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authorfrosch <frosch@openttd.org>2011-05-31 20:51:19 +0000
committerfrosch <frosch@openttd.org>2011-05-31 20:51:19 +0000
commit9b9b427a26bc01ecfc20316d73774bb112c51311 (patch)
treef8c1908b72785e339be8ab227e78b793046bd435 /docs/32bpp.txt
parentb3d496a186e36541467c8d706be4e3983279ab86 (diff)
downloadopenttd-9b9b427a26bc01ecfc20316d73774bb112c51311.tar.xz
(svn r22529) -Doc (r22419): Reflect removal of '-i' option in documentation.
Diffstat (limited to 'docs/32bpp.txt')
-rw-r--r--docs/32bpp.txt4
1 files changed, 2 insertions, 2 deletions
diff --git a/docs/32bpp.txt b/docs/32bpp.txt
index c8cd6f50d..48a40b94e 100644
--- a/docs/32bpp.txt
+++ b/docs/32bpp.txt
@@ -31,8 +31,8 @@ format. Alpha-channel is fully supported.
As the core of OpenTTD is 8bpp, and because you of course want company colours
in your images, you will need to add a mask for every sprite that needs colour
remapping. The name is simular as above, only you have to put a 'm' behind the
-SpriteID. This image should be a 8bpp palette image, where the palette is the
-OpenTTD palette. Upon load of the PNG, the mask is loaded too, and overrides
+SpriteID. This image should be a 8bpp palette image with the OpenTTD
+DOS palette. Upon load of the PNG, the mask is loaded too, and overrides
the RGB (not the Alpha) of the original PNG image, and replacing it with a
8bpp color remapped and converted to 32bpp.