-----disclaimer don't judge the lighting or visual quality of the vehicle it is mearly a test of colours it does not poses the feel the GFX in the game will have.------
here are some images for the vehicles. basicly an example of how 'I' envision the shadows, company colours, and base vehicle sprites working.
Base GFX - RGBA - (any company colour area is set to a white material, dirt and other things which would alter a company colour can be applied to this material, and it will be visable after company colour is applied)
Shadow - RGBA - ( the shadow intensity can be controlled within the game, it could be made so that a mouse hover over a vehicle flips the shadow to white, to show that you will click on it. the sprite below the shadow is filtered through its alpha channel)
Company Colour - RGB - (the company colour has 3 colours, R, G, B, which are treated as 3 greyscale images by the game. these channels can then have Hue, saturation, and lightness applied to them to achieve any of 16 million possible company colours. so up to 16^3 colour combos depending on the company colour choosing interface)
quick photoshop version of this in practice. (just photoshoped, but the game would be able to do it on the fly i would hope)
my request is that a coder (possibly mek) is able to code something into OTTD 32bpp suport which can handle an RGB PNG as a company colour overlay.
the colours were "multiplied" (in photoshop) over the base sprite in order to achieve the shaded final view.
the Red channel is company colour No 1
Green channel is CC No 2
Blue channel is CC No 3
thanks people.
uploaded .zip files of the base sprites and the CC sprites are as follows.
http://ottd.mudpuddle.co.nz/testfiles/col.zip
http://ottd.mudpuddle.co.nz/testfiles/base.zip
Alltaken