mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-17 21:25:40 +00:00
37 lines
1.6 KiB
Plaintext
37 lines
1.6 KiB
Plaintext
|
32bpp and OpenTTD
|
||
|
=================
|
||
|
|
||
|
OpenTTD has 32bpp support. This means: OpenTTD still is 8bpp, but it has the
|
||
|
posibility to override the graphics with 32bpp. This means that it isn't a
|
||
|
replacement of grf or newgrf, but simply an addition. If you want to use 32bpp
|
||
|
graphics of a newgrf, you do need the newgrf itself too (with 8bpp graphics).
|
||
|
|
||
|
|
||
|
The Format
|
||
|
----------
|
||
|
|
||
|
32bpp images are stored in PNG. They should go in:
|
||
|
data/sprites/<grfname>/<SpriteID>.png
|
||
|
|
||
|
For example, a grfname would be 'openttd' (without .grf, lowercase), and the
|
||
|
SpriteID 3, to override the 3rd sprite in openttd.grf with a 32bpp version.
|
||
|
|
||
|
The format of this PNG can be almost anything, but we advise to use RGBA
|
||
|
format. Alpha-channel is fully supported.
|
||
|
|
||
|
As the core of OpenTTD is 8bpp, and because you of course want company colours
|
||
|
in your images, you will need to add a mask for every sprite that needs colour
|
||
|
remapping. The name is simular as above, only you have to put a 'm' behind the
|
||
|
SpriteID. This image should be a 8bpp palette image, where the palette is the
|
||
|
OpenTTD palette. Upon load of the PNG, the mask is loaded too, and overrides
|
||
|
the RGB (not the Alpha) of the original PNG image, and replacing it with a
|
||
|
8bpp color remapped and converted to 32bpp.
|
||
|
|
||
|
An other thing that OpenTTD needs in your png, is 2 tEXt chunks: x_offs and
|
||
|
y_offs. This to define the x- and y-offset, of course. Use the tool we supply
|
||
|
to add this information. Sadly enough most graphical editors trashes those
|
||
|
chunks upon save, so you have to readd it every time you save your image.
|
||
|
|
||
|
Your images should be the same as the grf, in size.
|
||
|
|