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README update
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README.md
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README.md
@@ -39,10 +39,20 @@ Note: Right-to-left languages (arabic, hebrew, etc.) are not supported.
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### Contributing artworks ###
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* RGB we mean is always sRGB, _pure white_ we say is always D65 (6 500 K). If you have a monitor calibration device, this is our desired target.
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* Master material for picture (e.g. psd) can be either RGB/8 or Lab/16.
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* To comply with the game's art style, only the 12-bit colours must be used (each channel: 0x00, 0x11, 0x22 .. 0xEE, 0xFF), though there is some exception.
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* Every final audio must be in OGG/Vorbis, q 10.
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* RGB we mean is always sRGB, _pure white_ we say is always D65 (6 500 K daylight). If you have a monitor calibration device, this is our desired target. (calibration software must be _DisplayCal 3_)
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* Master file for the picture (e.g. psd) can be either RGB/8 or Lab/16.
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* Every exported audio must be in OGG/Vorbis, with quality ```10```.
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* When exporting the image, if the image contains semitransparent colours, export it as TGA; if not, export it as PNG.
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Instruction for exporting the image as TGA
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1. In Photoshop, File > Export > Quick Export as PNG
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2. Save the PNG somewhere
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3. Open up the PNG with Paint.NET/GIMP
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4. Export the image as TGA
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5. Include the converted PNG to the project
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## Who do I talk to? ##
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