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	<id>http://wiki.armagetronad.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=FFIIXXIITT</id>
	<title>Armagetron Advanced - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://wiki.armagetronad.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=FFIIXXIITT"/>
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	<updated>2026-10-16T07:01:43Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=Moviepacks_list&amp;diff=32420</id>
		<title>Moviepacks list</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=Moviepacks_list&amp;diff=32420"/>
		<updated>2011-04-24T18:45:41Z</updated>

		<summary type="html">&lt;p&gt;FFIIXXIITT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Instructions on moviepack installation can be found in [[Customizing the game]], instructions  on moviepack creation in [[Moviepacks]].&lt;br /&gt;
&lt;br /&gt;
== Original Armagetron Moviepack ==&lt;br /&gt;
[[Image:OriginalMoviepackTitle.jpg|thumb|Armagetron Moviepack]]&lt;br /&gt;
;Author&lt;br /&gt;
:Fabrice HolbÃ©&lt;br /&gt;
;Description&lt;br /&gt;
:This is the original moviepack from Armagetron&lt;br /&gt;
;Archive&lt;br /&gt;
:http://armagetron.sourceforge.net/old/addons/moviepack.zip&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:right;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Armagetron Advanced Classic v0.1 ==&lt;br /&gt;
;Author&lt;br /&gt;
:z-man (?)&lt;br /&gt;
;Description&lt;br /&gt;
:It&#039;s still a work in progress, to be finished in time for the final release of 0.2.8, so that players can still use the classic look of the game if they prefer.  It won&#039;t work with older versions, so don&#039;t try to install it into anything but 0.2.8.  It won&#039;t even work with rc2!  But for the old versions, you don&#039;t need it, because it&#039;s just the graphics from them.&lt;br /&gt;
;Archive&lt;br /&gt;
:[[:Image:Classic_0_2.zip|Download this pack]]&lt;br /&gt;
&lt;br /&gt;
== iD Tech ==&lt;br /&gt;
[[Image:ID Tech 2 (Moviepack Screenshot).png|thumb|iD Tech v1.1]]&lt;br /&gt;
[[Image:ID Tech 3 (Moviepack Screenshot).png|thumb|v1.1 Wall Transparency]]&lt;br /&gt;
;Author&lt;br /&gt;
:[http://3000farad.com/ Puffyfluff]&lt;br /&gt;
;Description&lt;br /&gt;
:This pack focuses on the [http://www.internaldrive.com/index.php iD Tech Camps] green and was made for users of the [http://internaldrive.info/ iD server].&lt;br /&gt;
;Archive&lt;br /&gt;
:[http://pack.internaldrive.info/ All versions] (Newer doesn&#039;t always mean better. Try them all for one you like.)&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:right;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== ArmagetronAd Blue Floor ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Armagetronad Dark (Moviepack Screenshot).png|thumb|Armagetron Dark]]&lt;br /&gt;
[[Image:Armagetronad Bright (Moviepack Screenshot).png|thumb|Armagetron Bright]]&lt;br /&gt;
;Author&lt;br /&gt;
:joda_bot&lt;br /&gt;
;Description&lt;br /&gt;
:This moviepack is a &amp;quot;waste&amp;quot; product of the search for the new default textures for 0.2.8. The texture consists of the word &amp;quot;ArmagetronAd&amp;quot; in plain text and as a barcode. The floor is closely colored after floor of the light cycle game in the tron movie.&lt;br /&gt;
;Archives&lt;br /&gt;
:[http://forums.armagetronad.net/download.php?id=3011 Dark floor]&lt;br /&gt;
:[http://forums.armagetronad.net/download.php?id=3061 Bright floor]&lt;br /&gt;
;Original Posts&lt;br /&gt;
:[http://forums.armagetronad.net/viewtopic.php?t=3951 Dark floor]&lt;br /&gt;
:[http://forums.armagetronad.net/viewtopic.php?t=3941 Bright floor]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:right;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== armarocktron v 1.0 ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Armarocktron (Moviepack Title Screen).jpg|thumb|Armarocktron title screen]]&lt;br /&gt;
[[Image:Armarocktron (Moviepack Screenshot).jpg|thumb|Armarocktron]]&lt;br /&gt;
;Author&lt;br /&gt;
:DrJoeTron&lt;br /&gt;
;Archive&lt;br /&gt;
:http://forums3.armagetronad.net/download/file.php?id=10774&lt;br /&gt;
;Original Post&lt;br /&gt;
:http://forums.armagetronad.net/viewtopic.php?p=13894#13894&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:right;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== |DpG| ==&lt;br /&gt;
[[Image:DPG-floor2.png|thumb|DPG moviepack .2]]&lt;br /&gt;
;Author&lt;br /&gt;
:flea&lt;br /&gt;
;Description&lt;br /&gt;
:no comment&lt;br /&gt;
;Archive&lt;br /&gt;
:http://wiki.armagetronad.net/index.php?title=Special:Contributions/Flea&lt;br /&gt;
better cycle:&lt;br /&gt;
:&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:right;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Electric Fishing ==&lt;br /&gt;
[[Image:ElectricFishing4.png|thumb|A moviepack for the server with the same name]]&lt;br /&gt;
;Author&lt;br /&gt;
:sinewav, Word&lt;br /&gt;
;Description&lt;br /&gt;
:It makes you even more seasick!&lt;br /&gt;
;Archive&lt;br /&gt;
:http://forums3.armagetronad.net/download/file.php?id=10727&lt;br /&gt;
better cycle:&lt;br /&gt;
:http://forums3.armagetronad.net/download/file.php?id=10730&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:right;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Forrest ==&lt;br /&gt;
[[Image:Moviepack_forrest.png|thumb|Forrest]]&lt;br /&gt;
;Author&lt;br /&gt;
:klax&lt;br /&gt;
;Archive&lt;br /&gt;
:http://armagetron.co.uk/moviepacks/zips/forrest.zip&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:right;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Heaven&#039;s Art ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Heaven&#039;s Art (Moviepack Screenshot).png|thumb|Heaven&#039;s Art]]&lt;br /&gt;
;Author&lt;br /&gt;
:LukeSky&lt;br /&gt;
;Archive&lt;br /&gt;
:http://forums.armagetronad.net/download.php?id=5581&lt;br /&gt;
;Original Post &lt;br /&gt;
:http://forums.armagetronad.net/download.php?id=5591&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:right;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hell&#039;s Dungeon ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Hell&#039;s Dungeon (Moviepack Screenshot).png|thumb|Hell&#039;s Dungeon]]&lt;br /&gt;
;Author&lt;br /&gt;
:LukeSky&lt;br /&gt;
;Archive&lt;br /&gt;
:http://forums.armagetronad.net/download.php?id=2849&lt;br /&gt;
;Original Post &lt;br /&gt;
:http://forums.armagetronad.net/viewtopic.php?t=3461&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:right;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Hell&#039;s Kitchen ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Hell&#039;s Kitchen (Moviepack Screenshot).png|thumb|Hell&#039;s Kitchen]]&lt;br /&gt;
;Author&lt;br /&gt;
:LukeSky&lt;br /&gt;
;Archive&lt;br /&gt;
:http://forums.armagetronad.net/download.php?id=2762&lt;br /&gt;
;Original Post &lt;br /&gt;
:http://forums.armagetronad.net/viewtopic.php?t=3330&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:right;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Invid Mod v0.1 ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Invid Mod v0.1 (Moviepack Screenshot).jpg|thumb|Invid Mod v0.1]]&lt;br /&gt;
;Author&lt;br /&gt;
:CristalCube&lt;br /&gt;
;Archive&lt;br /&gt;
:http://forums.armagetronad.net/download.php?id=824&lt;br /&gt;
;Original Post&lt;br /&gt;
:http://forums.armagetronad.net/viewtopic.php?t=1462&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:right;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Japanese Confusion ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Japanese Confusion (Moviepack Screenshot).jpg|thumb|Japanese Confusion]]&lt;br /&gt;
&lt;br /&gt;
;Author&lt;br /&gt;
:neoneogi&lt;br /&gt;
;Archive&lt;br /&gt;
:http://forums.armagetronad.net/download.php?id=2752&lt;br /&gt;
;Original Post&lt;br /&gt;
:http://forums.armagetronad.net/viewtopic.php?t=3287&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:right;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Linear ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Linear (Moviepack Screenshot).jpg|thumb|Linear]]&lt;br /&gt;
[[Image:Linear (2) (Moviepack Screenshot).jpg|thumb|Linear]]&lt;br /&gt;
[[Image:Linear (3) (Moviepack Screenshot).gif|thumb|Linear]]&lt;br /&gt;
;Author&lt;br /&gt;
:K&lt;br /&gt;
;Archive&lt;br /&gt;
:http://forums.armagetronad.net/download.php?id=187&lt;br /&gt;
;Original Post&lt;br /&gt;
:http://forums.armagetronad.net/viewtopic.php?t=597&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:right;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Lucifer v0.2 ==&lt;br /&gt;
&lt;br /&gt;
;Author&lt;br /&gt;
:Lucifer&lt;br /&gt;
;Description&lt;br /&gt;
:This thing hasn&#039;t been named, it&#039;s just a collection of stuff I submitted to be considered for default artwork in Artemis.  It requires a newer version of the game, because it uses the default model.  As of writing, it requires a version compiled from the branch labeled b0_2_8_0, which will become the final 0.2.8 version, but it doesn&#039;t work in any release candidates.  It will work in rc3 and later, when it is released.&lt;br /&gt;
;Archive&lt;br /&gt;
:[[:Image:lucifer-0_2.zip|Download this pack]]&lt;br /&gt;
&lt;br /&gt;
== Mentat ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Mentat (Moviepack Screenshot).jpg|thumb|Mentat]]&lt;br /&gt;
[[Image:Mentat (2) (Moviepack Screenshot).jpg|thumb|Mentat]]&lt;br /&gt;
;Author&lt;br /&gt;
:pertinax&lt;br /&gt;
;Archive&lt;br /&gt;
:http://forums.armagetronad.net/download.php?id=4651&lt;br /&gt;
;Original Post&lt;br /&gt;
:http://forums.armagetronad.net/viewtopic.php?p=80421#80421&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:right;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Original Arcade ==&lt;br /&gt;
&lt;br /&gt;
[[Image:coinop.png |thumb|Original Arcade]]&lt;br /&gt;
;Author&lt;br /&gt;
:[http://wiki.armagetronad.net/index.php?title=User:Sinewav sinewav]&lt;br /&gt;
;Description&lt;br /&gt;
:This is a moviepack &#039;&#039;with a local game inside it&#039;&#039;. It&#039;s based on the original arcade classic &amp;quot;TRON&amp;quot;. The archive contains textures, sounds, the rectangular map, and custom AI (aiplayers.cfg).&lt;br /&gt;
;Archive&lt;br /&gt;
:[http://forums3.armagetronad.net/download/file.php?id=10551 TronArcade.zip]&lt;br /&gt;
;Original Post&lt;br /&gt;
:[http://forums3.armagetronad.net/viewtopic.php?p=215969#p215969 forums3.armagetronad.net]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:right;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Stars ==&lt;br /&gt;
[[Image:Moviepack_stars.png|thumb|Stars]]&lt;br /&gt;
;Author&lt;br /&gt;
:klax&lt;br /&gt;
;Archive&lt;br /&gt;
:http://armagetron.co.uk/moviepacks/zips/stars.zip&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:right;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tronsector Blue Floor ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Tronsector Dark (Moviepack Screenshot).png|thumb|Tronsector Dark]]&lt;br /&gt;
[[Image:Tronsector Bright (Moviepack Screenshot).png|thumb|Tronsector Bright]]&lt;br /&gt;
;Author&lt;br /&gt;
:joda_bot&lt;br /&gt;
;Description&lt;br /&gt;
:This moviepack is a &amp;quot;waste&amp;quot; product of the search for the new default textures for 0.2.8. The texture consists of a big tron sector map and the word &amp;quot;ArmagetronAd&amp;quot; as a barcode. The Grid Map is used with permission by author David &amp;quot;Auric&amp;quot; Hernly. The original image can be found at http://www.tron-sector.com (used as background). &lt;br /&gt;
;Archives&lt;br /&gt;
:[http://forums.armagetronad.net/download.php?id=3101 Dark floor]&lt;br /&gt;
:[http://forums.armagetronad.net/download.php?id=3081 Bright floor]&lt;br /&gt;
;Original Posts&lt;br /&gt;
:[http://forums.armagetronad.net/viewtopic.php?t=4191 Dark floor]&lt;br /&gt;
:[http://forums.armagetronad.net/viewtopic.php?t=4181 Bright floor]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:right;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== FFIIXXIITT ==&lt;br /&gt;
&lt;br /&gt;
;Author&lt;br /&gt;
:FFIIXXIITT&lt;br /&gt;
;Description&lt;br /&gt;
:All of FFIIXXIITT&#039;s mediocre textures&lt;br /&gt;
;Archives&lt;br /&gt;
:[http://forums3.armagetronad.net/viewtopic.php?f=47&amp;amp;t=21373 Texture Files]&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:right;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unamed ==&lt;br /&gt;
&lt;br /&gt;
;Author&lt;br /&gt;
:edd keefe&lt;br /&gt;
;Screenshots&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
 Image:Unnamed (Moviepack Screenshot).gif|Unnamed&lt;br /&gt;
 Image:Unnamed (2) (Moviepack Screenshot).gif|Unnamed&lt;br /&gt;
 Image:Unnamed (3) (Moviepack Screenshot).jpg|Unnamed (newest version)&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
;Archive&lt;br /&gt;
:http://forums.armagetronad.net/download.php?id=872&lt;br /&gt;
:http://forums.armagetronad.net/download.php?id=873 (without the light cycle)&lt;br /&gt;
:http://forums.armagetronad.net/download.php?id=2799 (newest version)&lt;br /&gt;
;Author&#039;s Web Page and Files&lt;br /&gt;
:http://www.a1eddie.com/fun2.htm&lt;br /&gt;
;Original Post&lt;br /&gt;
:http://forums.armagetronad.net/viewtopic.php?p=20708#20708&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:right;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>FFIIXXIITT</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=Maps_base&amp;diff=31506</id>
		<title>Maps base</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=Maps_base&amp;diff=31506"/>
		<updated>2011-03-09T23:52:06Z</updated>

		<summary type="html">&lt;p&gt;FFIIXXIITT: New page: {{Sections}} &amp;lt;!-- Template:Sections should be at the top of each section --&amp;gt;   == Maps == This is where we start...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Sections}} &amp;lt;!-- Template:Sections should be at the top of each section --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Maps ==&lt;br /&gt;
This is where we start...&lt;/div&gt;</summary>
		<author><name>FFIIXXIITT</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=Extending_Armagetron_Advanced&amp;diff=31504</id>
		<title>Extending Armagetron Advanced</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=Extending_Armagetron_Advanced&amp;diff=31504"/>
		<updated>2011-03-09T23:43:44Z</updated>

		<summary type="html">&lt;p&gt;FFIIXXIITT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;trocalcoacel&lt;br /&gt;
{{Sections}} &amp;lt;!-- Template:Sections should be at the top of each section --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
People like to extend and hack on Armagetron Advanced.  Normally they just make moviepacks, sometimes they make other things.  Maybe you&#039;d like to make something but you just don&#039;t know where to start or what to do.  These pages should give you some help in that pursuit.&lt;br /&gt;
&lt;br /&gt;
==[[The Texture Files|The Texture Files]]==&lt;br /&gt;
&lt;br /&gt;
A place for any and all textures, models, and maps.&lt;br /&gt;
&lt;br /&gt;
==[[Customizing the game|Customizing the Game]]==&lt;br /&gt;
&lt;br /&gt;
Learn how and what to do!&lt;br /&gt;
&lt;br /&gt;
== [[Map Making]] ==&lt;br /&gt;
&lt;br /&gt;
How to make maps. Also, how to make fun maps. You&#039;ll find some other resources here, such as links to all existing graphical map editors and so forth. Everything you need to know to make a killer map, that is.&lt;br /&gt;
&lt;br /&gt;
==[[Cockpit Tutorial]]==&lt;br /&gt;
&lt;br /&gt;
How to make cockpits. After you added yours to [[Resource repository]], add it here:  [[Cockpits list]]&lt;br /&gt;
&lt;br /&gt;
== [[Model Formats]] ==&lt;br /&gt;
&lt;br /&gt;
If you want to make a new model, you&#039;re going to need to know what formats are supported by what parts of the code and where to put them.  This is part of making a moviepack, but deserves its own separate discussion.&lt;br /&gt;
ok&lt;br /&gt;
&lt;br /&gt;
== [[Textures]] ==&lt;br /&gt;
&lt;br /&gt;
How do you make textures?  Where do you put them?  What possibilities are there that are known?  You&#039;ll have to dream up new possibilities yourself.&lt;br /&gt;
&lt;br /&gt;
== [[Moviepacks]] ==&lt;br /&gt;
&lt;br /&gt;
Wrapping it all up, put your model and textures into a moviepack!  Here are directions on how to do exactly that and distribute it.&lt;br /&gt;
&lt;br /&gt;
== [[Code hacks]] ==&lt;br /&gt;
&lt;br /&gt;
What code hacks are available?  If you&#039;ve got a compiler available and a little bit of programming abilities, there are plenty of fun things you can do to the game directly.  Who knows?  Do something cool and put it here and it might make it into a future version of the game.&lt;br /&gt;
&lt;br /&gt;
{{Sections}} &amp;lt;!-- Template:Sections should be at the top of each section --&amp;gt;&lt;/div&gt;</summary>
		<author><name>FFIIXXIITT</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=Textures&amp;diff=31498</id>
		<title>Textures</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=Textures&amp;diff=31498"/>
		<updated>2011-03-09T21:32:03Z</updated>

		<summary type="html">&lt;p&gt;FFIIXXIITT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Texture is just a fancy way of saying &amp;quot;picture&amp;quot;.  In 3d modeling, you create a representation of an object in three dimensions, and one of the parts of that representation is its surface.  When you look at, say, a table in real life, you don&#039;t see a bunch of wires and points, do you?  No!  You see color, patterns, bumps, and various other parts of the table.  By looking at the table, your brain determines what it feels like to touch, approximately what it smells/tastes like, and other things.  In 3d modeling, we accomplish that by creating what are called textures.  A texture isn&#039;t anything fancy, though it certainly sounds fancy.  All it is is a picture made with your favorite paint program that is laid on top of what would otherwise be just a wire model.&lt;br /&gt;
&lt;br /&gt;
== Location of Textures ==&lt;br /&gt;
&lt;br /&gt;
Armagetron Advanced has two places where you&#039;re likely to find textures.  One of them is installed by default in a directory aptly named &amp;lt;code&amp;gt;textures&amp;lt;/code&amp;gt;.  If you look in that directory, you&#039;ll see a whole slew of regular graphics files that you can view in a web browser, image file viewer, or whatever.  You can modify them in a paint program such as the GIMP, or Adobe&#039;s Photoshop.  Finally, you can just put completely different images in that directory, and as long as you name them the way the game expects them to be named, your special images will be loaded and rendered onto the models in the game.&lt;br /&gt;
&lt;br /&gt;
Here is a list of texture files that ship with the game:&lt;br /&gt;
&lt;br /&gt;
* cycle_body.png   &lt;br /&gt;
* cycle_wheel.png  &lt;br /&gt;
* dir_wall.png     &lt;br /&gt;
* floor.png       &lt;br /&gt;
* floor_a.png      &lt;br /&gt;
* floor_b.png     &lt;br /&gt;
* font.png        &lt;br /&gt;
* font_extra.png  &lt;br /&gt;
* font_s.png       &lt;br /&gt;
* icon.png         &lt;br /&gt;
* KGN_logo.png     &lt;br /&gt;
* rim_wall.png  &lt;br /&gt;
* shadow.png&lt;br /&gt;
* sky.png&lt;br /&gt;
* title.jpg&lt;br /&gt;
* wrap.png&lt;br /&gt;
&lt;br /&gt;
Now what are all these files exactly?&lt;br /&gt;
&lt;br /&gt;
== Splashscreen ==&lt;br /&gt;
&lt;br /&gt;
The game&#039;s splash screen is the file &amp;lt;code&amp;gt;title.jpg&amp;lt;/code&amp;gt;.  If you want your own customized splash screen, just put one in there.  There are probably some resolution requirements, but I don&#039;t know them (hint hint).&lt;br /&gt;
&lt;br /&gt;
== Cycle Textures ==&lt;br /&gt;
&lt;br /&gt;
The default cycle model needs two textures to render.  They are:&lt;br /&gt;
&lt;br /&gt;
* cycle_body.png   &lt;br /&gt;
* cycle_wheel.png  &lt;br /&gt;
&lt;br /&gt;
Obviously, &amp;lt;code&amp;gt;cycle_body.png&amp;lt;/code&amp;gt; is used on the body of the cycle and &amp;lt;code&amp;gt;cycle_wheel.png&amp;lt;/code&amp;gt; is used for the wheels.&lt;br /&gt;
&lt;br /&gt;
== Wall textures ==&lt;br /&gt;
[[Image:Trip3.png|thumb|right| the dir_wall has many many great looking posibilities]]&lt;br /&gt;
&lt;br /&gt;
[[image:differenttrail1.jpg|thumb|right| Example of a different trail texture]]&lt;br /&gt;
&lt;br /&gt;
[[image:differenttrail2.jpg|thumb|right| Another shot of a different trail]]&lt;br /&gt;
&lt;br /&gt;
There are two kinds of walls in Armagetron Advanced, therefore there are two different textures for them.  Cycle walls are rendered using &amp;lt;code&amp;gt;dir_wall.png&amp;lt;/code&amp;gt; and other walls are rendered using &amp;lt;code&amp;gt;rim_wall.png&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
==  ==&lt;br /&gt;
&lt;br /&gt;
== Floor Textures ==&lt;br /&gt;
&lt;br /&gt;
There are three floor textures.  The exact textures that are chosen depend entirely on your game settings, so when you work with these textures, you need to work with all possible floor settings.  They are additionally rendered onto a colored surface, so when you disable these textures there is still a colored surface underneath.&lt;br /&gt;
&lt;br /&gt;
* floor.png       &lt;br /&gt;
* floor_a.png      &lt;br /&gt;
* floor_b.png     &lt;br /&gt;
&lt;br /&gt;
== Sky &amp;amp; Floor Textures ==&lt;br /&gt;
[[Image:Screenshot-11.png|thumb|right| an example of unintended dual textured plain]]&lt;br /&gt;
&lt;br /&gt;
There is one simple sky texture labeled as * sky.png * which, depending on your settings can move and is placed &amp;quot;underneath&amp;quot; an upper sky which shares the * floor.png * texture with the &amp;quot;textured plain&amp;quot; floor. * floor_a * and * floor_b * make up the &amp;quot;dual textured plain&amp;quot; setting in the options of the arma GUI. These textures of the &amp;quot;dual textured plain&amp;quot; are straight Grey lines by default. Using images that exceed 1 pixel in width act in a variety of unintended ways but can ultimately lead to some cool looking grids.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  ==&lt;br /&gt;
== Icon &amp;amp; KGN logo ==&lt;br /&gt;
&lt;br /&gt;
Not implemented in the actual game as far as I can tell. Perhaps its a developer&#039;s signature or something. Anyhow the game plays without them.&lt;br /&gt;
&lt;br /&gt;
== Other Textures ==&lt;br /&gt;
[http://textures.z7server.com Textures Library]&lt;br /&gt;
TODO (fonts and shadow)&lt;/div&gt;</summary>
		<author><name>FFIIXXIITT</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=File:Trip3.png&amp;diff=31497</id>
		<title>File:Trip3.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=File:Trip3.png&amp;diff=31497"/>
		<updated>2011-03-09T21:28:28Z</updated>

		<summary type="html">&lt;p&gt;FFIIXXIITT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>FFIIXXIITT</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=Textures&amp;diff=31496</id>
		<title>Textures</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=Textures&amp;diff=31496"/>
		<updated>2011-03-09T21:22:37Z</updated>

		<summary type="html">&lt;p&gt;FFIIXXIITT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Texture is just a fancy way of saying &amp;quot;picture&amp;quot;.  In 3d modeling, you create a representation of an object in three dimensions, and one of the parts of that representation is its surface.  When you look at, say, a table in real life, you don&#039;t see a bunch of wires and points, do you?  No!  You see color, patterns, bumps, and various other parts of the table.  By looking at the table, your brain determines what it feels like to touch, approximately what it smells/tastes like, and other things.  In 3d modeling, we accomplish that by creating what are called textures.  A texture isn&#039;t anything fancy, though it certainly sounds fancy.  All it is is a picture made with your favorite paint program that is laid on top of what would otherwise be just a wire model.&lt;br /&gt;
&lt;br /&gt;
== Location of Textures ==&lt;br /&gt;
&lt;br /&gt;
Armagetron Advanced has two places where you&#039;re likely to find textures.  One of them is installed by default in a directory aptly named &amp;lt;code&amp;gt;textures&amp;lt;/code&amp;gt;.  If you look in that directory, you&#039;ll see a whole slew of regular graphics files that you can view in a web browser, image file viewer, or whatever.  You can modify them in a paint program such as the GIMP, or Adobe&#039;s Photoshop.  Finally, you can just put completely different images in that directory, and as long as you name them the way the game expects them to be named, your special images will be loaded and rendered onto the models in the game.&lt;br /&gt;
&lt;br /&gt;
Here is a list of texture files that ship with the game:&lt;br /&gt;
&lt;br /&gt;
* cycle_body.png   &lt;br /&gt;
* cycle_wheel.png  &lt;br /&gt;
* dir_wall.png     &lt;br /&gt;
* floor.png       &lt;br /&gt;
* floor_a.png      &lt;br /&gt;
* floor_b.png     &lt;br /&gt;
* font.png        &lt;br /&gt;
* font_extra.png  &lt;br /&gt;
* font_s.png       &lt;br /&gt;
* icon.png         &lt;br /&gt;
* KGN_logo.png     &lt;br /&gt;
* rim_wall.png  &lt;br /&gt;
* shadow.png&lt;br /&gt;
* sky.png&lt;br /&gt;
* title.jpg&lt;br /&gt;
* wrap.png&lt;br /&gt;
&lt;br /&gt;
Now what are all these files exactly?&lt;br /&gt;
&lt;br /&gt;
== Splashscreen ==&lt;br /&gt;
&lt;br /&gt;
The game&#039;s splash screen is the file &amp;lt;code&amp;gt;title.jpg&amp;lt;/code&amp;gt;.  If you want your own customized splash screen, just put one in there.  There are probably some resolution requirements, but I don&#039;t know them (hint hint).&lt;br /&gt;
&lt;br /&gt;
== Cycle Textures ==&lt;br /&gt;
&lt;br /&gt;
The default cycle model needs two textures to render.  They are:&lt;br /&gt;
&lt;br /&gt;
* cycle_body.png   &lt;br /&gt;
* cycle_wheel.png  &lt;br /&gt;
&lt;br /&gt;
Obviously, &amp;lt;code&amp;gt;cycle_body.png&amp;lt;/code&amp;gt; is used on the body of the cycle and &amp;lt;code&amp;gt;cycle_wheel.png&amp;lt;/code&amp;gt; is used for the wheels.&lt;br /&gt;
&lt;br /&gt;
== Wall textures ==&lt;br /&gt;
&lt;br /&gt;
[[image:differenttrail1.jpg|thumb|right| Example of a different trail texture]]&lt;br /&gt;
&lt;br /&gt;
[[image:differenttrail2.jpg|thumb|right| Another shot of a different trail]]&lt;br /&gt;
&lt;br /&gt;
There are two kinds of walls in Armagetron Advanced, therefore there are two different textures for them.  Cycle walls are rendered using &amp;lt;code&amp;gt;dir_wall.png&amp;lt;/code&amp;gt; and other walls are rendered using &amp;lt;code&amp;gt;rim_wall.png&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
==  ==&lt;br /&gt;
&lt;br /&gt;
== Floor Textures ==&lt;br /&gt;
&lt;br /&gt;
There are three floor textures.  The exact textures that are chosen depend entirely on your game settings, so when you work with these textures, you need to work with all possible floor settings.  They are additionally rendered onto a colored surface, so when you disable these textures there is still a colored surface underneath.&lt;br /&gt;
&lt;br /&gt;
* floor.png       &lt;br /&gt;
* floor_a.png      &lt;br /&gt;
* floor_b.png     &lt;br /&gt;
&lt;br /&gt;
== Sky &amp;amp; Floor Textures ==&lt;br /&gt;
[[Image:Screenshot-11.png|thumb|right| an example of unintended dual textured plain]]&lt;br /&gt;
&lt;br /&gt;
There is one simple sky texture labeled as * sky.png * which, depending on your settings can move and is placed &amp;quot;underneath&amp;quot; an upper sky which shares the * floor.png * texture with the &amp;quot;textured plain&amp;quot; floor. * floor_a * and * floor_b * make up the &amp;quot;dual textured plain&amp;quot; setting in the options of the arma GUI. These textures of the &amp;quot;dual textured plain&amp;quot; are straight Grey lines by default. Using images that exceed 1 pixel in width act in a variety of unintended ways but can ultimately lead to some cool looking grids.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  ==&lt;br /&gt;
== Icon &amp;amp; KGN logo ==&lt;br /&gt;
&lt;br /&gt;
Not implemented in the actual game as far as I can tell. Perhaps its a developer&#039;s signature or something. Anyhow the game plays without them.&lt;br /&gt;
&lt;br /&gt;
== Other Textures ==&lt;br /&gt;
[http://textures.z7server.com Textures Library]&lt;br /&gt;
TODO (fonts and shadow)&lt;/div&gt;</summary>
		<author><name>FFIIXXIITT</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=Textures&amp;diff=31495</id>
		<title>Textures</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=Textures&amp;diff=31495"/>
		<updated>2011-03-09T21:19:31Z</updated>

		<summary type="html">&lt;p&gt;FFIIXXIITT: /* Sky &amp;amp; Floor Textures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Texture is just a fancy way of saying &amp;quot;picture&amp;quot;.  In 3d modeling, you create a representation of an object in three dimensions, and one of the parts of that representation is its surface.  When you look at, say, a table in real life, you don&#039;t see a bunch of wires and points, do you?  No!  You see color, patterns, bumps, and various other parts of the table.  By looking at the table, your brain determines what it feels like to touch, approximately what it smells/tastes like, and other things.  In 3d modeling, we accomplish that by creating what are called textures.  A texture isn&#039;t anything fancy, though it certainly sounds fancy.  All it is is a picture made with your favorite paint program that is laid on top of what would otherwise be just a wire model.&lt;br /&gt;
&lt;br /&gt;
== Location of Textures ==&lt;br /&gt;
&lt;br /&gt;
Armagetron Advanced has two places where you&#039;re likely to find textures.  One of them is installed by default in a directory aptly named &amp;lt;code&amp;gt;textures&amp;lt;/code&amp;gt;.  If you look in that directory, you&#039;ll see a whole slew of regular graphics files that you can view in a web browser, image file viewer, or whatever.  You can modify them in a paint program such as the GIMP, or Adobe&#039;s Photoshop.  Finally, you can just put completely different images in that directory, and as long as you name them the way the game expects them to be named, your special images will be loaded and rendered onto the models in the game.&lt;br /&gt;
&lt;br /&gt;
Here is a list of texture files that ship with the game:&lt;br /&gt;
&lt;br /&gt;
* cycle_body.png   &lt;br /&gt;
* cycle_wheel.png  &lt;br /&gt;
* dir_wall.png     &lt;br /&gt;
* floor.png       &lt;br /&gt;
* floor_a.png      &lt;br /&gt;
* floor_b.png     &lt;br /&gt;
* font.png        &lt;br /&gt;
* font_extra.png  &lt;br /&gt;
* font_s.png       &lt;br /&gt;
* icon.png         &lt;br /&gt;
* KGN_logo.png     &lt;br /&gt;
* rim_wall.png  &lt;br /&gt;
* shadow.png&lt;br /&gt;
* sky.png&lt;br /&gt;
* title.jpg&lt;br /&gt;
* wrap.png&lt;br /&gt;
&lt;br /&gt;
Now what are all these files exactly?&lt;br /&gt;
&lt;br /&gt;
== Splashscreen ==&lt;br /&gt;
&lt;br /&gt;
The game&#039;s splash screen is the file &amp;lt;code&amp;gt;title.jpg&amp;lt;/code&amp;gt;.  If you want your own customized splash screen, just put one in there.  There are probably some resolution requirements, but I don&#039;t know them (hint hint).&lt;br /&gt;
&lt;br /&gt;
== Cycle Textures ==&lt;br /&gt;
&lt;br /&gt;
The default cycle model needs two textures to render.  They are:&lt;br /&gt;
&lt;br /&gt;
* cycle_body.png   &lt;br /&gt;
* cycle_wheel.png  &lt;br /&gt;
&lt;br /&gt;
Obviously, &amp;lt;code&amp;gt;cycle_body.png&amp;lt;/code&amp;gt; is used on the body of the cycle and &amp;lt;code&amp;gt;cycle_wheel.png&amp;lt;/code&amp;gt; is used for the wheels.&lt;br /&gt;
&lt;br /&gt;
== Wall textures ==&lt;br /&gt;
&lt;br /&gt;
[[image:differenttrail1.jpg|thumb|right| Example of a different trail texture]]&lt;br /&gt;
&lt;br /&gt;
[[image:differenttrail2.jpg|thumb|right| Another shot of a different trail]]&lt;br /&gt;
&lt;br /&gt;
There are two kinds of walls in Armagetron Advanced, therefore there are two different textures for them.  Cycle walls are rendered using &amp;lt;code&amp;gt;dir_wall.png&amp;lt;/code&amp;gt; and other walls are rendered using &amp;lt;code&amp;gt;rim_wall.png&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Floor Textures ==&lt;br /&gt;
&lt;br /&gt;
There are three floor textures.  The exact textures that are chosen depend entirely on your game settings, so when you work with these textures, you need to work with all possible floor settings.  They are additionally rendered onto a colored surface, so when you disable these textures there is still a colored surface underneath.&lt;br /&gt;
&lt;br /&gt;
* floor.png       &lt;br /&gt;
* floor_a.png      &lt;br /&gt;
* floor_b.png     &lt;br /&gt;
&lt;br /&gt;
== Sky &amp;amp; Floor Textures ==&lt;br /&gt;
[[Image:Screenshot-11.png|thumb|right| an example of unintended dual textured plain]]&lt;br /&gt;
&lt;br /&gt;
There is one simple sky texture labeled as * sky.png * which, depending on your settings can move and is placed &amp;quot;underneath&amp;quot; an upper sky which shares the * floor.png * texture with the &amp;quot;textured plain&amp;quot; floor. * floor_a * and * floor_b * make up the &amp;quot;dual textured plain&amp;quot; setting in the options of the arma GUI. These textures of the &amp;quot;dual textured plain&amp;quot; are straight Grey lines by default. Using images that exceed 1 pixel in width act in a variety of unintended ways but can ultimately lead to some cool looking grids.&lt;br /&gt;
&lt;br /&gt;
== Icon &amp;amp; KGN logo ==&lt;br /&gt;
&lt;br /&gt;
Not implemented in the actual game as far as I can tell. Perhaps its a developer&#039;s signature or something. Anyhow the game plays without them.&lt;br /&gt;
&lt;br /&gt;
== Other Textures ==&lt;br /&gt;
[http://textures.z7server.com Textures Library]&lt;br /&gt;
TODO (fonts and shadow)&lt;/div&gt;</summary>
		<author><name>FFIIXXIITT</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=Textures&amp;diff=31494</id>
		<title>Textures</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=Textures&amp;diff=31494"/>
		<updated>2011-03-09T21:16:09Z</updated>

		<summary type="html">&lt;p&gt;FFIIXXIITT: /* Wall textures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Texture is just a fancy way of saying &amp;quot;picture&amp;quot;.  In 3d modeling, you create a representation of an object in three dimensions, and one of the parts of that representation is its surface.  When you look at, say, a table in real life, you don&#039;t see a bunch of wires and points, do you?  No!  You see color, patterns, bumps, and various other parts of the table.  By looking at the table, your brain determines what it feels like to touch, approximately what it smells/tastes like, and other things.  In 3d modeling, we accomplish that by creating what are called textures.  A texture isn&#039;t anything fancy, though it certainly sounds fancy.  All it is is a picture made with your favorite paint program that is laid on top of what would otherwise be just a wire model.&lt;br /&gt;
&lt;br /&gt;
== Location of Textures ==&lt;br /&gt;
&lt;br /&gt;
Armagetron Advanced has two places where you&#039;re likely to find textures.  One of them is installed by default in a directory aptly named &amp;lt;code&amp;gt;textures&amp;lt;/code&amp;gt;.  If you look in that directory, you&#039;ll see a whole slew of regular graphics files that you can view in a web browser, image file viewer, or whatever.  You can modify them in a paint program such as the GIMP, or Adobe&#039;s Photoshop.  Finally, you can just put completely different images in that directory, and as long as you name them the way the game expects them to be named, your special images will be loaded and rendered onto the models in the game.&lt;br /&gt;
&lt;br /&gt;
Here is a list of texture files that ship with the game:&lt;br /&gt;
&lt;br /&gt;
* cycle_body.png   &lt;br /&gt;
* cycle_wheel.png  &lt;br /&gt;
* dir_wall.png     &lt;br /&gt;
* floor.png       &lt;br /&gt;
* floor_a.png      &lt;br /&gt;
* floor_b.png     &lt;br /&gt;
* font.png        &lt;br /&gt;
* font_extra.png  &lt;br /&gt;
* font_s.png       &lt;br /&gt;
* icon.png         &lt;br /&gt;
* KGN_logo.png     &lt;br /&gt;
* rim_wall.png  &lt;br /&gt;
* shadow.png&lt;br /&gt;
* sky.png&lt;br /&gt;
* title.jpg&lt;br /&gt;
* wrap.png&lt;br /&gt;
&lt;br /&gt;
Now what are all these files exactly?&lt;br /&gt;
&lt;br /&gt;
== Splashscreen ==&lt;br /&gt;
&lt;br /&gt;
The game&#039;s splash screen is the file &amp;lt;code&amp;gt;title.jpg&amp;lt;/code&amp;gt;.  If you want your own customized splash screen, just put one in there.  There are probably some resolution requirements, but I don&#039;t know them (hint hint).&lt;br /&gt;
&lt;br /&gt;
== Cycle Textures ==&lt;br /&gt;
&lt;br /&gt;
The default cycle model needs two textures to render.  They are:&lt;br /&gt;
&lt;br /&gt;
* cycle_body.png   &lt;br /&gt;
* cycle_wheel.png  &lt;br /&gt;
&lt;br /&gt;
Obviously, &amp;lt;code&amp;gt;cycle_body.png&amp;lt;/code&amp;gt; is used on the body of the cycle and &amp;lt;code&amp;gt;cycle_wheel.png&amp;lt;/code&amp;gt; is used for the wheels.&lt;br /&gt;
&lt;br /&gt;
== Wall textures ==&lt;br /&gt;
&lt;br /&gt;
[[image:differenttrail1.jpg|thumb|right| Example of a different trail texture]]&lt;br /&gt;
&lt;br /&gt;
[[image:differenttrail2.jpg|thumb|right| Another shot of a different trail]]&lt;br /&gt;
&lt;br /&gt;
There are two kinds of walls in Armagetron Advanced, therefore there are two different textures for them.  Cycle walls are rendered using &amp;lt;code&amp;gt;dir_wall.png&amp;lt;/code&amp;gt; and other walls are rendered using &amp;lt;code&amp;gt;rim_wall.png&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Floor Textures ==&lt;br /&gt;
&lt;br /&gt;
There are three floor textures.  The exact textures that are chosen depend entirely on your game settings, so when you work with these textures, you need to work with all possible floor settings.  They are additionally rendered onto a colored surface, so when you disable these textures there is still a colored surface underneath.&lt;br /&gt;
&lt;br /&gt;
* floor.png       &lt;br /&gt;
* floor_a.png      &lt;br /&gt;
* floor_b.png     &lt;br /&gt;
&lt;br /&gt;
== Sky &amp;amp; Floor Textures ==&lt;br /&gt;
&lt;br /&gt;
There is one simple sky texture labeled as * sky.png * which, depending on your settings can move and is placed &amp;quot;underneath&amp;quot; an upper sky which shares the * floor.png * texture with the &amp;quot;textured plain&amp;quot; floor. * floor_a * and * floor_b * make up the &amp;quot;dual textured plain&amp;quot; setting in the options of the arma GUI. These textures of the &amp;quot;dual textured plain&amp;quot; are straight Grey lines by default. Using images that exceed 1 pixel in width act in a variety of unintended ways but can ultimately lead to some cool looking grids.&lt;br /&gt;
&lt;br /&gt;
== Icon &amp;amp; KGN logo ==&lt;br /&gt;
&lt;br /&gt;
Not implemented in the actual game as far as I can tell. Perhaps its a developer&#039;s signature or something. Anyhow the game plays without them.&lt;br /&gt;
&lt;br /&gt;
== Other Textures ==&lt;br /&gt;
[http://textures.z7server.com Textures Library]&lt;br /&gt;
TODO (fonts and shadow)&lt;/div&gt;</summary>
		<author><name>FFIIXXIITT</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=File:Screenshot-11.png&amp;diff=31493</id>
		<title>File:Screenshot-11.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=File:Screenshot-11.png&amp;diff=31493"/>
		<updated>2011-03-09T21:13:14Z</updated>

		<summary type="html">&lt;p&gt;FFIIXXIITT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>FFIIXXIITT</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=Textures&amp;diff=31492</id>
		<title>Textures</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=Textures&amp;diff=31492"/>
		<updated>2011-03-09T21:07:10Z</updated>

		<summary type="html">&lt;p&gt;FFIIXXIITT: /* sky texture */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Texture is just a fancy way of saying &amp;quot;picture&amp;quot;.  In 3d modeling, you create a representation of an object in three dimensions, and one of the parts of that representation is its surface.  When you look at, say, a table in real life, you don&#039;t see a bunch of wires and points, do you?  No!  You see color, patterns, bumps, and various other parts of the table.  By looking at the table, your brain determines what it feels like to touch, approximately what it smells/tastes like, and other things.  In 3d modeling, we accomplish that by creating what are called textures.  A texture isn&#039;t anything fancy, though it certainly sounds fancy.  All it is is a picture made with your favorite paint program that is laid on top of what would otherwise be just a wire model.&lt;br /&gt;
&lt;br /&gt;
== Location of Textures ==&lt;br /&gt;
&lt;br /&gt;
Armagetron Advanced has two places where you&#039;re likely to find textures.  One of them is installed by default in a directory aptly named &amp;lt;code&amp;gt;textures&amp;lt;/code&amp;gt;.  If you look in that directory, you&#039;ll see a whole slew of regular graphics files that you can view in a web browser, image file viewer, or whatever.  You can modify them in a paint program such as the GIMP, or Adobe&#039;s Photoshop.  Finally, you can just put completely different images in that directory, and as long as you name them the way the game expects them to be named, your special images will be loaded and rendered onto the models in the game.&lt;br /&gt;
&lt;br /&gt;
Here is a list of texture files that ship with the game:&lt;br /&gt;
&lt;br /&gt;
* cycle_body.png   &lt;br /&gt;
* cycle_wheel.png  &lt;br /&gt;
* dir_wall.png     &lt;br /&gt;
* floor.png       &lt;br /&gt;
* floor_a.png      &lt;br /&gt;
* floor_b.png     &lt;br /&gt;
* font.png        &lt;br /&gt;
* font_extra.png  &lt;br /&gt;
* font_s.png       &lt;br /&gt;
* icon.png         &lt;br /&gt;
* KGN_logo.png     &lt;br /&gt;
* rim_wall.png  &lt;br /&gt;
* shadow.png&lt;br /&gt;
* sky.png&lt;br /&gt;
* title.jpg&lt;br /&gt;
* wrap.png&lt;br /&gt;
&lt;br /&gt;
Now what are all these files exactly?&lt;br /&gt;
&lt;br /&gt;
== Splashscreen ==&lt;br /&gt;
&lt;br /&gt;
The game&#039;s splash screen is the file &amp;lt;code&amp;gt;title.jpg&amp;lt;/code&amp;gt;.  If you want your own customized splash screen, just put one in there.  There are probably some resolution requirements, but I don&#039;t know them (hint hint).&lt;br /&gt;
&lt;br /&gt;
== Cycle Textures ==&lt;br /&gt;
&lt;br /&gt;
The default cycle model needs two textures to render.  They are:&lt;br /&gt;
&lt;br /&gt;
* cycle_body.png   &lt;br /&gt;
* cycle_wheel.png  &lt;br /&gt;
&lt;br /&gt;
Obviously, &amp;lt;code&amp;gt;cycle_body.png&amp;lt;/code&amp;gt; is used on the body of the cycle and &amp;lt;code&amp;gt;cycle_wheel.png&amp;lt;/code&amp;gt; is used for the wheels.&lt;br /&gt;
&lt;br /&gt;
== Wall textures ==&lt;br /&gt;
&lt;br /&gt;
[[image:differenttrail1.jpg|thumb|right| Example of a different trail texture]]&lt;br /&gt;
&lt;br /&gt;
[[image:differenttrail2.jpg|thumb|right| Another shot of a different trail]]&lt;br /&gt;
&lt;br /&gt;
There are two kinds of walls in Armagetron Advanced, therefore there are two different textures for them.  Cycle walls are rendered using &amp;lt;code&amp;gt;dir_wall.png&amp;lt;/code&amp;gt; and other walls are rendered using &amp;lt;code&amp;gt;rim_wall.png&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
== Floor Textures ==&lt;br /&gt;
&lt;br /&gt;
There are three floor textures.  The exact textures that are chosen depend entirely on your game settings, so when you work with these textures, you need to work with all possible floor settings.  They are additionally rendered onto a colored surface, so when you disable these textures there is still a colored surface underneath.&lt;br /&gt;
&lt;br /&gt;
* floor.png       &lt;br /&gt;
* floor_a.png      &lt;br /&gt;
* floor_b.png     &lt;br /&gt;
&lt;br /&gt;
== Sky &amp;amp; Floor Textures ==&lt;br /&gt;
&lt;br /&gt;
There is one simple sky texture labeled as * sky.png * which, depending on your settings can move and is placed &amp;quot;underneath&amp;quot; an upper sky which shares the * floor.png * texture with the &amp;quot;textured plain&amp;quot; floor. * floor_a * and * floor_b * make up the &amp;quot;dual textured plain&amp;quot; setting in the options of the arma GUI. These textures of the &amp;quot;dual textured plain&amp;quot; are straight Grey lines by default. Using images that exceed 1 pixel in width act in a variety of unintended ways but can ultimately lead to some cool looking grids.&lt;br /&gt;
&lt;br /&gt;
== Icon &amp;amp; KGN logo ==&lt;br /&gt;
&lt;br /&gt;
Not implemented in the actual game as far as I can tell. Perhaps its a developer&#039;s signature or something. Anyhow the game plays without them.&lt;br /&gt;
&lt;br /&gt;
== Other Textures ==&lt;br /&gt;
[http://textures.z7server.com Textures Library]&lt;br /&gt;
TODO (fonts and shadow)&lt;/div&gt;</summary>
		<author><name>FFIIXXIITT</name></author>
	</entry>
	<entry>
		<id>http://wiki.armagetronad.org/index.php?title=Textures&amp;diff=31491</id>
		<title>Textures</title>
		<link rel="alternate" type="text/html" href="http://wiki.armagetronad.org/index.php?title=Textures&amp;diff=31491"/>
		<updated>2011-03-09T20:59:56Z</updated>

		<summary type="html">&lt;p&gt;FFIIXXIITT: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Texture is just a fancy way of saying &amp;quot;picture&amp;quot;.  In 3d modeling, you create a representation of an object in three dimensions, and one of the parts of that representation is its surface.  When you look at, say, a table in real life, you don&#039;t see a bunch of wires and points, do you?  No!  You see color, patterns, bumps, and various other parts of the table.  By looking at the table, your brain determines what it feels like to touch, approximately what it smells/tastes like, and other things.  In 3d modeling, we accomplish that by creating what are called textures.  A texture isn&#039;t anything fancy, though it certainly sounds fancy.  All it is is a picture made with your favorite paint program that is laid on top of what would otherwise be just a wire model.&lt;br /&gt;
&lt;br /&gt;
== Location of Textures ==&lt;br /&gt;
&lt;br /&gt;
Armagetron Advanced has two places where you&#039;re likely to find textures.  One of them is installed by default in a directory aptly named &amp;lt;code&amp;gt;textures&amp;lt;/code&amp;gt;.  If you look in that directory, you&#039;ll see a whole slew of regular graphics files that you can view in a web browser, image file viewer, or whatever.  You can modify them in a paint program such as the GIMP, or Adobe&#039;s Photoshop.  Finally, you can just put completely different images in that directory, and as long as you name them the way the game expects them to be named, your special images will be loaded and rendered onto the models in the game.&lt;br /&gt;
&lt;br /&gt;
Here is a list of texture files that ship with the game:&lt;br /&gt;
&lt;br /&gt;
* cycle_body.png   &lt;br /&gt;
* cycle_wheel.png  &lt;br /&gt;
* dir_wall.png     &lt;br /&gt;
* floor.png       &lt;br /&gt;
* floor_a.png      &lt;br /&gt;
* floor_b.png     &lt;br /&gt;
* font.png        &lt;br /&gt;
* font_extra.png  &lt;br /&gt;
* font_s.png       &lt;br /&gt;
* icon.png         &lt;br /&gt;
* KGN_logo.png     &lt;br /&gt;
* rim_wall.png  &lt;br /&gt;
* shadow.png&lt;br /&gt;
* sky.png&lt;br /&gt;
* title.jpg&lt;br /&gt;
* wrap.png&lt;br /&gt;
&lt;br /&gt;
Now what are all these files exactly?&lt;br /&gt;
&lt;br /&gt;
== Splashscreen ==&lt;br /&gt;
&lt;br /&gt;
The game&#039;s splash screen is the file &amp;lt;code&amp;gt;title.jpg&amp;lt;/code&amp;gt;.  If you want your own customized splash screen, just put one in there.  There are probably some resolution requirements, but I don&#039;t know them (hint hint).&lt;br /&gt;
&lt;br /&gt;
== Cycle Textures ==&lt;br /&gt;
&lt;br /&gt;
The default cycle model needs two textures to render.  They are:&lt;br /&gt;
&lt;br /&gt;
* cycle_body.png   &lt;br /&gt;
* cycle_wheel.png  &lt;br /&gt;
&lt;br /&gt;
Obviously, &amp;lt;code&amp;gt;cycle_body.png&amp;lt;/code&amp;gt; is used on the body of the cycle and &amp;lt;code&amp;gt;cycle_wheel.png&amp;lt;/code&amp;gt; is used for the wheels.&lt;br /&gt;
&lt;br /&gt;
== Wall textures ==&lt;br /&gt;
&lt;br /&gt;
[[image:differenttrail1.jpg|thumb|right| Example of a different trail texture]]&lt;br /&gt;
&lt;br /&gt;
[[image:differenttrail2.jpg|thumb|right| Another shot of a different trail]]&lt;br /&gt;
&lt;br /&gt;
There are two kinds of walls in Armagetron Advanced, therefore there are two different textures for them.  Cycle walls are rendered using &amp;lt;code&amp;gt;dir_wall.png&amp;lt;/code&amp;gt; and other walls are rendered using &amp;lt;code&amp;gt;rim_wall.png&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Floor Textures ==&lt;br /&gt;
&lt;br /&gt;
There are three floor textures.  The exact textures that are chosen depend entirely on your game settings, so when you work with these textures, you need to work with all possible floor settings.  They are additionally rendered onto a colored surface, so when you disable these textures there is still a colored surface underneath.&lt;br /&gt;
&lt;br /&gt;
* floor.png       &lt;br /&gt;
* floor_a.png      &lt;br /&gt;
* floor_b.png     &lt;br /&gt;
&lt;br /&gt;
== sky texture ==&lt;br /&gt;
&lt;br /&gt;
There is one simple sky texture labeled as * sky.png * which, depending on your settings can move and is placed &amp;quot;underneath&amp;quot; an upper sky which shares the * floor.png * texture with the textured plain floor.&lt;br /&gt;
&lt;br /&gt;
== Icon &amp;amp; KGN logo ==&lt;br /&gt;
&lt;br /&gt;
Not implemented in the actual game as far as I can tell. Perhaps its a developer&#039;s signature or something. Anyhow the game plays without them.&lt;br /&gt;
&lt;br /&gt;
== Other Textures ==&lt;br /&gt;
[http://textures.z7server.com Textures Library]&lt;br /&gt;
TODO (fonts and shadow)&lt;/div&gt;</summary>
		<author><name>FFIIXXIITT</name></author>
	</entry>
</feed>