This is a limit in the API, and saving at different bit-depths should
be possible,
for a quick workaround you could set scene render settings and use
Image.save_render method (which is intended for render-engine
integration but I think it would work in your case).

On Thu, May 9, 2013 at 6:06 AM, patrick boelens <p_boel...@msn.com> wrote:
> Hi everyone,
>
> I've run into a bit of a problem here. I want to use Blender for some batch 
> image-processing but found a bug in saving. If the image loaded in does not 
> have an alpha channel, calling image.save() on it will not add one, even if 
> it does show up correctly in the UV/Image Editor. Saving the image manually 
> from the Editor it works, but that kind of defeats the purpose of the batch 
> processing. ;)
>
> Image.save seems to call IMB_saveiff(), while the menu entry seems to call 
> IMAGE_OT_save(). It's a bit too deep in for me to figure out though, any help 
> on getting this to work would be very much appreciated.
>
> Thanks!
> -Patrick
>
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-- 
- Campbell
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