commit. First export with "make dds", then export with "use mopaq paths" to produce an m3 that looks in assets/textures/. Then manually place files in project.
I personally couldn't get alpha channel for A to on ARGB textures to actually work for some reason in a lot of cases and had to use specific alpha textures for those cases. Not sure if that's me being stupid or not.
That is really, really weird.
Have you tried manually converting them to dds and importing them yourself?
I haven't tried a 48x48 texture. I don't see why it wouldn't work, but you never know. Make sure you don't have mipmaps saved with your textures - sc2 doesn't use them properly anyways from what I remember (it generates its own).
I always use TGA as my source and I use export exclusively.
That is really odd. Have you tried using a different format for your source textures?
Commit is bugged. Don't use commit. First export with "make dds", then export with "use mopaq paths" to produce an m3 that looks in assets/textures/. Then manually place files in project.
I personally couldn't get alpha channel for A to on ARGB textures to actually work for some reason in a lot of cases and had to use specific alpha textures for those cases. Not sure if that's me being stupid or not.