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Created Sprite compiler (markdown)
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Sprite-compiler.md
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To ease the importing and exporting of sprites in the game, OpenRCT2 has a tool that does exactly the. This page lists the commands the tool supports and the options you can use.
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* **openrct2 sprite create `sprite file name`** Creates the file that contains the sprites. For the original game, it is called g1.dat, for the newly added graphics g2.dat is used.
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* **openrct2 sprite append `sprite file name` `image to add`** Adds the specified image to the end of the sprite file. Since OpenRCT2 has a limited colour palette, the image has to be converted. Currently, there are three modes of conversion, which can be specified by the option `-m`:
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* `-m 0`: default. This mode behaves the same as the importer did before. Any pixels not present in the colour scheme will be ignored.
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* `-m 1`: closest. This mode will change all pixels to the closest pixel in the palette. Already converted images will be unaffected.
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* `-m 2`: dithering. This mode will use Floyd-Steinberg dithering to make the image look close to the original while converting to the colour palette. Already converted images will be unaffected.
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* **openrct2 sprite append `sprite file name` `image folder`** Creates a new sprite file and imports all files in the specified folder. This also accepts the modes as described in **append**. Every time the game is compiled, the images in \resources\g2\ will get added in this way automatically. It should be noted that if an image already uses the OpenRCT2 colour palette, none of the modes will change the output. Therefore, if the result of dithering is not to your liking, you can add your own custom image and still use dithering with this command for the other images.
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* **openrct2 sprite export `sprite file name` `sprite index` `image to create`** Exports the sprite at the specified location in the sprite file to the image location.
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