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author | rubidium <rubidium@openttd.org> | 2011-09-15 19:21:11 +0000 |
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committer | rubidium <rubidium@openttd.org> | 2011-09-15 19:21:11 +0000 |
commit | 973f0afd281062f849596399b9176edf3ae3060e (patch) | |
tree | 2a7c4fd0066075439d2a4347e594f07db558c3ef /docs | |
parent | 998bbde49ea1ef919ea42498af4760dbac603bc2 (diff) | |
download | openttd-973f0afd281062f849596399b9176edf3ae3060e.tar.xz |
(svn r22939) -Merge: release documentation updates from 1.1
Diffstat (limited to 'docs')
-rw-r--r-- | docs/32bpp.txt | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/docs/32bpp.txt b/docs/32bpp.txt index 48a40b94e..c8cd6f50d 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 with the OpenTTD -DOS palette. Upon load of the PNG, the mask is loaded too, and overrides +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 the RGB (not the Alpha) of the original PNG image, and replacing it with a 8bpp color remapped and converted to 32bpp. |