2007-06-13 16:21:11 +00:00
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32bpp and OpenTTD
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2011-01-16 13:36:47 +00:00
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Last updated: 2007-06-13
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------------------------------------------------------------------------
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2007-06-13 16:21:11 +00:00
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2011-01-16 13:36:47 +00:00
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Table of contents
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-----------------
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1.0) About
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2.0) The format
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1.0) About
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---- -----
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2007-06-13 16:21:11 +00:00
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OpenTTD has 32bpp support. This means: OpenTTD still is 8bpp, but it has the
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posibility to override the graphics with 32bpp. This means that it isn't a
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replacement of grf or newgrf, but simply an addition. If you want to use 32bpp
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graphics of a newgrf, you do need the newgrf itself too (with 8bpp graphics).
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2011-01-16 13:36:47 +00:00
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2.0) The format
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---- ----------
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2007-06-13 16:21:11 +00:00
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32bpp images are stored in PNG. They should go in:
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data/sprites/<grfname>/<SpriteID>.png
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For example, a grfname would be 'openttd' (without .grf, lowercase), and the
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SpriteID 3, to override the 3rd sprite in openttd.grf with a 32bpp version.
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The format of this PNG can be almost anything, but we advise to use RGBA
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format. Alpha-channel is fully supported.
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As the core of OpenTTD is 8bpp, and because you of course want company colours
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in your images, you will need to add a mask for every sprite that needs colour
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remapping. The name is simular as above, only you have to put a 'm' behind the
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2011-05-31 20:51:19 +00:00
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SpriteID. This image should be a 8bpp palette image with the OpenTTD
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DOS palette. Upon load of the PNG, the mask is loaded too, and overrides
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2007-06-13 16:21:11 +00:00
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the RGB (not the Alpha) of the original PNG image, and replacing it with a
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8bpp color remapped and converted to 32bpp.
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2010-01-01 18:45:40 +00:00
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Another thing that OpenTTD needs in your png, is 2 tEXt chunks: x_offs and
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2007-06-13 16:21:11 +00:00
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y_offs. This to define the x- and y-offset, of course. Use the tool we supply
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to add this information. Sadly enough most graphical editors trashes those
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chunks upon save, so you have to readd it every time you save your image.
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Your images should be the same as the grf, in size.
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