Custom Guild Emblem BMP Maker – Any Size, 8/16/24/32-bit

Make a guild emblem for any MMO that has no dedicated page here: TERA, Rappelz, a private server or an unusual client. Set the exact width and height (1 to 256 pixels), pick one of seven BMP bit depths or PNG, name the file, then upload a logo or AI-generated image, clean it up in the pixel editor and download. Everything runs in your browser; nothing is uploaded.

Custom guild emblem BMP maker — for games without a dedicated page (TERA, Rappelz, private servers) and for turning an AI-generated picture into whatever size and bit depth a client demands. Known games: spec table ↓
Output settings

Output: 24×24 pixels, 24-bit RGB (emblem.bmp)

No transparency in this format. Cleared pixels are written as black (RGB 0,0,0); some clients treat black as see-through, others show it. For a solid background choose Contain and untick Transparent background.

Transparency key: magenta #FF00FF. Every transparent pixel is written as pure magenta and palette slot 0 is reserved for it; the game hides that colour. Do not use magenta in the design itself.

Transparency: one alpha bit per pixel. Pixels at or above the alpha threshold are opaque, the rest fully transparent, so there are no soft edges; run Enhance for clean outlines.

Transparency: 4-bit alpha (16 levels) per pixel; colours are also reduced to 16 levels per channel.

Transparency: full 8-bit alpha in the top byte (BI_BITFIELDS masks). Whether the client honours it depends on the game; TERA rejects 32-bit files entirely.

Transparency: full alpha channel, compressed. The download is renamed to .png.

File size: 1,782 bytes.

Click to upload or drag and drop

PNG, SVG, JPG, WebP or GIF — AI renders welcome; the image is scaled to the size set above and opens in the Pixel Editor

Preview Backgrounds

Black
White
Pink
Gold
Trans
1:1

Drawing Tools

AI Tools

Clipart Gallery optimized
No optimized clipart for this size.

Which game needs which size and format?

Every row with a link has its own page with clipart, a ready-made gallery and in-game install steps; the settings there are fixed so you cannot get them wrong. Use this page for the rows without one, or when your server differs from the official client.

GameSizeFormatFilename
Aion256×25624-bit RGBEmblem.bmp
Cabal Online64×6424-bit RGBemblem.bmp
Flyff32×3224-bit RGBguild_logo.bmp
Knight Online16×1624-bit RGBLogo.bmp
Lineage (1)16×1224-bit RGBemblem.bmp
Lineage II clan crest16×128-bit indexed, 256 colourscrest.bmp
Lineage II alliance crest8×128-bit indexed, 256 coloursallycrest.bmp
MapleStory17×17PNGemblem.png
Metin216×128-bit indexed, #FF00FF transparentguild_symbol.bmp
MU Online16×1624-bit RGBGuildMark.bmp
Perfect World16×1624-bit RGBguildicon.bmp
Priston Tale (pt-BR)32×3224-bit RGBicone-cla.bmp
Ragnarok Online (pt-BR)24×248-bit indexed, #FF00FF transparentemblem.bmp
Ragnarok Online 232×328-bit indexed, #FF00FF transparentmark.bmp
Ran Online16×1124-bit RGBbadge.bmp
RF Online24×2424-bit RGBemblem.bmp
ROSE Online20×2016-bit A1R5G5B5mark.bmp
Silkroad Online16×1624-bit RGBguildmark.bmp
Tree of Savior64×64PNGguild_emblem.png
TERA (use this page)64×6424-bit RGB; 32-bit is rejectedany name, dropped in S1Game\GuildLogoUpload
Rohan Online16×1632-bit TGA, not BMPuploaded via Guild Mark Management; export PNG here and convert to TGA
Rappelz20×20 (unverified)community guides say JPG under 60 KBuploaded in the guild window

Sources for the unlinked rows: TERA from the En Masse support article and the TERA wiki; Rohan from the PlayRohan guild logo guide; Rappelz from a fan guide that other sources contradict. We could not verify specs for 9Dragons, Dragon Nest or Gunbound; check your client's sample file or guild window and set the fields above to match.

How to make a guild emblem BMP in a custom size

  1. Under Output settings, type the Width and Height the game wants (1 to 256 each), pick the Format / bit depth and enter the Filename the client expects. The spec line and the transparency note update as you change them.
  2. Drop an image on the upload area or click it to pick a file. The picture is scaled to your size (Cover crops to fill, Contain fits inside and pads) and the Pixel Editor tab opens with it.
  3. Clean it up: Remove BG flood-fills the border colour away, Enhance reduces the palette and sharpens edges, and the pencil, fill and shape tools fix what is left. Or skip the upload and draw from scratch or from the clipart gallery.
  4. Check the swatches under the canvas: black, white, pink and gold backgrounds, a checkerboard for transparency and a 1:1 view at real size.
  5. Click Download BMP (it reads Download PNG when PNG is selected). The file is written at exactly the size, bit depth and name you set.
  6. Put it where the client looks: a fixed filename in the game folder, an upload folder such as TERA's GuildLogoUpload, or the guild window's file picker.

Changing the size after you have drawn keeps your work (cropped or padded at the top-left); changing it before you draw re-fits the uploaded image instead.

About custom guild emblem bitmaps

Almost every MMO from the 2000s stores a guild emblem as a tiny uncompressed Windows bitmap, and every one of them chose a different size and pixel layout: 8×12 for a Lineage II alliance crest, 16×11 for Ran Online, 20×20 in 16-bit with a single alpha bit for ROSE, 24×24 with a magenta key for Ragnarok, 64×64 in 24-bit for TERA and Cabal, 256×256 for Aion. Private servers add their own variations, and a player who arrives with a 1024×1024 picture from an image generator has no idea which of these the client will accept. This page exposes the converter behind our game-specific emblem makers with every setting unlocked.

The width and height fields accept anything from 1 to 256 pixels and need not match; the format selector covers 8-bit indexed with and without a magenta transparency key, three 16-bit layouts (A1R5G5B5, A4R4G4B4 and R5G6B5), 24-bit RGB, 32-bit ARGB and PNG. The encoder writes plain bottom-up bitmaps: a 40-byte BITMAPINFOHEADER for 8- and 24-bit, bitfield masks for the 16-bit R5G6B5 and 32-bit variants, and a 108-byte V4 header for the two 16-bit formats that carry alpha, because that is the only header that can declare an alpha mask. Rows are padded to four bytes as the format requires, so the output opens in Paint, GIMP and the game alike.

Working from an AI render. Treat the generated picture as raw material, not the final emblem. Pick Contain if the subject touches the edges, run Remove BG to knock out the backdrop, then Enhance with 4 to 12 colours so the palette survives an 8-bit export and the edges stay crisp at 16 or 24 pixels. Check the result on the dark and light swatches: an emblem is drawn over guild lists, nameplates and castle flags, and what looks fine on white often vanishes on black.

Frequently Asked Questions

Pick exactly what the game documents and nothing fancier: a client that expects 24-bit usually refuses 32-bit, and one that expects 256 colours ignores everything else. Size follows bit depth directly because BMP is uncompressed. At 24×24, 16-bit A1R5G5B5 is 1,274 bytes, 8-bit indexed is 1,654 bytes (the 1 KB palette dominates), 24-bit is 1,782 bytes and 32-bit is 2,374 bytes. At 64×64 a 24-bit file is 12,342 bytes; at 256×256 it is 196,662 bytes. The exact figure for your current settings is shown under the format selector.

It depends on the format, so the note under the format selector changes as you switch. 8-bit indexed (#FF00FF) paints every transparent pixel pure magenta and reserves palette slot 0 for it, the convention Ragnarok Online, Ragnarok Online 2 and Metin2 use. 16-bit A1R5G5B5 carries one on/off alpha bit per pixel (ROSE Online), 16-bit A4R4G4B4 and 32-bit ARGB carry 4 and 8 bits of alpha, and PNG keeps full alpha. 24-bit RGB, 16-bit R5G6B5 and plain 8-bit indexed have no transparency at all: cleared pixels are written as black, which some clients then treat as see-through.

Nearly always one of four things. The dimensions are off by a pixel: a 64×60 file will not pass as 64×64, and this tool always writes exactly what the width and height fields say. The bit depth is wrong: TERA, for example, shows an img: placeholder for a 32-bit file and needs 24-bit. The filename or folder is wrong: many clients only look for a fixed name such as GuildMark.bmp or scan one folder. Or the file is over a server-side size limit, which is why 24-bit is often safer than 32-bit. The BMPs made here are uncompressed and bottom-up with a standard 40-byte header (a 108-byte V4 header for the two alpha 16-bit formats), which every client we know of reads.

Either of the two 8-bit indexed formats; 8 bits per pixel means a 256-entry palette. The palette is built from the most frequent colours in your image, so a photo or a gradient-heavy AI render loses detail. Run Enhance (or just Colors) in the Pixel Editor first to flatten the picture to a handful of colours, then export. Choose the #FF00FF transparent variant when the game treats magenta as transparent (Ragnarok, Metin2) and the plain variant when it does not (Lineage II crests).

Yes, and that is one of the main reasons this page exists. Those tools hand you a 1024×1024 PNG or JPG with a busy background; the game wants something like 24×24 with a clean edge. Upload it, then in the Pixel Editor use Remove BG (raise the tolerance slider if a halo remains), Enhance to cut the palette to 4 to 16 colours and sharpen edges, and fix stray pixels with the pencil. Expect to lose fine detail: a 1024-pixel image shrunk forty times keeps only its silhouette and two or three dominant colours, so prompt for a bold flat icon rather than a painted scene.

Look for the example file the client ships. TERA's Example.bmp sits in S1Game\GuildLogoUpload, and many other clients keep a sample emblem or default mark in their data folder. Open it in any image editor and read the dimensions and bit depth from the image properties, or right-click it in Windows Explorer and check Details. If there is no sample, the guild window's upload dialog usually states the requirement, and your server's forum or Discord will have a pinned thread. The table on this page lists the specs we have verified.

Only when the game asks for it. MapleStory and Tree of Savior do; most older Korean MMO clients do not. PNG keeps a full 8-bit alpha channel and compresses, so transparent corners and soft edges survive. BMP is uncompressed and is the only format legacy clients parse, which is why seven of the eight options are BMP variants. Selecting PNG renames the download to .png automatically and the button changes to Download PNG.

The 32-bit export is ARGB with BI_BITFIELDS masks (alpha in the top byte), the layout Windows and most game engines expect for a 32-bit bitmap. Whether the client honours the alpha is up to the game: engines that load the file as a texture usually do, while older ones ignore it or refuse the file outright, as TERA does. If a game documents 32-bit without mentioning transparency, test with a small transparent corner before you spend time on the design.

They become black. Neither format has an alpha channel, so the engine writes every cleared pixel as RGB 0,0,0, and the preview canvases do the same so you see exactly what the game will show. If you want a solid colour instead, switch Fit to Contain, untick Transparent background and pick a colour, or use the fill tool in the editor. Some clients treat pure black as see-through, which is handy if that is your game and a surprise if it is not.

Yes. Width and height are independent, from 1 to 256 pixels each, so 16×12 (Lineage II), 8×12 (Lineage II alliance), 16×11 (Ran Online) or any odd private-server size works. The cap is 256 because the largest emblem we know of, Aion's legion emblem, is 256×256; at that size a 24-bit BMP is already 196,662 bytes and the editor draws a 1,024-pixel grid. When the size matches one of our clipart sets (8×12, 16×11, 16×12, 16×16, 17×17, 20×20, 24×24, 32×32, 64×64) the clipart gallery appears; other sizes hide it.