From e8ed1f75db4589541177d73132ff5d718112e185 Mon Sep 17 00:00:00 2001 From: Margen67 Date: Sun, 18 Apr 2021 07:34:55 -1000 Subject: [PATCH] https --- Sprite-compiler.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Sprite-compiler.md b/Sprite-compiler.md index 8c38a87..5402468 100644 --- a/Sprite-compiler.md +++ b/Sprite-compiler.md @@ -8,11 +8,11 @@ This page documents OpenRCT2's built-in tool for importing and exporting of spri * `-m default`: This mode behaves the same as the importer did before. Any pixels not present in the colour scheme will be ignored. * `-m closest`: This mode will change all pixels to the closest pixel in the palette. Already converted images will be unaffected. - ![Converted using closest mode](http://i.imgur.com/tG3YFON.png) + ![Converted using closest mode](https://i.imgur.com/tG3YFON.png) * `-m 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. - ![Converted using dithering mode](http://i.imgur.com/EB0DmuI.png) + ![Converted using dithering mode](https://i.imgur.com/EB0DmuI.png) * **openrct2 sprite build \ \ [silent]** Creates a new sprite file and uses the supplied JSON file to add sprites. 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. To learn how to do dithering yourself, see [dithering images](../wiki/Dithering-Images). If *silent* is not used, the added sprites will be displayed.