<BackgroundSimpleScallingTexture><ClassTypeID>285694784</ClassTypeID><BackgroundSimpleTexture><ClassTypeID>285694785</ClassTypeID><BackgroundTiledTexture><ClassTypeID>285694786</ClassTypeID>
Regarding mipmaps, you just need a simple rule - always disable their generation (if it's an interface texture).
Here are some more of my observations while working on the game interface:
<Type>REGULAR</Type><ConversionType>CONVERT_ORDINARY</ConversionType>
<Type>REGULAR</Type><ConversionType>CONVERT_TRANSPARENT_ADD</ConversionType>
and<Type>REGULAR</Type><ConversionType>CONVERT_TRANSPARENT</ConversionType>
TF_565
TF_4444
TF_8888
TF_DXT5
TF_DXT4
TF_DXT3
TF_DXT1
EPA_HIGH_END - align to right\bottom edge
EPA_LOW_END - align to left\top edge
EPA_MARGIN - stretch across the entire screen
ERA_CENTER - position at center
can be used together with values (x\y) in the Position section; they won't be taken into account as long as the value in the Second section = false.
I also noticed that you're not working with buttons "correctly" - they can be combined into groups and track visual state
[spoiler=Something like this:]
To do this, in the files:SpellsInfoTableButton.(WindowMSButton).xdbBloodInfoTableButton.(WindowMSButton).xdbCreatureInfoTableButton.(WindowMSButton).xdbElementInfoTableButton.(WindowMSButton).xdbHeroesInfoTableButton.(WindowMSButton).xdbNecroInfoTableButton.(WindowMSButton).xdb
Set:
<ButtonStates>
<Item>
<MessageOnEnterState/>
<CommandsOnEnterState>
<Commands/>
<Reversable>false</Reversable>
</CommandsOnEnterState>
<CommandsOnRightClick>
<Commands/>
<Reversable>false</Reversable>
</CommandsOnRightClick>
<commandsOnLDblKlick>
<Commands/>
<Reversable>false</Reversable>
</commandsOnLDblKlick>
<WaitVisual>false</WaitVisual>
<ReverseCommands>false</ReverseCommands>
<Name/>
</Item>
<Item>
<MessageOnEnterState/>
<CommandsOnEnterState>
<Commands/>
<Reversable>false</Reversable>
</CommandsOnEnterState>
<CommandsOnRightClick>
<Commands/>
<Reversable>false</Reversable>
</CommandsOnRightClick>
<commandsOnLDblKlick>
<Commands/>
<Reversable>false</Reversable>
</commandsOnLDblKlick>
<WaitVisual>false</WaitVisual>
<ReverseCommands>false</ReverseCommands>
<Name/>
</Item>
</ButtonStates>
<ButtonGroupID>1</ButtonGroupID>
<AutoChangeState>true</AutoChangeState>
<PushEffect>
<Commands/>
<Reversable>false</Reversable>
</PushEffect>
<State>0</State>
<TextFileRef href=""/>
<TextFormat/>
</WindowMSButton>
<Item>
...
...
<DefaultSubState>BST_NORMAL</DefaultSubState>
<VisualOnEnterState>
<Commands>
<Item href="Open.(UISSendUIMessage).xdb#xpointer(/UISSendUIMessage)"/>
</Commands>
<Reversable>false</Reversable>
</VisualOnEnterState>
</Item>
<Item>
...
...
<DefaultSubState>BST_NORMAL</DefaultSubState>
<VisualOnEnterState>
<Commands>
<Item href="Close.(UISSendUIMessage).xdb#xpointer(/UISSendUIMessage)"/>
</Commands>
<Reversable>false</Reversable>
</VisualOnEnterState>
</Item>
</VisualStates>
<TriggerMode>BCST_ON_PUSH</TriggerMode>
</WindowMSButtonShared>
[/spoiler]
К. Прутков-инженер. Мысль № 77.
Многие вещи нам непонятны не потому, что наши понятия слабы; но потому, что сии вещи не входят в круг наших понятий.
© Козьма Прутков