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Re: .png sprite loading removed from OpenTTD
Posted: 08 Apr 2014 09:24
by planetmaker
Mr_Rata wrote:ok thanks,i will re-read,to understand it,sorry for it im new in this. and my English level doesn't help :/.
If if I read it correctly, to use this script, i need linux some linux repositiers etc,inst it ?
It's a shell script written for bash (or dash?). You probably can run that on windows, but that requires the same amount of setup work as setting up a complete linux. Windows is not meant for development work

Re: .png sprite loading removed from OpenTTD
Posted: 08 Apr 2014 09:29
by Mr_Rata
ok ill try vmware with ubuntu, and i will try luck, may ill can do something, i would like replaze from zbase water,and some industries, with it, i will happy

Re: .png sprite loading removed from OpenTTD
Posted: 09 Apr 2014 11:47
by Eddy Arfik
planetmaker wrote:Just let go the idea to "convert" png to grf. The provided shell script is dead simple, it can't get simpler.
If that's "too complicated", the only other method is that you need to make normal grf (which the bash script does, too). Nothing fancy, nothing special. Whether 8bpp, 32bpp, normal zoom or "extra zoom". It's all the same. It's all a simple grf. And for that there's plenty of information available on how to do that.
But as you obviously sometimes fail read what people write, in this thread now as well and *again* for you the link to the project which does *exactly that* with *exactly those* png files you want so dearly:
https://dev.openttdcoop.org/projects/32bpp-ez-build/
actually it can get simpler... I've recently re-discovered OpenTTD after many years of not playing, I started looking now for 32bpp graphics, and found this
https://dev.openttdcoop.org/attachments ... .1.grf.bz2
Re: .png sprite loading removed from OpenTTD
Posted: 09 Apr 2014 13:05
by Lord Aro
That uses the old 32bpp grf format, and will not work with modern OTTD