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 Post subject: Palette Qs
PostPosted: Sat Mar 16, 2019 10:16 am 
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Engineer
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Joined: Mon Nov 19, 2018 7:26 pm
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Location: Somewhere in India
Hello,
I am asking about the way to implement the 256 colour palette for openttd as I am facing a nightmare to implement it in GIMP.
Any reply would be highly appreciated from any new GRF developer.
I would give credits to all who will help me in this in the future IRTrains set.
:bow: :bow: :mrgreen: :roll:

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 Post subject: Re: Palette Qs
PostPosted: Sat Mar 16, 2019 10:40 am 
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SomeIndianGuy wrote:
Hello,
I am asking about the way to implement the 256 colour palette for openttd as I am facing a nightmare to implement it in GIMP.
Any reply would be highly appreciated from any new GRF developer.
I would give credits to all who will help me in this in the future IRTrains set.
:bow: :bow: :mrgreen: :roll:


There's nothing you need to set up in GIMP if you want to use 32bpp color palette. It uses the entire RGB range from 000,000,000 to 255,255,255. All you need to do is specify that you're using 32bpp in your code.

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 Post subject: Re: Palette Qs
PostPosted: Sat Mar 16, 2019 10:53 am 
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Engineer
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kamnet wrote:
SomeIndianGuy wrote:
Hello,
I am asking about the way to implement the 256 colour palette for openttd as I am facing a nightmare to implement it in GIMP.
Any reply would be highly appreciated from any new GRF developer.
I would give credits to all who will help me in this in the future IRTrains set.
:bow: :bow: :mrgreen: :roll:


There's nothing you need to set up in GIMP if you want to use 32bpp color palette. It uses the entire RGB range from 000,000,000 to 255,255,255. All you need to do is specify that you're using 32bpp in your code.

Sir, I mean to make 8bpp.

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 Post subject: Re: Palette Qs
PostPosted: Sat Mar 16, 2019 11:43 am 
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kamnet wrote:
There's nothing you need to set up in GIMP if you want to use 32bpp color palette.


You still need correctly paletted 8 bit sprites if you want to use company colours or other remapping effects in 32bpp.

I still use a 20-year-old version of Paint Shop Pro to make OpenTTD sprites. It's very hard to find a modern graphics editor which has decent tools for manipulating and applying 8 bit palettes.

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 Post subject: Re: Palette Qs
PostPosted: Sat Mar 16, 2019 1:04 pm 
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OpenTTD Developer
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Joined: Wed Mar 30, 2005 9:43 am
Posts: 1644
You can import this palette in to gimp. I don't remember if it's the DOS or Windows version of the palette, though.

EDIT: vv better link below

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Last edited by peter1138 on Sat Mar 16, 2019 2:35 pm, edited 1 time in total.

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 Post subject: Re: Palette Qs
PostPosted: Sat Mar 16, 2019 2:00 pm 
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Location: Eastern KY
SomeIndianGuy wrote:
Sir, I mean to make 8bpp.


My apologies, I misread your comment. :oops:

peter1138 wrote:
You can import this palette in to gimp. I don't remember if it's the DOS or Windows version of the palette, though.


Here's a link with GIMP profiles for both Windows and DOS palettes (I suggest using DOS), and profiles for GIMP, PaintShopPro and Photoshop.

https://dev.openttdcoop.org/documents/1

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Other Projects: 2CC Trams | Modern Waypoints | Sprite Sandbox & NewGRF Releases | Ideabox | Town Names | Isle of Sodor Scenario | Random Sprite Repository
Misc Topics: My Screenshots | Forgotten NewGRFs | Unfinished Graphics Sets | Stats Shack | RoadTypes?


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 Post subject: Re: Palette Qs
PostPosted: Sat Mar 16, 2019 3:18 pm 
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You also can use a GRFMaker sprite editor, which has the integrated TTD palette, DOS/Windows-compatibility and some good tools.

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 Post subject: Re: Palette Qs
PostPosted: Sun Mar 17, 2019 4:40 am 
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Engineer
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Joined: Mon Nov 19, 2018 7:26 pm
Posts: 14
Location: Somewhere in India
Tony Pixel wrote:
You also can use a GRFMaker sprite editor, which has the integrated TTD palette, DOS/Windows-compatibility and some good tools.

Thank you, legendary NewGRF developer and Mr. Kamnet, legendary moderator for your insight!

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