Difference between revisions of "Colour map"
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== PNG chunk == | == PNG chunk == | ||
− | W:A stores the extra settings in an extra [[w:PNG#Metadata chunks|PNG chunk]], labeled '''w2lv''' or '''waLV'''. The chunk, excluding the label header, is 40 bytes long, and | + | W:A stores the extra settings in an extra [[w:PNG#Metadata chunks|PNG chunk]], labeled '''w2lv''' or '''waLV'''. The chunk, excluding the label header, is 40 bytes long, and contains the same data as the header for [[Monochrome map (.bit)|monochrome maps]]. Extensions to the header format add extra bytes at the end; so far, there is one optional extra byte which controls the number of worm/object placement holes (the default is 18). |
[http://entropymine.com/jason/tweakpng/ TweakPNG] allows manipulation of PNG images on the chunk level, thus allowing chunk import/export, etc. | [http://entropymine.com/jason/tweakpng/ TweakPNG] allows manipulation of PNG images on the chunk level, thus allowing chunk import/export, etc. |
Revision as of 03:53, 7 December 2006
Support for PNG colour maps were added to Worms Armageddon with the v3.6.19.7 Beta Update (released on 9 February 2004). W:A only accepts maps that are 1920×696 in size, and use a paletted 256-colour mode. The number of maximal colours that may appear in the map is restricted as well. W:A stores the extra map settings (water level, borders, etc.) in an extra PNG chunk.
Colour limitation
Since W:A uses a paletted display, the number of colours that may appear simultaneously on-screen is limited. The majority of the colour space is used for in-game graphics for the Worms, weapons, objects, water, UI elements, etc. Therefore, the colour maps may only use a limited number of colours in the palette (not counting black, which is treated as transparent), without affecting other Worms graphics:
- 64 colours and less - the map will be displayed perfectly, with no glitches;
- 65-96 colours - the map background sprites (falling debris, clouds, etc.) are removed;
- 97-112 colours - the entire background becomes solid black;
- 113 colours and more - the map will not load.
PNG chunk
W:A stores the extra settings in an extra PNG chunk, labeled w2lv or waLV. The chunk, excluding the label header, is 40 bytes long, and contains the same data as the header for monochrome maps. Extensions to the header format add extra bytes at the end; so far, there is one optional extra byte which controls the number of worm/object placement holes (the default is 18).
TweakPNG allows manipulation of PNG images on the chunk level, thus allowing chunk import/export, etc.