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-32bpp and OpenTTD
-Last updated: 2007-06-13
-------------------------------------------------------------------------
-
-
-Table of contents
------------------
-1.0) About
-2.0) The format
-
-
-1.0) About
----- -----
-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).
-
-
-2.0) 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.
-
-Another 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.