Gamedev:Buildpics: Difference between revisions
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<td width="10%"><b>JPG</b></td> | <td width="10%"><b>JPG</b></td> | ||
<td width="30%">24-bit (16.7 million colors)<br/>Lossy (compression)</td> | <td width="30%">24-bit (16.7 million colors)<br/>Lossy (compression)</td> | ||
<td width="50%" valign="top">Your bog standard JPEG file. Not recommended since | <td width="50%" valign="top">Your bog standard JPEG file. Not recommended since even moderate compression decreases image quality.</td> | ||
</tr> | </tr> | ||
<tr> | <tr> | ||
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<td width="10%"><b>BMP</b></td> | <td width="10%"><b>BMP</b></td> | ||
<td width="30%">24-bit (16.7 million colors)<br/>Non-Lossy</td> | <td width="30%">24-bit (16.7 million colors)<br/>Non-Lossy</td> | ||
<td width="50%" valign="top">A standard Windows bitmap file. Recommended because of the high color depth and no loss due to compression or palette.</td> | <td width="50%" valign="top">A standard Windows bitmap file. Recommended because of the high color depth and no loss due to compression or palette. However, BMP files are notorious for having large filesizes.</td> | ||
</tr> | </tr> | ||
<tr> | <tr> | ||
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<td width="10%"><b>DDS</b></td> | <td width="10%"><b>DDS</b></td> | ||
<td width="30%">24-bit (16.7 million colors)<br/>Slightly Lossy (compression)</td> | <td width="30%">24-bit (16.7 million colors)<br/>Slightly Lossy (compression)</td> | ||
<td width="50%" valign="top">Nvidia'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.</td> | <td width="50%" valign="top">Nvidia'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 or custom-palette PCX is still recommended.</td> | ||
</tr> | </tr> | ||
</table> | </table> | ||
Revision as of 04:40, 2 November 2005
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 unitpics directory.
Spring supports multiple image formats for buildpics. These formats are PCX, JPG, BMP, and DDS. By default, Spring will load unitname.pcx, where unitname is the short name of your unit. To override this and use a different format, use the Buildpic tag in the FBI file.
Here's a detailed list of the formats supported:
| Requires Buildpic tag | File Extension | Color Depth | Description |
|---|---|---|---|
| No | PCX | 8-bit (256 colors) Lossy (palette) |
A PCX file. You're not limited to the Total Annihilation palette, but only 256 colors pcx are supported. Quickest to use if you're converting TA units since it's what TA uses. |
| Yes | JPG | 24-bit (16.7 million colors) Lossy (compression) |
Your bog standard JPEG file. Not recommended since even moderate compression decreases image quality. |
| Yes | BMP | 24-bit (16.7 million colors) Non-Lossy |
A standard Windows bitmap file. Recommended because of the high color depth and no loss due to compression or palette. However, BMP files are notorious for having large filesizes. |
| Yes | DDS | 24-bit (16.7 million colors) Slightly Lossy (compression) |
Nvidia'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 or custom-palette PCX is still recommended. |