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	<id>https://springrts-wiki.p2004a.com/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=82.250.0.68</id>
	<title>Spring - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://springrts-wiki.p2004a.com/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=82.250.0.68"/>
	<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/wiki/Special:Contributions/82.250.0.68"/>
	<updated>2026-11-09T01:41:55Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.11</generator>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Gamedev:Buildpics&amp;diff=8145</id>
		<title>Gamedev:Buildpics</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Gamedev:Buildpics&amp;diff=8145"/>
		<updated>2005-08-30T01:05:29Z</updated>

		<summary type="html">&lt;p&gt;82.250.0.68: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The buildpic is the small picture of a unit which appears in the build menu of its constructor. It is always 96x96 pixels regardless of the format used (see below), and it must always be located in the &amp;lt;b&amp;gt;unitpics&amp;lt;/b&amp;gt; directory.&lt;br /&gt;
&lt;br /&gt;
Spring supports multiple image formats for buildpics. These formats are &amp;lt;b&amp;gt;PCX&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;JPG&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;BMP&amp;lt;/b&amp;gt;, and &amp;lt;b&amp;gt;DDS&amp;lt;/b&amp;gt;. By default, Spring will load &amp;lt;b&amp;gt;unitname.pcx&amp;lt;/b&amp;gt;, where unitname is the short name of your unit. To override this and use a different format, use the &amp;lt;b&amp;gt;Buildpic&amp;lt;/b&amp;gt; tag in the FBI file.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a detailed list of the formats supported:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table width=&amp;quot;75%&amp;quot; border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;10%&amp;quot; bgcolor=&amp;quot;#C0C0C0&amp;quot;&amp;gt;Requires Buildpic tag&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;10%&amp;quot; bgcolor=&amp;quot;#C0C0C0&amp;quot;&amp;gt;File Extension&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;30%&amp;quot; bgcolor=&amp;quot;#C0C0C0&amp;quot;&amp;gt;Color Depth&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;50%&amp;quot; bgcolor=&amp;quot;#C0C0C0&amp;quot;&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;10%&amp;quot;&amp;gt;No&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;10%&amp;quot;&amp;gt;&amp;lt;b&amp;gt;PCX&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;30%&amp;quot;&amp;gt;8-bit (256 colors)&amp;lt;br/&amp;gt;Lossy (palette)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;A PCX file. You&#039;re not limited to the Total Annihilation palette, but only 256 colors pcx are supported. Quickest to use if you&#039;re converting TA units since it&#039;s what TA uses.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;10%&amp;quot;&amp;gt;Yes&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;10%&amp;quot;&amp;gt;&amp;lt;b&amp;gt;JPG&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;30%&amp;quot;&amp;gt;24-bit (16.7 million colors)&amp;lt;br/&amp;gt;Lossy (compression)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;Your bog standard JPEG file. Not recommended since the compression decreases image quality.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;10%&amp;quot;&amp;gt;Yes&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;10%&amp;quot;&amp;gt;&amp;lt;b&amp;gt;BMP&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;30%&amp;quot;&amp;gt;24-bit (16.7 million colors)&amp;lt;br/&amp;gt;Non-Lossy&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;A standard Windows bitmap file. Recommended because of the high color depth and no loss due to compression or palette.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;10%&amp;quot;&amp;gt;Yes&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;10%&amp;quot;&amp;gt;&amp;lt;b&amp;gt;DDS&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;30%&amp;quot;&amp;gt;24-bit (16.7 million colors)&amp;lt;br/&amp;gt;Slightly Lossy (compression)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;Nvidia&#039;s DirectX-enabled .dds format. This is how the maps in Spring are stored. It offers compression, but it can be lossy. It is also difficult to work with. BMP is still recommended.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>82.250.0.68</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Gamedev:Buildpics&amp;diff=8144</id>
		<title>Gamedev:Buildpics</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Gamedev:Buildpics&amp;diff=8144"/>
		<updated>2005-08-30T01:05:08Z</updated>

		<summary type="html">&lt;p&gt;82.250.0.68: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The buildpic is the small picture of a unit which appears in the build menu of its constructor. It is always 96x96 pixels regardless of the format used (see below), and it must always be located in the &amp;lt;b&amp;gt;unitpics&amp;lt;/b&amp;gt; directory.&lt;br /&gt;
&lt;br /&gt;
Spring supports multiple image formats for buildpics. These formats are &amp;lt;b&amp;gt;PCX&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;JPG&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;BMP&amp;lt;/b&amp;gt;, and &amp;lt;b&amp;gt;DDS&amp;lt;/b&amp;gt;. By default, Spring will load &amp;lt;b&amp;gt;unitname.pcx&amp;lt;/b&amp;gt;, where unitname is the short name of your unit. To override this and use a different format, use the &amp;lt;b&amp;gt;Buildpic&amp;lt;/b&amp;gt; tag in the FBI file.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a detailed list of the formats supported:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table width=&amp;quot;75%&amp;quot; border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;10%&amp;quot; bgcolor=&amp;quot;#C0C0C0&amp;quot;&amp;gt;Requires Buildpic tag&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;10%&amp;quot; bgcolor=&amp;quot;#C0C0C0&amp;quot;&amp;gt;File Extension&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;30%&amp;quot; bgcolor=&amp;quot;#C0C0C0&amp;quot;&amp;gt;Color Depth&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;50%&amp;quot; bgcolor=&amp;quot;#C0C0C0&amp;quot;&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;10%&amp;quot;&amp;gt;No&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;10%&amp;quot;&amp;gt;&amp;lt;b&amp;gt;PCX&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;30%&amp;quot;&amp;gt;8-bit (256 colors)&amp;lt;br/&amp;gt;Lossy (palette)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;A PCX file. You&#039;re not limited to the Total Annihilation palette, but only 256 colors pcx are supported. Quickest to use if you&#039;re converting TA units since it&#039;s what TA uses.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;10%&amp;quot;&amp;gt;Yes&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;10%&amp;quot;&amp;gt;&amp;lt;b&amp;gt;JPG&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;30%&amp;quot;&amp;gt;24-bit (16.7 million colors)&amp;lt;br/&amp;gt;Lossy (compression)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;Your bog standard JPEG file. Not recommended since the compression decreases image quality.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;10%&amp;quot;&amp;gt;Yes&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;10%&amp;quot;&amp;gt;&amp;lt;b&amp;gt;BMP&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;30%&amp;quot;&amp;gt;up to 24-bit (16.7 million colors)&amp;lt;br/&amp;gt;Non-Lossy&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;A standard Windows bitmap file. Recommended because of the high color depth and no loss due to compression or palette.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;10%&amp;quot;&amp;gt;Yes&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;10%&amp;quot;&amp;gt;&amp;lt;b&amp;gt;DDS&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;30%&amp;quot;&amp;gt;24-bit (16.7 million colors)&amp;lt;br/&amp;gt;Slightly Lossy (compression)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;Nvidia&#039;s DirectX-enabled .dds format. This is how the maps in Spring are stored. It offers compression, but it can be lossy. It is also difficult to work with. BMP is still recommended.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>82.250.0.68</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Gamedev:Buildpics&amp;diff=8143</id>
		<title>Gamedev:Buildpics</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Gamedev:Buildpics&amp;diff=8143"/>
		<updated>2005-08-30T01:04:06Z</updated>

		<summary type="html">&lt;p&gt;82.250.0.68: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The buildpic is the small picture of a unit which appears in the build menu of its constructor. It is always 96x96 pixels regardless of the format used (see below), and it must always be located in the &amp;lt;b&amp;gt;unitpics&amp;lt;/b&amp;gt; directory.&lt;br /&gt;
&lt;br /&gt;
Spring supports multiple image formats for buildpics. These formats are &amp;lt;b&amp;gt;PCX&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;JPG&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;BMP&amp;lt;/b&amp;gt;, and &amp;lt;b&amp;gt;DDS&amp;lt;/b&amp;gt;. By default, Spring will load &amp;lt;b&amp;gt;unitname.pcx&amp;lt;/b&amp;gt;, where unitname is the short name of your unit. To override this and use a different format, use the &amp;lt;b&amp;gt;Buildpic&amp;lt;/b&amp;gt; tag in the FBI file.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a detailed list of the formats supported:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table width=&amp;quot;75%&amp;quot; border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;10%&amp;quot; bgcolor=&amp;quot;#C0C0C0&amp;quot;&amp;gt;Requires Buildpic tag&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;10%&amp;quot; bgcolor=&amp;quot;#C0C0C0&amp;quot;&amp;gt;File Extension&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;30%&amp;quot; bgcolor=&amp;quot;#C0C0C0&amp;quot;&amp;gt;Color Depth&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;50%&amp;quot; bgcolor=&amp;quot;#C0C0C0&amp;quot;&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;10%&amp;quot;&amp;gt;No&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;10%&amp;quot;&amp;gt;&amp;lt;b&amp;gt;PCX&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;30%&amp;quot;&amp;gt;8-bit (256 colors)&amp;lt;br/&amp;gt;Lossy (palette)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;A PCX file. You&#039;re not limited to the Total Annihilation palette, but only 256 colors pcx are supported. Quickest to use if you&#039;re converting TA unit since it&#039;s what TA uses.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;10%&amp;quot;&amp;gt;Yes&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;10%&amp;quot;&amp;gt;&amp;lt;b&amp;gt;JPG&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;30%&amp;quot;&amp;gt;24-bit (16.7 million colors)&amp;lt;br/&amp;gt;Lossy (compression)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;Your bog standard JPEG file. Not recommended since the compression decreases image quality.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;10%&amp;quot;&amp;gt;Yes&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;10%&amp;quot;&amp;gt;&amp;lt;b&amp;gt;BMP&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;30%&amp;quot;&amp;gt;24-bit (16.7 million colors)&amp;lt;br/&amp;gt;Non-Lossy&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;A standard Windows bitmap file. Recommended because of the high color depth and no loss due to compression or palette.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;10%&amp;quot;&amp;gt;Yes&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;10%&amp;quot;&amp;gt;&amp;lt;b&amp;gt;DDS&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;30%&amp;quot;&amp;gt;24-bit (16.7 million colors)&amp;lt;br/&amp;gt;Slightly Lossy (compression)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;Nvidia&#039;s DirectX-enabled .dds format. This is how the maps in Spring are stored. It offers compression, but it can be lossy. It is also difficult to work with. BMP is still recommended.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>82.250.0.68</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Gamedev:Buildpics&amp;diff=8142</id>
		<title>Gamedev:Buildpics</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Gamedev:Buildpics&amp;diff=8142"/>
		<updated>2005-08-30T01:02:55Z</updated>

		<summary type="html">&lt;p&gt;82.250.0.68: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The buildpic is the small picture of a unit which appears in the build menu of its constructor. It is always 96x96 pixels regardless of the format used (see below), and it must always be located in the &amp;lt;b&amp;gt;unitpics&amp;lt;/b&amp;gt; directory.&lt;br /&gt;
&lt;br /&gt;
Spring supports multiple image formats for buildpics. These formats are &amp;lt;b&amp;gt;PCX&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;JPG&amp;lt;/b&amp;gt;, &amp;lt;b&amp;gt;BMP&amp;lt;/b&amp;gt;, and &amp;lt;b&amp;gt;DDS&amp;lt;/b&amp;gt;. By default, Spring will load &amp;lt;b&amp;gt;unitname.pcx&amp;lt;/b&amp;gt;, where unitname is the short name of your unit. To override this and use a different format, use the &amp;lt;b&amp;gt;Buildpic&amp;lt;/b&amp;gt; tag in the FBI file.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a detailed list of the formats supported:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;table width=&amp;quot;75%&amp;quot; border=&amp;quot;1&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;10%&amp;quot; bgcolor=&amp;quot;#C0C0C0&amp;quot;&amp;gt;Requires Buildpic tag&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;10%&amp;quot; bgcolor=&amp;quot;#C0C0C0&amp;quot;&amp;gt;File Extension&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;30%&amp;quot; bgcolor=&amp;quot;#C0C0C0&amp;quot;&amp;gt;Color Depth&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;th width=&amp;quot;50%&amp;quot; bgcolor=&amp;quot;#C0C0C0&amp;quot;&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;10%&amp;quot;&amp;gt;No&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;10%&amp;quot;&amp;gt;&amp;lt;b&amp;gt;PCX&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;30%&amp;quot;&amp;gt;8-bit (256 colors)&amp;lt;br/&amp;gt;Lossy (palette)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;A PCX file. You&#039;re not limited to the Total Annihilation palette, but only 256 colors pcx are supported. Don&#039;t use it unless you&#039;re converting TA units to Spring and you&#039;re too lazy to make a new buildpic.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;10%&amp;quot;&amp;gt;Yes&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;10%&amp;quot;&amp;gt;&amp;lt;b&amp;gt;JPG&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;30%&amp;quot;&amp;gt;24-bit (16.7 million colors)&amp;lt;br/&amp;gt;Lossy (compression)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;Your bog standard JPEG file. Not recommended since the compression decreases image quality.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;10%&amp;quot;&amp;gt;Yes&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;10%&amp;quot;&amp;gt;&amp;lt;b&amp;gt;BMP&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;30%&amp;quot;&amp;gt;24-bit (16.7 million colors)&amp;lt;br/&amp;gt;Non-Lossy&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;A standard Windows bitmap file. Recommended because of the high color depth and no loss due to compression or palette.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
  &amp;lt;tr&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;10%&amp;quot;&amp;gt;Yes&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;10%&amp;quot;&amp;gt;&amp;lt;b&amp;gt;DDS&amp;lt;/b&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;30%&amp;quot;&amp;gt;24-bit (16.7 million colors)&amp;lt;br/&amp;gt;Slightly Lossy (compression)&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;td width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot;&amp;gt;Nvidia&#039;s DirectX-enabled .dds format. This is how the maps in Spring are stored. It offers compression, but it can be lossy. It is also difficult to work with. BMP is still recommended.&amp;lt;/td&amp;gt;&lt;br /&gt;
  &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>82.250.0.68</name></author>
	</entry>
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