 19513f2604
			
		
	
	19513f2604
	
	
	
		
			
			-Codechange: store the SpriteID in the spritecache too -Add: add a PNG loader for graphical files -Documentation: added a document to explain the PNG format
		
			
				
	
	
		
			37 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			37 lines
		
	
	
		
			1.6 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
| 32bpp and OpenTTD
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| =================
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| 
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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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| 
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| 
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| The Format
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| ----------
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| 
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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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| 
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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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| 
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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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| 
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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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| SpriteID. This image should be a 8bpp palette image, where the palette is the
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| OpenTTD palette. Upon load of the PNG, the mask is loaded too, and overrides
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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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| 
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| An other thing that OpenTTD needs in your png, is 2 tEXt chunks: x_offs and
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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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| 
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| Your images should be the same as the grf, in size.
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| 
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