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Android
Audio specifics
Benchmarking & stress testing OpenRCT2
Building OpenRCT2 on Linux
Building OpenRCT2 on MSYS2 MinGW
Building OpenRCT2 on Windows Subsystem for Linux
Building OpenRCT2 on Windows
Building OpenRCT2 on macOS using CMake
Building OpenRCT2 on macOS using Xcode
CSS1.DAT
Changes to original game
Changes to the SV6 file format
Cheats
Coding Style
Commit Messages
Converting Game Commands to Game Actions
Custom Music and Ride Music Objects
Debugging OpenRCT2 on macOS
Decompiling Tips IDA
Decompiling Tips OllyDbg
Dithering Images using Photoshop
Dithering Images
Easter Eggs
External influences
FAQ & Common Issues
Features to implement
Found bugs and limitations in RCT2
G1 Elements Layout
Game Actions
Game Commands
Getting packaged versions
Home
How To Contribute
Increasing of game limits
Installation on Linux and macOS
Known Issues from the RCT2 Readme
Language support
Legacy console
Loading RCT1 scenarios and data
Map Generation
Maps
Master Server
Minimum install
Multiplayer issues
Multiplayer permissions
Multiplayer
Music Cleanup
NTDF design
New save format status
Newly Identified Fields
Objects
Official extended scenery set
OpenGL renderengine issues
OpenGL renderer
Original Graphics
Overall program structure
Peep AI
Peep Sprite Type
Performance
RCT1 Features not in RCT2
RCT1 ride and vehicle types and their RCT2 equivalents
RCT12_MAX_SOMETHING versus MAX_SOMETHING
Rebase and Sync fork with OpenRCT2
Release Checklist
Replay System
Ride rating calculation
Roadmap
STEX support removal
SV6 Ride Structure
Sandbox Mode
Settings in config.ini
Sizes and angles in the game world
Sprite List csg1.dat
Sprite List g1.dat
Sprite compiler
Strings used in RCT1
Strings used in the game
Submitted feature requests
TD6 format
Terminology
Testing
Track Data
Track Element Lengths
Track designs
Track drawers, RTDs and vehicle types
Track types
Tutorials
Using Track Block Get Previous
Using minidumps from crash reports
Vehicle Sprite Layout
Widget colours
game.cfg structure
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Dithering Images
Margen67 edited this page 2021-04-28 19:35:00 -10:00
Table of Contents
When making realistic looking sprites or large images for use with OpenRCT2, dithering is the best solution.
To dither images for OpenRCT2, two general approaches can be taken.
Dithering images automatically
The sprite compiler that converts images to be used in game has options to automatically dither the images. For more information see Sprite compiler.
Dithering images with an external tool
Images processed with an external tool will not be affected by any of the sprite compiler modes. If you want more freedom over the way an image looks, you can use an external tool.
- Home
- FAQ & Common Issues
- Roadmap
- Installation
- Building
- Features
- Development
- Benchmarking & stress testing OpenRCT2
- Coding Style
- Commit Messages
- Overall program structure
- Data Structures
- CSS1.DAT
- Custom Music and Ride Music Objects
- Game Actions
- G1 Elements Layout
- game.cfg structure
- Maps
- Music Cleanup
- Objects
- Official extended scenery set
- Peep AI
- Peep Sprite Type
- RCT1 ride and vehicle types and their RCT2 equivalents
- RCT12_MAX_SOMETHING versus MAX_SOMETHING
- Ride rating calculation
- SV6 Ride Structure
- Settings in config.ini
- Sizes and angles in the game world
- Sprite List csg1.dat
- Sprite List g1.dat
- Strings used in RCT1
- Strings used in the game
- TD6 format
- Terminology
- Track Data
- Track Designs
- Track drawers, RTDs and vehicle types
- Track types
- Vehicle Sprite Layout
- Widget colours
- Debugging OpenRCT2 on macOS
- OpenGL renderer
- Rebase and Sync fork with OpenRCT2
- Release Checklist
- Replay System
- Using minidumps from crash reports
- Using Track Block Get Previous
- History
- Testing


