diff --git a/docs/32bpp.txt b/docs/32bpp.txt deleted file mode 100644 --- a/docs/32bpp.txt +++ /dev/null @@ -1,44 +0,0 @@ -32bpp and OpenTTD -Last updated: 2007-06-13 ------------------------------------------------------------------------- - - -Table of contents ------------------ -1.0) About -2.0) The format - - -1.0) About ----- ----- -OpenTTD has 32bpp support. This means: OpenTTD still is 8bpp, but it has the -posibility to override the graphics with 32bpp. This means that it isn't a -replacement of grf or newgrf, but simply an addition. If you want to use 32bpp -graphics of a newgrf, you do need the newgrf itself too (with 8bpp graphics). - - -2.0) The format ----- ---------- -32bpp images are stored in PNG. They should go in: - data/sprites//.png - -For example, a grfname would be 'openttd' (without .grf, lowercase), and the -SpriteID 3, to override the 3rd sprite in openttd.grf with a 32bpp version. - -The format of this PNG can be almost anything, but we advise to use RGBA -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 -the RGB (not the Alpha) of the original PNG image, and replacing it with a -8bpp color remapped and converted to 32bpp. - -Another thing that OpenTTD needs in your png, is 2 tEXt chunks: x_offs and -y_offs. This to define the x- and y-offset, of course. Use the tool we supply -to add this information. Sadly enough most graphical editors trashes those -chunks upon save, so you have to readd it every time you save your image. - -Your images should be the same as the grf, in size.