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		<id>https://www.sandboxgamemaker.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Chocolatepie33</id>
		<title>Platinum Arts Sandbox Free 3D Game Maker - User contributions [en]</title>
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		<updated>2026-05-03T00:41:58Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Tutorials_List&amp;diff=1968</id>
		<title>Tutorials List</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Tutorials_List&amp;diff=1968"/>
				<updated>2013-02-12T01:00:05Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: /* Textures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of tutorials created and edited by our contributors. &lt;br /&gt;
Contribute by improving the tutorials and creating tutorials for the red links&lt;br /&gt;
== Getting, Installing and opening Sandbox ==&lt;br /&gt;
&lt;br /&gt;
* [[Downloading Sandbox]]&lt;br /&gt;
* [[Installing Sandbox]]&lt;br /&gt;
* [[Running Sandbox]]&lt;br /&gt;
* [[development|Obtaining the development version]]&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
&lt;br /&gt;
* [[FPS|FPS - First Person Shooter (default)]]&lt;br /&gt;
* [[SSP|SSP - Side Scrolling Platformer]]&lt;br /&gt;
* [[RPG|RPG - Role Playing Game]]&lt;br /&gt;
** [[RPG tutorial|RPG Tutorial]]&lt;br /&gt;
* [[MovieCube|MovieCube - Machinima Tool]]&lt;br /&gt;
* [[Vehicle Simulator]]&lt;br /&gt;
&lt;br /&gt;
== Learning the editor basics ==&lt;br /&gt;
&lt;br /&gt;
* [[Map Editing Basics]]&lt;br /&gt;
* [[How to change textures in your map]]&lt;br /&gt;
* [[How to place 3D grass]]&lt;br /&gt;
* [[How to add lava, water, glass and other materials to your map]]&lt;br /&gt;
* [[How to make ramps, bridges, and angles]]&lt;br /&gt;
* [[How to make invisible boundaries]]&lt;br /&gt;
* [[Tips on making a good map]]&lt;br /&gt;
* [[Gridwork]]&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
&lt;br /&gt;
* [[How to make sloped roofs]]&lt;br /&gt;
* [[How to make secret doors, walls &amp;amp; floors]]&lt;br /&gt;
* [[How to make 1-way windows only you can see out of]]&lt;br /&gt;
* [[How to make 1-way doors]]&lt;br /&gt;
* [[How to create a hollow tower/tube]]&lt;br /&gt;
* [[How to make stairs you could walk up]]&lt;br /&gt;
* [[How to create set of glass stairs]]&lt;br /&gt;
* [[How to make a TV]]&lt;br /&gt;
* [[How to make various window shapes]]&lt;br /&gt;
* [[How to create a spiral staircase]]&lt;br /&gt;
* [[How to make a pyramid/four-sided sloped roof]]&lt;br /&gt;
&lt;br /&gt;
=== Terrain editing ===&lt;br /&gt;
&lt;br /&gt;
* [[How to create mountains, ponds, and oceans]]&lt;br /&gt;
* [[How to transfer parts of a map to a new one]]&lt;br /&gt;
* [[How to make a forest]]&lt;br /&gt;
* [[How to make a cave]]&lt;br /&gt;
* [[How to make a realistic river]]&lt;br /&gt;
* [[How to make a swimming pool]]&lt;br /&gt;
* [[How to make a fountain]]&lt;br /&gt;
* [[How to create smooth curvy pathways]]&lt;br /&gt;
* [[How to create fields with flower patches]]&lt;br /&gt;
* [[How to create a camp fire and fireplace]]&lt;br /&gt;
* [[How to make a bumpy road]]&lt;br /&gt;
* [[How to make various types of fences]]&lt;br /&gt;
* [[How to make a nice waterfall]]&lt;br /&gt;
* [[How to edit terrain properly]]&lt;br /&gt;
* [[How to fix bad terrain or geometry errors]]&lt;br /&gt;
* [[How to make railings]]&lt;br /&gt;
* [[Texture Blending]]&lt;br /&gt;
&lt;br /&gt;
=== Advanced Editor Techniques===&lt;br /&gt;
&lt;br /&gt;
* [[How to create a slide]]&lt;br /&gt;
* [[How to create a trampoline]]&lt;br /&gt;
* [[How to create electric fences]]&lt;br /&gt;
* [[How to make a sphere shapes in &amp;#039;edit mode&amp;#039;]]&lt;br /&gt;
* [[How to make curved shapes in &amp;#039;edit mode&amp;#039;]]&lt;br /&gt;
* [[How to create curved glass]]&lt;br /&gt;
* [[How to create climbable ladders and vertical walls]]&lt;br /&gt;
* [[How to make an endless slide]]&lt;br /&gt;
* [[How to create lens flares]]&lt;br /&gt;
* [[How to make a snowman]]&lt;br /&gt;
* [[How to make a boat]]&lt;br /&gt;
* [[How to create warp speed tunnels]]&lt;br /&gt;
* [[How to create hidden teleports]]&lt;br /&gt;
* [[How to create spinning palm trees]]&lt;br /&gt;
* [[How to change gravity]]&lt;br /&gt;
&lt;br /&gt;
== Lighting and Particle effects ==&lt;br /&gt;
&lt;br /&gt;
* [[How to add various lighting]]&lt;br /&gt;
* [[Lighting|How to light a map properly]]&lt;br /&gt;
* [[Tips to make a night time map]]&lt;br /&gt;
* [[Tips to make a morning map]]&lt;br /&gt;
* [[Tips to make a sunset map]]&lt;br /&gt;
* [[How to add particle effects]]&lt;br /&gt;
* [[How to create snow or rain]]&lt;br /&gt;
* [[How to put fog to a map]]&lt;br /&gt;
&lt;br /&gt;
== Models and Sandbox ==&lt;br /&gt;
&lt;br /&gt;
* [[Blender to Sandbox]]&lt;br /&gt;
* [[Wings3D to Sandbox flash tutorials]]&lt;br /&gt;
* [[Mapmodels|Loading and adding mapmodels]]&lt;br /&gt;
** [[Importing .OBJ files]]&lt;br /&gt;
* [[How to add new models]]&lt;br /&gt;
* [[PAS to Blender]]&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
* [[Adding custom textures to a new map]]&lt;br /&gt;
&lt;br /&gt;
== Scripting/Trigger tutorials ==&lt;br /&gt;
&lt;br /&gt;
=== Menu Editing - Cubescript ===&lt;br /&gt;
* [[Menu Editing|How to modify the menu]]&lt;br /&gt;
* [[Cubescript]]&lt;br /&gt;
* [[Creating easy spells]]&lt;br /&gt;
* [[Removing Editmode]]&lt;br /&gt;
* [[Adding Custom Skyboxes]]&lt;br /&gt;
=== Maptitle and authors ===&lt;br /&gt;
* [[How to add map title and author]]&lt;br /&gt;
* [[How to change color of text in maps welcome message]]&lt;br /&gt;
&lt;br /&gt;
=== FPS Scripting ===&lt;br /&gt;
&lt;br /&gt;
* [[Creating a shop script]]&lt;br /&gt;
* [[How to make characters talk with text pop-up windows]]&lt;br /&gt;
* [[How to make characters give you quests]]&lt;br /&gt;
* [[making picked up items visible in your inventory]]&lt;br /&gt;
* [[How to make a trigger load another map]]&lt;br /&gt;
* [[Making Echoes]]&lt;br /&gt;
* [[How to make triggered elevators/platforms]]&lt;br /&gt;
* [[How to make items that can be picked up]]&lt;br /&gt;
&lt;br /&gt;
=== RPG Scripting ===&lt;br /&gt;
* [[RPG commands]]&lt;br /&gt;
* [[RPG configuration]]&lt;br /&gt;
* [[RPG script]]&lt;br /&gt;
&lt;br /&gt;
== Source Code Modifying + Recompiling ==&lt;br /&gt;
&lt;br /&gt;
* [[Compiling the source code]]&lt;br /&gt;
* [[How to get a mapsize greater than 16]]&lt;br /&gt;
* [[How to add creatures]] &lt;br /&gt;
* [[How to add more player character models]]&lt;br /&gt;
&lt;br /&gt;
== Multiplayer tutorials ==&lt;br /&gt;
&lt;br /&gt;
* [[How to host a coop edit session over the internet]]&lt;br /&gt;
* [[How to host a persistent world in Sandbox over the internet]]&lt;br /&gt;
* [[How to monitor your dedicated server without being in it]]&lt;br /&gt;
&lt;br /&gt;
== Unsorted tutorials ==&lt;br /&gt;
* [[Transferring your Map to a new version of Sandbox]] &lt;br /&gt;
* [[How to save a map properly]]&lt;br /&gt;
* [[How to add projectiles to your game]]&lt;br /&gt;
* [[How to automatically save your map every x number of minutes]]&lt;br /&gt;
&lt;br /&gt;
== Sandbox Related ==&lt;br /&gt;
=== Within Sandbox ===&lt;br /&gt;
* [[Guide to a good game]]&lt;br /&gt;
* [[Customizing Sandbox]]&lt;br /&gt;
* [[Adding custom songs to Sandbox]]&lt;br /&gt;
* [[Preparing your map for uploading]]&lt;br /&gt;
* [[Using Cullart]]&lt;br /&gt;
* [[How to capture screen shots and videos]]&lt;br /&gt;
* [[How to set up Sandbox for commercial use]]&lt;br /&gt;
&lt;br /&gt;
=== Outside of Sandbox ===&lt;br /&gt;
* [[Licensing]]&lt;br /&gt;
* [http://forum.sandboxgamemaker.com/viewtopic.php?f=24&amp;amp;t=1493 Copyrighting your content]&lt;br /&gt;
&lt;br /&gt;
==Content Creation==&lt;br /&gt;
* [[Why Create Content?]]&lt;br /&gt;
* [[Tips on creating content]]&lt;br /&gt;
* [[Good free programs for Sandbox]]&lt;br /&gt;
===3D Art===&lt;br /&gt;
* [[Models Vs. Geometry]]&lt;br /&gt;
===2D Art===&lt;br /&gt;
* [[Making Seamless textures]]&lt;br /&gt;
* [[How to make new textures]]&lt;br /&gt;
* [[Creating special shader maps for textures]]&lt;br /&gt;
* [[Glowmaps]]&lt;br /&gt;
* [http://www.leighvanderbyl.com/texturing-for-dummies/ Texturing for Dummies]&lt;br /&gt;
* [http://www.cgsociety.org/index.php/CGSFeatures/CGSFeatureSpecial/the_top_ten_tips_of_texturing Top Ten Tips of Texturing]&lt;br /&gt;
* [http://forums.cgsociety.org/showthread.php?t=373024 Hard Surface Texture Painting]&lt;br /&gt;
&lt;br /&gt;
== Meta-Sandbox ==&lt;br /&gt;
* [[How to contribute to Platinum Arts Sandbox]]&lt;br /&gt;
* [[Where to find inspiration]]&lt;br /&gt;
* [[Editing the wiki]]&lt;br /&gt;
&lt;br /&gt;
* [[Creators of these tutorials]]&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Adding_custom_textures_to_a_new_map&amp;diff=1967</id>
		<title>Adding custom textures to a new map</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Adding_custom_textures_to_a_new_map&amp;diff=1967"/>
				<updated>2013-02-12T00:56:22Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
*This Tutorial is divided into small chapters.&lt;br /&gt;
*This will explain how to add simple textures to your Sandbox creation.&lt;br /&gt;
*[http://forum.sandboxgamemaker.com/viewtopic.php?f=24&amp;amp;t=200&amp;amp;p=1110 Original Tutorial]&lt;br /&gt;
==CHAPTER ONE: Creating Your Own Texture(s)==&lt;br /&gt;
*First, we&amp;#039;re going to create our own textures for personal use in Sandbox.&lt;br /&gt;
*I make my textures at the size of 512x512.&lt;br /&gt;
&lt;br /&gt;
http://i31.tinypic.com/2dtyc2f.png&lt;br /&gt;
&lt;br /&gt;
*Now, save the textures you created with the names you want.&lt;br /&gt;
*I named mine: texture_1.png and texture_2.png.&lt;br /&gt;
&lt;br /&gt;
==CHAPTER TWO: Creating a Folder==&lt;br /&gt;
*Now we&amp;#039;re going to make our texture folder.&lt;br /&gt;
*Open your Sandbox folder, and open &amp;quot;packages&amp;quot;&lt;br /&gt;
*Inside &amp;quot;packages&amp;quot; create a folder, you can name it anything, but for this tutorial I used &amp;quot;mytextures&amp;quot;&lt;br /&gt;
*Here is my path: C:\Documents and Settings\Jim\Desktop\Sandbox\packages\mytextures&lt;br /&gt;
*Once created, drag your textures into the folder.&lt;br /&gt;
&lt;br /&gt;
http://i32.tinypic.com/2mxrb8.png&lt;br /&gt;
&lt;br /&gt;
*We&amp;#039;re done with this chapter for now.&lt;br /&gt;
&lt;br /&gt;
==CHAPTER THREE: Creating Your Packages.cfg==&lt;br /&gt;
*Alright, now I&amp;#039;m going to show you how to create your own packages.cfg, and some little tips.&lt;br /&gt;
*This part is VERY simple. First, open notepad. Inside notepad we want some brief text at the top, so what you&amp;#039;re going to do is add this:&lt;br /&gt;
&lt;br /&gt;
    // Tutorial Textures By Chaze007&lt;br /&gt;
&lt;br /&gt;
*The reason we add the &amp;quot;//&amp;quot; is to make it where the following text in that line, has no use. Basically anything that comes after &amp;quot;//&amp;quot; is not used. This is useful for removing a certain piece of code from your packages.cfg.&lt;br /&gt;
*It doesn&amp;#039;t delete the line of code, so you can come back and remove the &amp;quot;//&amp;quot; later when you want to use that line, or edit. The use of &amp;quot;//&amp;quot; is called commenting, and is sometimes referred to as &amp;quot;Commenting Out&amp;quot; something.&lt;br /&gt;
*Now, we&amp;#039;re going to add our shader within the packages.cfg.&lt;br /&gt;
*This part is also very simple.&lt;br /&gt;
&lt;br /&gt;
    // Tutorial Textures By Chaze007&lt;br /&gt;
    setshader stdworld&lt;br /&gt;
&lt;br /&gt;
*We&amp;#039;re done with this step.&lt;br /&gt;
*Now we get to add our textures within the packages.cfg.&lt;br /&gt;
*This is usually the final step within your packages.cfg.&lt;br /&gt;
&lt;br /&gt;
    // Tutorial Textures By Chaze007&lt;br /&gt;
    setshader stdworld&lt;br /&gt;
    texture 0 &amp;quot;mytextures/texture_1.png&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*That&amp;#039;s it. Now, I&amp;#039;m going to explain the parts of this.&lt;br /&gt;
**texture 0 can have different values, like texture s or texture n.&lt;br /&gt;
***These are used for different types of maps, like glow maps and such.&lt;br /&gt;
**&amp;quot;mytextures/ is the folder your textures are in.&lt;br /&gt;
**texture_1.png&amp;quot; is your texture&amp;#039;s name.&lt;br /&gt;
*Now lets finish this packages.cfg up!&lt;br /&gt;
&lt;br /&gt;
    // Tutorial Textures By Chaze007&lt;br /&gt;
    setshader stdworld&lt;br /&gt;
    texture 0 &amp;quot;mytextures/texture_1.png&amp;quot;&lt;br /&gt;
    texture 0 &amp;quot;mytextures/texture_2.png&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*That&amp;#039;s all of my used textures. Now, say we want more, but we don&amp;#039;t want to use them. We would comment them out, like this.&lt;br /&gt;
&lt;br /&gt;
    // Tutorial Textures By Chaze007&lt;br /&gt;
    setshader stdworld&lt;br /&gt;
    texture 0 &amp;quot;mytextures/texture_1.png&amp;quot;&lt;br /&gt;
    texture 0 &amp;quot;mytextures/texture_2.png&amp;quot;&lt;br /&gt;
    //texture 0 &amp;quot;mytextures/texture_3.png&amp;quot;&lt;br /&gt;
    //texture 0 &amp;quot;mytextures/texture_4.png&amp;quot;&lt;br /&gt;
    //texture 0 &amp;quot;mytextures/texture_5.png&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*We&amp;#039;re basically done with this chapter, save your file as &amp;quot;packages.cfg&amp;quot; and drop it in your texture (mytextures) folder.&lt;br /&gt;
&lt;br /&gt;
==CHAPTER FOUR: Executing Your Packages.cfg==&lt;br /&gt;
&lt;br /&gt;
*This part is extremely easy.&lt;br /&gt;
*We&amp;#039;re going to execute our packages.cfg from the main file.&lt;br /&gt;
*Open your sandbox folder, then open &amp;quot;data&amp;quot;&lt;br /&gt;
*When you&amp;#039;re done with that for new maps open &amp;quot;default_map_settings&amp;quot; in notepad.&lt;br /&gt;
*For existing maps open its -art.cfg located in my_stuff/packages/base or packages/base depending how you launch Sandbox (without the extra numbers, those are backups)&lt;br /&gt;
*You should get an extremely long list of code.&lt;br /&gt;
*Scroll all the way down to the bottom.&lt;br /&gt;
*You want to execute your packages.cfg so now we&amp;#039;re going to add in this:&lt;br /&gt;
&lt;br /&gt;
    exec packages/mytextures/packages.cfg&lt;br /&gt;
&lt;br /&gt;
*It&amp;#039;s that simple!&lt;br /&gt;
*This line basically tells Sandbox to add your packages.cfg (your textures) into sandbox.&lt;br /&gt;
&lt;br /&gt;
==CHAPTER FIVE: Testing Your Textures In Sandbox==&lt;br /&gt;
&lt;br /&gt;
*Now you want to see if it works.&lt;br /&gt;
*Open sandbox, Create a new map, and look at the last texture tab.&lt;br /&gt;
*Obviously from the following image, it works*\&lt;br /&gt;
&lt;br /&gt;
http://i26.tinypic.com/2ec29sj.png&lt;br /&gt;
&lt;br /&gt;
==CHAPTER SIX: Adding Extras==&lt;br /&gt;
&lt;br /&gt;
*Now that our textures work in Sandbox, we might want to add a little something extra within our textures folder.&lt;br /&gt;
*You can add your own README.TXT with credits and such, or you can also add them in the packages.cfg with commenting.&lt;br /&gt;
*You can add the TextureDocument.PSD (if you work in photoshop) for others to look at or to adapt your work.&lt;br /&gt;
*You can add glow maps, and all of those things, and you can add your license if you have one.&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Tips_on_creating_content&amp;diff=1965</id>
		<title>Tips on creating content</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Tips_on_creating_content&amp;diff=1965"/>
				<updated>2012-12-19T19:04:14Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Tips and Tricks for Creating Content&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Four ways to make content:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*3D models (Very Needed!)&lt;br /&gt;
*Textures&lt;br /&gt;
*Skyboxes (Very Needed!)&lt;br /&gt;
*Music+Sounds (Would be nice to have more...)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Modelling Tips:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*.obj is natively supported as an export in Blender. However, it may have a larger filesize than md3.&lt;br /&gt;
*.obj is also static: no animations.&lt;br /&gt;
*.md2, .md3, .md5, .smd and .iqm formats allow for animation. &lt;br /&gt;
*Try to keep the face/vertex/edge count small for better rendering. You can use normal maps and such to give the appearance of some things.&lt;br /&gt;
*Depending on the 3D modeller used, you may have to find an exporter for a certain format. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Texturing Tips:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*For textures with a ton of detail, ALWAYS save in jpg format. png files like that take up an extremely large amount of space.&lt;br /&gt;
*Save your diffuse and specular maps as .jpg, and your normal maps as .png. &lt;br /&gt;
*Also, use .png files for icons, GUI parts (guislider, etc), and anything with transparency, such as 3D grasses.&lt;br /&gt;
*If you want a seamless texture that doesn&amp;#039;t immediately seem to have a pattern (I&amp;#039;m thinking rock and such), try to use bigger dimensions. &lt;br /&gt;
**Powers of two, all the way.&lt;br /&gt;
*Some textures are often better with normal/bump/spec maps, which determine the appearance of a texture via shading. Normal and bump maps give the appearance of a texture with bumps, while it may not be the case. Specularity maps determine how a texture receives light.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Skybox Tips:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*I&amp;#039;ve heard of people using [http://www.planetside.co.uk/ Terragen] to create skyboxes.&lt;br /&gt;
*In-game, skyboxes can (should?) be used to view things that are outside of the map. I&amp;#039;ve read about this being used in one of the &amp;#039;&amp;#039;Fable&amp;#039;&amp;#039; games, where a skybox shows a tower (the Citadel, I believe) that can&amp;#039;t be accessed, but there is the entrance to it at the end of the map. Think of how you&amp;#039;d use a skybox when making it. &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Music Tips:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
*There are many different free music and audio editors/creators out there. Here&amp;#039;s a list of some of them:&lt;br /&gt;
**http://ardour.org/ (for OSX/Linux)&lt;br /&gt;
**http://www.audiotool.com/ (Online)&lt;br /&gt;
**http://www.aviary.com/online/audio-editor# (Online)&lt;br /&gt;
**http://www.aviary.com/online/music-creator (Online)&lt;br /&gt;
**http://audacity.sourceforge.net/ (Cross-Platform)&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Tutorials_List&amp;diff=1964</id>
		<title>Tutorials List</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Tutorials_List&amp;diff=1964"/>
				<updated>2012-12-19T18:59:52Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: /* Content Creation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of tutorials created and edited by our contributors. &lt;br /&gt;
Contribute by improving the tutorials and creating tutorials for the red links&lt;br /&gt;
== Getting, Installing and opening Sandbox ==&lt;br /&gt;
&lt;br /&gt;
* [[Downloading Sandbox]]&lt;br /&gt;
* [[Installing Sandbox]]&lt;br /&gt;
* [[Running Sandbox]]&lt;br /&gt;
* [[development|Obtaining the development version]]&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
&lt;br /&gt;
* [[FPS|FPS - First Person Shooter (default)]]&lt;br /&gt;
* [[SSP|SSP - Side Scrolling Platformer]]&lt;br /&gt;
* [[RPG|RPG - Role Playing Game]]&lt;br /&gt;
** [[RPG tutorial|RPG Tutorial]]&lt;br /&gt;
* [[MovieCube|MovieCube - Machinima Tool]]&lt;br /&gt;
* [[Vehicle Simulator]]&lt;br /&gt;
&lt;br /&gt;
== Learning the editor basics ==&lt;br /&gt;
&lt;br /&gt;
* [[Map Editing Basics]]&lt;br /&gt;
* [[How to change textures in your map]]&lt;br /&gt;
* [[How to place 3D grass]]&lt;br /&gt;
* [[How to add lava, water, glass and other materials to your map]]&lt;br /&gt;
* [[How to make ramps, bridges, and angles]]&lt;br /&gt;
* [[How to make invisible boundaries]]&lt;br /&gt;
* [[Tips on making a good map]]&lt;br /&gt;
* [[Gridwork]]&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
&lt;br /&gt;
* [[How to make sloped roofs]]&lt;br /&gt;
* [[How to make secret doors, walls &amp;amp; floors]]&lt;br /&gt;
* [[How to make 1-way windows only you can see out of]]&lt;br /&gt;
* [[How to make 1-way doors]]&lt;br /&gt;
* [[How to create a hollow tower/tube]]&lt;br /&gt;
* [[How to make stairs you could walk up]]&lt;br /&gt;
* [[How to create set of glass stairs]]&lt;br /&gt;
* [[How to make a TV]]&lt;br /&gt;
* [[How to make various window shapes]]&lt;br /&gt;
* [[How to create a spiral staircase]]&lt;br /&gt;
* [[How to make a pyramid/four-sided sloped roof]]&lt;br /&gt;
&lt;br /&gt;
=== Terrain editing ===&lt;br /&gt;
&lt;br /&gt;
* [[How to create mountains, ponds, and oceans]]&lt;br /&gt;
* [[How to transfer parts of a map to a new one]]&lt;br /&gt;
* [[How to make a forest]]&lt;br /&gt;
* [[How to make a cave]]&lt;br /&gt;
* [[How to make a realistic river]]&lt;br /&gt;
* [[How to make a swimming pool]]&lt;br /&gt;
* [[How to make a fountain]]&lt;br /&gt;
* [[How to create smooth curvy pathways]]&lt;br /&gt;
* [[How to create fields with flower patches]]&lt;br /&gt;
* [[How to create a camp fire and fireplace]]&lt;br /&gt;
* [[How to make a bumpy road]]&lt;br /&gt;
* [[How to make various types of fences]]&lt;br /&gt;
* [[How to make a nice waterfall]]&lt;br /&gt;
* [[How to edit terrain properly]]&lt;br /&gt;
* [[How to fix bad terrain or geometry errors]]&lt;br /&gt;
* [[How to make railings]]&lt;br /&gt;
* [[Texture Blending]]&lt;br /&gt;
&lt;br /&gt;
=== Advanced Editor Techniques===&lt;br /&gt;
&lt;br /&gt;
* [[How to create a slide]]&lt;br /&gt;
* [[How to create a trampoline]]&lt;br /&gt;
* [[How to create electric fences]]&lt;br /&gt;
* [[How to make a sphere shapes in &amp;#039;edit mode&amp;#039;]]&lt;br /&gt;
* [[How to make curved shapes in &amp;#039;edit mode&amp;#039;]]&lt;br /&gt;
* [[How to create curved glass]]&lt;br /&gt;
* [[How to create climbable ladders and vertical walls]]&lt;br /&gt;
* [[How to make an endless slide]]&lt;br /&gt;
* [[How to create lens flares]]&lt;br /&gt;
* [[How to make a snowman]]&lt;br /&gt;
* [[How to make a boat]]&lt;br /&gt;
* [[How to create warp speed tunnels]]&lt;br /&gt;
* [[How to create hidden teleports]]&lt;br /&gt;
* [[How to create spinning palm trees]]&lt;br /&gt;
* [[How to change gravity]]&lt;br /&gt;
&lt;br /&gt;
== Lighting and Particle effects ==&lt;br /&gt;
&lt;br /&gt;
* [[How to add various lighting]]&lt;br /&gt;
* [[Lighting|How to light a map properly]]&lt;br /&gt;
* [[Tips to make a night time map]]&lt;br /&gt;
* [[Tips to make a morning map]]&lt;br /&gt;
* [[Tips to make a sunset map]]&lt;br /&gt;
* [[How to add particle effects]]&lt;br /&gt;
* [[How to create snow or rain]]&lt;br /&gt;
* [[How to put fog to a map]]&lt;br /&gt;
&lt;br /&gt;
== Models and Sandbox ==&lt;br /&gt;
&lt;br /&gt;
* [[Blender to Sandbox]]&lt;br /&gt;
* [[Wings3D to Sandbox flash tutorials]]&lt;br /&gt;
* [[Mapmodels|Loading and adding mapmodels]]&lt;br /&gt;
** [[Importing .OBJ files]]&lt;br /&gt;
* [[How to add new models]]&lt;br /&gt;
* [[PAS to Blender]]&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
* [[Adding custom textures to a new map]]&lt;br /&gt;
* [[Adding custom textures with normal maps]]&lt;br /&gt;
&lt;br /&gt;
== Scripting/Trigger tutorials ==&lt;br /&gt;
&lt;br /&gt;
=== Menu Editing - Cubescript ===&lt;br /&gt;
* [[Menu Editing|How to modify the menu]]&lt;br /&gt;
* [[Cubescript]]&lt;br /&gt;
* [[Creating easy spells]]&lt;br /&gt;
* [[Removing Editmode]]&lt;br /&gt;
* [[Adding Custom Skyboxes]]&lt;br /&gt;
=== Maptitle and authors ===&lt;br /&gt;
* [[How to add map title and author]]&lt;br /&gt;
* [[How to change color of text in maps welcome message]]&lt;br /&gt;
&lt;br /&gt;
=== FPS Scripting ===&lt;br /&gt;
&lt;br /&gt;
* [[Creating a shop script]]&lt;br /&gt;
* [[How to make characters talk with text pop-up windows]]&lt;br /&gt;
* [[How to make characters give you quests]]&lt;br /&gt;
* [[making picked up items visible in your inventory]]&lt;br /&gt;
* [[How to make a trigger load another map]]&lt;br /&gt;
* [[Making Echoes]]&lt;br /&gt;
* [[How to make triggered elevators/platforms]]&lt;br /&gt;
* [[How to make items that can be picked up]]&lt;br /&gt;
&lt;br /&gt;
=== RPG Scripting ===&lt;br /&gt;
* [[RPG commands]]&lt;br /&gt;
* [[RPG configuration]]&lt;br /&gt;
* [[RPG script]]&lt;br /&gt;
&lt;br /&gt;
== Source Code Modifying + Recompiling ==&lt;br /&gt;
&lt;br /&gt;
* [[Compiling the source code]]&lt;br /&gt;
* [[How to get a mapsize greater than 16]]&lt;br /&gt;
* [[How to add creatures]] &lt;br /&gt;
* [[How to add more player character models]]&lt;br /&gt;
&lt;br /&gt;
== Multiplayer tutorials ==&lt;br /&gt;
&lt;br /&gt;
* [[How to host a coop edit session over the internet]]&lt;br /&gt;
* [[How to host a persistent world in Sandbox over the internet]]&lt;br /&gt;
* [[How to monitor your dedicated server without being in it]]&lt;br /&gt;
&lt;br /&gt;
== Unsorted tutorials ==&lt;br /&gt;
* [[Transferring your Map to a new version of Sandbox]] &lt;br /&gt;
* [[How to save a map properly]]&lt;br /&gt;
* [[How to add projectiles to your game]]&lt;br /&gt;
* [[How to automatically save your map every x number of minutes]]&lt;br /&gt;
&lt;br /&gt;
== Sandbox Related ==&lt;br /&gt;
=== Within Sandbox ===&lt;br /&gt;
* [[Guide to a good game]]&lt;br /&gt;
* [[Customizing Sandbox]]&lt;br /&gt;
* [[Adding custom songs to Sandbox]]&lt;br /&gt;
* [[Preparing your map for uploading]]&lt;br /&gt;
* [[Using Cullart]]&lt;br /&gt;
* [[How to capture screen shots and videos]]&lt;br /&gt;
* [[How to set up Sandbox for commercial use]]&lt;br /&gt;
&lt;br /&gt;
=== Outside of Sandbox ===&lt;br /&gt;
* [[Licensing]]&lt;br /&gt;
* [http://forum.sandboxgamemaker.com/viewtopic.php?f=24&amp;amp;t=1493 Copyrighting your content]&lt;br /&gt;
&lt;br /&gt;
==Content Creation==&lt;br /&gt;
* [[Why Create Content?]]&lt;br /&gt;
* [[Tips on creating content]]&lt;br /&gt;
* [[Good free programs for Sandbox]]&lt;br /&gt;
===3D Art===&lt;br /&gt;
* [[Models Vs. Geometry]]&lt;br /&gt;
===2D Art===&lt;br /&gt;
* [[Making Seamless textures]]&lt;br /&gt;
* [[How to make new textures]]&lt;br /&gt;
* [[Creating special shader maps for textures]]&lt;br /&gt;
* [[Glowmaps]]&lt;br /&gt;
* [http://www.leighvanderbyl.com/texturing-for-dummies/ Texturing for Dummies]&lt;br /&gt;
* [http://www.cgsociety.org/index.php/CGSFeatures/CGSFeatureSpecial/the_top_ten_tips_of_texturing Top Ten Tips of Texturing]&lt;br /&gt;
* [http://forums.cgsociety.org/showthread.php?t=373024 Hard Surface Texture Painting]&lt;br /&gt;
&lt;br /&gt;
== Meta-Sandbox ==&lt;br /&gt;
* [[How to contribute to Platinum Arts Sandbox]]&lt;br /&gt;
* [[Where to find inspiration]]&lt;br /&gt;
* [[Editing the wiki]]&lt;br /&gt;
&lt;br /&gt;
* [[Creators of these tutorials]]&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Tips_on_Making_a_Good_Map&amp;diff=1963</id>
		<title>Tips on Making a Good Map</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Tips_on_Making_a_Good_Map&amp;diff=1963"/>
				<updated>2012-12-19T18:59:18Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: added a tip on texturing, link to article.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These are some tips and tricks from some mappers on the forums, the original topic is [http://forum.sandboxgamemaker.com/viewtopic.php?f=8&amp;amp;t=3244&amp;amp;p=30242 here].&lt;br /&gt;
&lt;br /&gt;
==Chocolatepie33==&lt;br /&gt;
*1) read eihrul (lee salzman)&amp;#039;s inclusion standards, found [http://forum.sandboxgamemaker.com/viewtopic.php?f=8&amp;amp;t=3206&amp;amp;p=29442&amp;amp; here]. These are the standards for a map&amp;#039;s inclusion in Sauerbraten, the violent older brother of Sandbox. Most of the standards should apply well to Sandbox. &lt;br /&gt;
*2) use a lot of editing commands to your advantage. Lighting commands are especially nice to use.&lt;br /&gt;
*3) ALWAYS remip your map after once in a while. With 2.7 and up, remipping can dramatically increase fps.&lt;br /&gt;
*4) Follow [[Gridwork]] Rules&lt;br /&gt;
*5) Use copy and paste to your advantage, whether this means geometry or entities. Flip and rotate are also incredibly useful.&lt;br /&gt;
*6) Watch your proportions. I can&amp;#039;t make that any simpler.&lt;br /&gt;
*7) Real-world textures (particularly earth and such) are more like a combination of textures, e.g. grass and dirt, or patches of snow mixed into grass. Use texture blending to achieve that realism.&lt;br /&gt;
*8) Always do your texturing before curving geometry, as texturing after curving geometry usually screws it up. &lt;br /&gt;
*9) Use trims on walls and other smart texturing ideas. You can find many examples at [http://www.hourences.com/tutorials-texturing/ this article.]&lt;br /&gt;
&lt;br /&gt;
==jSoftApps==&lt;br /&gt;
*1) Don&amp;#039;t overuse materials such as lava or water. The animations cause the map to be slower. Only use them if you need to.&lt;br /&gt;
*2) Too many mapmodels slows down sandbox. I would use less then 100 per map.&lt;br /&gt;
*3) Make sure that your lightmap uses less than 100 textures. That is the recommended amount for lightmapping.&lt;br /&gt;
&lt;br /&gt;
==Runescapedj==&lt;br /&gt;
*1) When you make lava, make some respawn material above it, otherwise you can stand in the lava when it&amp;#039;s not too deep.&lt;br /&gt;
*2) When using heightfield mode, always select the area you need to heightfield, NEVER MORE, as this can ruin your entire map.&lt;br /&gt;
*3) Make sure there&amp;#039;s nothing under the area you want to heightfield, or this will get messed up.&lt;br /&gt;
*4) NEVER use different gridsizes for the same area of heightfield mode, because you can&amp;#039;t fix (or it&amp;#039;s really hard, and you might forget stuff by not seeing it) it afterwards, unless you don&amp;#039;t save and reload the map (undo won&amp;#039;t always work).&lt;br /&gt;
*5) After adding lights, remember to quick-light first, you can simply do this by pressing F3 and then selecting quick-light.&lt;br /&gt;
&lt;br /&gt;
==java.x.beast==&lt;br /&gt;
*1) Always texture before you use heightmap mode, unless you want it to be the default texture.&lt;br /&gt;
*2) Never EVER use hightmap within 3 size-2 cubes of a wall or anything you don&amp;#039;t want it to touch.&lt;br /&gt;
*3) ALWAYS use clip around the borders of the map. In the words of Hirato - &amp;quot;Cons - No clip around the border, people won&amp;#039;t like it when they fall off your map&amp;quot;.&lt;br /&gt;
*4) USE DIFFERENT TEXTURES! The roof and wall textures should almost ALWAYS be different form each other. Foundations of buildings are usually different from the outer walls as well. &lt;br /&gt;
&lt;br /&gt;
==Kid Matthew==&lt;br /&gt;
*1) Use these commands to help you:&lt;br /&gt;
**/vscale .50 // Scales the textures in half, substitute .50 for another #.&lt;br /&gt;
**/vrotate 1 // Allows u to rotate selected textures, substitute 1 for # of rotations of 90 degrees. &lt;br /&gt;
**/vcolor .2 .3 .5 // Allows you to make textures different color. Red, Green, Blue.&lt;br /&gt;
*2) Spend a day on making assets for your map, such as Arches, Doors, Windows, Poles, columns ETC.&lt;br /&gt;
*3) That allows work flow to be much faster and productive because you can copy and paste Assets to your Map.&lt;br /&gt;
*4) Always try to keep making your assets better and better.&lt;br /&gt;
*5) Try to use the least amount of map models as possible.&lt;br /&gt;
*6) Don&amp;#039;t Spam particles.&lt;br /&gt;
*7) Check Height Map Geometry. TIP: Go under the Map and look up to see any errors in Height Map.&lt;br /&gt;
*8) Sometimes adding water to Height Map and removing the water will mess up the Height Map, so add Water, Lava Last.&lt;br /&gt;
*9) Calculate the map before you Upload/Release.&lt;br /&gt;
*10) Make sure collision is on when u have Rain/Snow Particles or else you would have the particle coming through the buildings.&lt;br /&gt;
*11) Make sure your Map is Scaled. TIP: Go into to 3rd person to see how the player model represents to the size of things in your map.&lt;br /&gt;
*12) Try to remember how to make simple things like columns.&lt;br /&gt;
*13) Lights need some kind of Visual Representative/Source.&lt;br /&gt;
*14) SAVE OFTEN.&lt;br /&gt;
*15) Don&amp;#039;t rush you maps.&lt;br /&gt;
*16) When taking a picture of you map Push Shift 4 to toggle HUD.&lt;br /&gt;
*17) Do not use Uppercase Letters in your map or your Textures, Picture Extensions.&lt;br /&gt;
*18) Give your map a Title.&lt;br /&gt;
*19) Type /maptitle &amp;quot;Map Name by Author of Map.&amp;quot;&lt;br /&gt;
*20) If you want color u can type /maptitle &amp;quot;^f1Map Name by Author of Map.&amp;quot; If you wanted more then one colors you could type /maptitle &amp;quot;^f1Map Name by ^f2Author of Map.&amp;quot; You can substitute the # for any Number between 0-7. MAKE SURE YOU SAVE AFTER YOU TYPE THE MAP TITLE!&lt;br /&gt;
&lt;br /&gt;
==Leo_V117==&lt;br /&gt;
* Uniform your mapping. Buildings always seem to light better if:&lt;br /&gt;
** You plan them with a grid size of 4. Create a decent floorplan out of a decent texture.&lt;br /&gt;
** Create doors at 3 in height and 2 in width using a grid size of 3.&lt;br /&gt;
** Windows are 2x2 grid size of 3.&lt;br /&gt;
** Stairs are 4x1 grid size 2.&lt;br /&gt;
** Walls are 1x grid size 2 in thickness.&lt;br /&gt;
&lt;br /&gt;
==Cork279==&lt;br /&gt;
*1) Never copy and paste HUGE areas, Sandbox will most likely crash &lt;br /&gt;
*2) Try not to copy and paste fairly large areas. When I did this, the game crashed upon saving the map, and corrupt the save file. &lt;br /&gt;
*3) Following on from the above point, save to a different file each time (e.g. map1, then map2, then map3), you could just use the usual backup files, but they&amp;#039;re not always created for me, for some reason.&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Main_Page&amp;diff=1962</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Main_Page&amp;diff=1962"/>
				<updated>2012-12-19T18:56:42Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Platinum Arts Sandbox Free 3D Game Maker&amp;#039;&amp;#039;&amp;#039; is a 3D game maker based on the Cube 2 engine that allows users to quickly and easily create and edit their own worlds in game, even cooperatively. It is free, open-source, and easy to use for Kids and Adults.  Sandbox logo by [http://sashazavisha.deviantart.com/art/young-creator-120946941 sashaZavisha].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:49%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== General information ==&lt;br /&gt;
&lt;br /&gt;
* [[Platinum Arts Sandbox|About Platinum Arts Sandbox]]&lt;br /&gt;
* [http://SandboxGameMaker.com Project homepage]&lt;br /&gt;
* [[FAQ]]&lt;br /&gt;
* [http://www.svn.kids.platinumarts.net/32pas32/trunk/LICENSE.txt License]&lt;br /&gt;
* [[Contact The Team]]&lt;br /&gt;
* [[cmdline arguments|Command line Arguments]]&lt;br /&gt;
* [[packaging guide|The Packaging Guide]]&lt;br /&gt;
* [[server list|List Of Sandbox Servers]]&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
* [[Installing Platinum Arts Sandbox]]&lt;br /&gt;
* [[Compiling the source code]]&lt;br /&gt;
* [[package managers|Some Notes for package managers]]&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
&lt;br /&gt;
* [[bug reports|Bug Reports]]&lt;br /&gt;
* [[Coding Style]]&lt;br /&gt;
* [[Contributing]]&lt;br /&gt;
* [[development|Obtaining the development version]]&lt;br /&gt;
* [[Todo|To do list]]&lt;br /&gt;
* [[content request| Content Request - Help us out!!]]&lt;br /&gt;
&lt;br /&gt;
==Commercial Projects==&lt;br /&gt;
===Blu HelPig The Adventure===&lt;br /&gt;
*[[Blu HelPig The Adventure - Brainstorming|Brainstorming]]&lt;br /&gt;
&lt;br /&gt;
== Other Projects ==&lt;br /&gt;
=== Kid Friendly RPG ===&lt;br /&gt;
&lt;br /&gt;
* [[Concept Document]]&lt;br /&gt;
* [[Brainstorming area]]&lt;br /&gt;
&lt;br /&gt;
=== Master Chef Ogro 2 ===&lt;br /&gt;
* [[Brainstorming]]&lt;br /&gt;
&lt;br /&gt;
=== Undercover Kids Game ===&lt;br /&gt;
* [[To Do List]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:49%;float:right;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
&lt;br /&gt;
* [[Map Editing Basics]]&lt;br /&gt;
* [[Mapping Taboos]]&lt;br /&gt;
* [[Tips on Making a Good Map]]&lt;br /&gt;
* [[Water Wars Guide]]&lt;br /&gt;
* [[Tutorials List | Text Tutorials List]]&lt;br /&gt;
* [[Video Tutorials List]]&lt;br /&gt;
&lt;br /&gt;
== Advanced topics ==&lt;br /&gt;
&lt;br /&gt;
* [[Cooperative Editing]] (General Server set up)&lt;br /&gt;
* [[Cooperative Editing 2]] (Easier way using Hamachi)&lt;br /&gt;
* [[Adding Models to Sandbox]]&lt;br /&gt;
* [http://sandboxgamemaker.com/platinumartssandboxeditref.html Editing Reference Guide]&lt;br /&gt;
* [http://sauerbraten.org/docs/models.html Model Reference Guide]&lt;br /&gt;
* [[Configuration Reference Guide]]&lt;br /&gt;
* [[Cubescript]]&lt;br /&gt;
* [[Menu Editing]] ([[New menu editing|newui]])&lt;br /&gt;
* [[map_config|Map Configuration]]&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
&lt;br /&gt;
* [[FPS|FPS - First Person Shooter ]]&lt;br /&gt;
* [[RPG|RPG - Role Playing Game]]&lt;br /&gt;
* [[SSP|SSP - Side Scrolling Platformer]]&lt;br /&gt;
* [[MovieCube|MovieCube - Machinima Tool]]&lt;br /&gt;
* [[Vehicle Simulator]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
*[[Soundtrack]]&lt;br /&gt;
*[[PAS related websites]]&lt;br /&gt;
*[[Custom Content Websites]]&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=How_to_make_new_textures&amp;diff=1960</id>
		<title>How to make new textures</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=How_to_make_new_textures&amp;diff=1960"/>
				<updated>2012-12-15T02:38:22Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: /* Using 3D modelling and image editing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Before making your own textures, you should check out [[Custom Content Websites]] for textures. Otherwise, you can try to make your own. &lt;br /&gt;
=Using an image editor=&lt;br /&gt;
*First, download an image editor of your choice, such as [http://www.gimp.org/downloads/ The Gimp]&lt;br /&gt;
**It isn&amp;#039;t possible to tell you how to make any texture you want in one tutorial. &lt;br /&gt;
**Instead, google how to make the texture you want, there almost certainly is a tutorial out there somewhere.&lt;br /&gt;
***With some textures, there are things you should do to them to make them more realistic, such as [http://tutorials.texturama.com/tut_dirty.html adding dirt]. Keep that in mind. &lt;br /&gt;
&lt;br /&gt;
*Then you will probably want to make it seamless.&lt;br /&gt;
**In Gimp go to &amp;#039;&amp;#039;&amp;#039;Filters → Map → Make Seamless&amp;#039;&amp;#039;&amp;#039;, and Gimp will make the texture seamless by modifying the corners.&lt;br /&gt;
***For other softwares, you can probably find plugins which help you do this.&lt;br /&gt;
&lt;br /&gt;
*An alternate way to make textures seamless can be found [http://www.coniserver.net/wiki/index.php/Seamless_Texture_Tutorial here] and a different version of the same tutorial can be found [http://www.photoshoptextures.com/texture-tutorials/seamless-textures.htm here]&lt;br /&gt;
*As for size: your texture should be 512x512 at a bare minimum. If the texture is too large within Sandbox, you can always use /vscale to fix it. Always use powers of 2 (512, 1024, 2048) for dimensions. &lt;br /&gt;
&lt;br /&gt;
*Now you should save it and you are done!&lt;br /&gt;
&lt;br /&gt;
*If you want, you can continue and make shader maps for your texture.&lt;br /&gt;
&lt;br /&gt;
=Using a generator=&lt;br /&gt;
*There are many great texture generators out there to use. Here&amp;#039;s a list of some good texture generators, all should be free.&lt;br /&gt;
**[http://sourceforge.net/projects/fxgen/ FXGen]&lt;br /&gt;
**[http://sourceforge.net/projects/neotextureedit/ Neo Texture Edit]&lt;br /&gt;
**[http://www.blender.org/ Blender] also has a very good texture creation program.&lt;br /&gt;
**[http://www.mapzoneeditor.com/ Allegorithmic MaPZone] is a very powerful texture creator. If the site does not load, it&amp;#039;s likely down, as it was for a few months. You may have to wait and check later.&lt;br /&gt;
&lt;br /&gt;
=Using 3D modelling and image editing=&lt;br /&gt;
*Many texture makers use 3D modelling programs to create textures which have 3D aspects such as depth. In this process, an artist creates a high-poly 3D model representing the texture they want to create, e.g. a metal panel or something similar. Once this is done, they create a medium-poly model which is an optimized option of the high-poly. From there, a low-poly model (a plane) has the textures of the medium-poly model baked onto it. Textures can include ambient occlusion (AO), which is often used to create diffuse maps or bump maps, along with actual bump maps and normal maps.&lt;br /&gt;
*To create a diffuse texture, you can bake out the ambient occlusion and use that as a base for your texture. Export the saved image, add it as a layer to your image editor, and then you can edit a new layer following the shape of the AO layer. Additionally, you can combine the AO into the diffuse by using the overlay blend mode.&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Creating_special_shader_maps_for_textures&amp;diff=1959</id>
		<title>Creating special shader maps for textures</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Creating_special_shader_maps_for_textures&amp;diff=1959"/>
				<updated>2012-12-15T02:31:23Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: /* Creating and Adding Shaders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=About Shaders=&lt;br /&gt;
==What is a Shader?==&lt;br /&gt;
*In the Cube 2 engine (and many other engines), shaders are used to change a texture without actually changing the texture itself. How? A shader will take a 2nd texture, based off of the original, and will apply a special effect based on what kind of shader you use and the texture provided for it. &amp;#039;&amp;#039;&amp;#039;Keep in mind that some textures won&amp;#039;t really need shaders, and that adding a shader could end up making the texture look bad. &lt;br /&gt;
==What kind of shaders are there?==&lt;br /&gt;
*There are many different kinds of shaders, and you can combine some of them. Here&amp;#039;s a basic list of common shaders:&lt;br /&gt;
===Bump/Height=== &lt;br /&gt;
*A bumpmap (which may go by other names) is a greyscale image which bumps parts of a texture up or down (raising or lowering parts), based on the color. In a bumpmap, white (rgb 255, 255, 255) rises and black (rgb 0, 0, 0) lowers, while grey (rgb 127, 127, 127) is even. Bumpmaps can be combined with virtually any other shader, and some only work with bumpmaps. Bumpmaps are designed for adding &amp;quot;scratches, dings and bumps&amp;quot; to models or textures.&lt;br /&gt;
*Bumpmaps, as described at the BlenderWiki, store an &amp;lt;b&amp;gt;intensity&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Normal/Height/Displace=== &lt;br /&gt;
*A normalmap is a red-green-pinkish purple colored [http://www.bencloward.com/images/shaders_offest_normalmap.jpg image] which provides the illusion of depth by changing angles of light to create perspective. They are more realistic as they change with lighting direction.&lt;br /&gt;
*Normalmaps, according to the BlenderWiki, store &amp;lt;b&amp;gt;directions&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Decal=== &lt;br /&gt;
*A decal is an image which is added to an image after something happens to that texture. In Cube 2: Sauerbraten, decals are used to add bullet holes to textures, while in Red Eclipse, decals are used to add burn and plasma marks.&lt;br /&gt;
&lt;br /&gt;
===Glow=== &lt;br /&gt;
*A glowmap allows a texture to glow in the dark. &lt;br /&gt;
===Pulse===&lt;br /&gt;
*Like a glowmap, but the glowing &amp;quot;pulses&amp;quot;. It&amp;#039;s like a light being turned on and off, back and forth.&lt;br /&gt;
===Specular===&lt;br /&gt;
*A specular map, or specmap, controls the amount of light a texture, or an area of a texture, receives or reflects. Specular maps are lighter (closer to white) when they reflect more light, while they are usually darker (closer to black) when they receive light and don&amp;#039;t reflect it. A specular map of rock, for example, would be relatively dark.&lt;br /&gt;
&lt;br /&gt;
=Creating Shaders=&lt;br /&gt;
*There are two parts to creating a shader and applying it to a texture: actually creating the shader map (based off of your diffuse, or color, map) and scripting it in (so the shader is applied to the texture within Sandbox). &lt;br /&gt;
==Actually creating the texture==&lt;br /&gt;
===Bump/Height===&lt;br /&gt;
*Bumpmaps can be made in a variety of ways. &lt;br /&gt;
====Using GIMP====&lt;br /&gt;
*Desaturate the texture&lt;br /&gt;
*Change contrast/brightness as required &lt;br /&gt;
*invert as necessary (remember - light areas raise, darks depress/lower and grey is neutral)&lt;br /&gt;
*If preferred, copy the layer, use threshold, apply opacity/transparency as wanted, then merge layers&lt;br /&gt;
*save as texture_bump.jpg&lt;br /&gt;
====Using a 3D package====&lt;br /&gt;
*Create a high-poly model and then an unwrapped low-poly model (a plane, typically). From there, you may be able to bake a displacement texture from the high poly to the low-poly depending on your program. &lt;br /&gt;
&lt;br /&gt;
===Normal/Height===&lt;br /&gt;
*Normalmaps usually requires special tools such as the [http://code.google.com/p/gimp-normalmap/ GIMP Normal-map Plugin], [http://www.smart-page.net/smartnormal/ Smart Normal], [http://sourceforge.net/projects/ssbumpgenerator/ SSBump Generator], or other bump-to-normal converters to work.&lt;br /&gt;
*Before you make a normal map, make sure your bumpmap is seamless. Also make sure it has smoothed edges. A normal map detects corners well, but a vertical bump won&amp;#039;t appear. &lt;br /&gt;
*Load the bumpmap into whatever you&amp;#039;re going to use, and then convert. See below for instructions on the given sources above. &lt;br /&gt;
*Once you&amp;#039;ve made your Normal map, save it as texture_normal.jpg and test it in Sandbox (see below). If you see random straight lines in places, then use GIMP to make the texture seamless. &lt;br /&gt;
*If you want, follow up by following [http://www.cgtextures.com/content.php?action=tutorial&amp;amp;name=normalmap this] great tutorial on enhancing normalmaps. &lt;br /&gt;
====Using a photo-editor plugin====&lt;br /&gt;
*To use a plugin for a photo editor (e.g. the GIMP, Paint.net, Photoshop), find and download the plugin, install it into the program that uses it, then find and execute it within the editor. A tutorial for paint.net can be found here: [[Making Seamless textures]].&lt;br /&gt;
====Using SmartNormal====&lt;br /&gt;
*First: What is SmartNormal?&lt;br /&gt;
**SmartNormal is an online program which converts bumpmaps to normalmaps. While you can always use it online, you can also download and install SmartNormal. SmartNormal is incredibly useful in its speed and it also keeps your settings from your previous texture and applies it to your newly loaded texture. &lt;br /&gt;
*Using SmartNormal is incredibly easy. Just visit the site, load your image, then move the bias (strength) and blur sliders as you like. When picking a filter, Sobel seems to be a lot stronger while Condensed is the exact same as the default (no-filter) look. I recommend you invert the source as well, as the normal map should look the opposite of what it does (so rocks jutting out would actually look like they&amp;#039;re pointing in, and vice-versa).&lt;br /&gt;
*I believe SmartNormal has a habit of messing with a texture&amp;#039;s borders; with that in mind, open up your normalmap and make sure it&amp;#039;s seamless.&lt;br /&gt;
&lt;br /&gt;
====Using SSBump====&lt;br /&gt;
*Begin by clicking on the &amp;quot;generate normal map&amp;quot; button in the menu of buttons. This brings up a new menu. &lt;br /&gt;
*From there, hit the lower green plus button at the lower left. This is the &amp;quot;add layer&amp;quot; button which adds a layer to your normalmap. You start with no layers, so it&amp;#039;s required you hit the button to begin.&lt;br /&gt;
**A menu called &amp;quot;layer presets&amp;quot; will show up. If you want to experiment with settings, you should just select the default option. However, if you like to use presets, go ahead and pick one. &lt;br /&gt;
***What I like to do is to have a fine detail layer and combine that with a medium or large detail layer. That provides a good balance of details and displacement.&lt;br /&gt;
*Once you have a layer selected, browse for your bumpmap (or diffuse, though a bump is better) via the &amp;quot;image file&amp;quot; selection. The browse button is at the end of the text field.&lt;br /&gt;
*From there, tweak the settings as you like and use the two eye buttons at the lower left corner to preview your image. Once you&amp;#039;re done, hit the save button to save. &lt;br /&gt;
&lt;br /&gt;
====Using a 3D package====&lt;br /&gt;
*Create a high-poly model and then an unwrapped low-poly model (a plane, typically). Your high poly model should have beveled edges for the normal map to use (as a normal map doesn&amp;#039;t detect vertical drops). From there, you can bake a normal map from the high poly to the low-poly.&lt;br /&gt;
&lt;br /&gt;
===Decal===&lt;br /&gt;
*A decal only needs to be a transparent .png. Alternatively, you could just use texture blending and painting, unless you want a specific shape.&lt;br /&gt;
&lt;br /&gt;
===Glow===&lt;br /&gt;
*We have a great glowmap tutorial made by Hirato here on the wiki @ [[Glowmaps]].&lt;br /&gt;
&lt;br /&gt;
===Pulse===&lt;br /&gt;
*Pulse shaders can use just diffuse textures to start, and are made primarily by scripting. However, you can also throw in a glowmap texture and a specmap texture if you would like.&lt;br /&gt;
&lt;br /&gt;
===Specular===&lt;br /&gt;
*You can edit a bumpmap to create a specular map. As previously mentioned, lighter colors (yes, colors, you&amp;#039;re not limited to greyscale, so experiment) tend to reflect more light while darker colors absorb light. You can change an image&amp;#039;s brightness and contrast to get the result you want.&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=How_to_make_new_textures&amp;diff=1958</id>
		<title>How to make new textures</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=How_to_make_new_textures&amp;diff=1958"/>
				<updated>2012-12-15T01:19:08Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Before making your own textures, you should check out [[Custom Content Websites]] for textures. Otherwise, you can try to make your own. &lt;br /&gt;
=Using an image editor=&lt;br /&gt;
*First, download an image editor of your choice, such as [http://www.gimp.org/downloads/ The Gimp]&lt;br /&gt;
**It isn&amp;#039;t possible to tell you how to make any texture you want in one tutorial. &lt;br /&gt;
**Instead, google how to make the texture you want, there almost certainly is a tutorial out there somewhere.&lt;br /&gt;
***With some textures, there are things you should do to them to make them more realistic, such as [http://tutorials.texturama.com/tut_dirty.html adding dirt]. Keep that in mind. &lt;br /&gt;
&lt;br /&gt;
*Then you will probably want to make it seamless.&lt;br /&gt;
**In Gimp go to &amp;#039;&amp;#039;&amp;#039;Filters → Map → Make Seamless&amp;#039;&amp;#039;&amp;#039;, and Gimp will make the texture seamless by modifying the corners.&lt;br /&gt;
***For other softwares, you can probably find plugins which help you do this.&lt;br /&gt;
&lt;br /&gt;
*An alternate way to make textures seamless can be found [http://www.coniserver.net/wiki/index.php/Seamless_Texture_Tutorial here] and a different version of the same tutorial can be found [http://www.photoshoptextures.com/texture-tutorials/seamless-textures.htm here]&lt;br /&gt;
*As for size: your texture should be 512x512 at a bare minimum. If the texture is too large within Sandbox, you can always use /vscale to fix it. Always use powers of 2 (512, 1024, 2048) for dimensions. &lt;br /&gt;
&lt;br /&gt;
*Now you should save it and you are done!&lt;br /&gt;
&lt;br /&gt;
*If you want, you can continue and make shader maps for your texture.&lt;br /&gt;
&lt;br /&gt;
=Using a generator=&lt;br /&gt;
*There are many great texture generators out there to use. Here&amp;#039;s a list of some good texture generators, all should be free.&lt;br /&gt;
**[http://sourceforge.net/projects/fxgen/ FXGen]&lt;br /&gt;
**[http://sourceforge.net/projects/neotextureedit/ Neo Texture Edit]&lt;br /&gt;
**[http://www.blender.org/ Blender] also has a very good texture creation program.&lt;br /&gt;
**[http://www.mapzoneeditor.com/ Allegorithmic MaPZone] is a very powerful texture creator. If the site does not load, it&amp;#039;s likely down, as it was for a few months. You may have to wait and check later.&lt;br /&gt;
&lt;br /&gt;
=Using 3D modelling and image editing=&lt;br /&gt;
*Many texture makers use 3D modelling programs to create textures which have 3D aspects such as depth. In this process, an artist creates a high-poly 3D model representing the texture they want to create, e.g. a metal panel or something similar. Once this is done, they create a medium-poly model which is an optimized option of the high-poly. From there, a low-poly model (a plane) has the textures of the medium-poly model baked onto it. Textures can include ambient occlusion (AO), which is often used to create diffuse maps or bump maps, along with actual bump maps and normal maps.&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Creating_special_shader_maps_for_textures&amp;diff=1957</id>
		<title>Creating special shader maps for textures</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Creating_special_shader_maps_for_textures&amp;diff=1957"/>
				<updated>2012-12-14T05:48:15Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: /* Bump/Height */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=About Shaders=&lt;br /&gt;
==What is a Shader?==&lt;br /&gt;
*In the Cube 2 engine (and many other engines), shaders are used to change a texture without actually changing the texture itself. How? A shader will take a 2nd texture, based off of the original, and will apply a special effect based on what kind of shader you use and the texture provided for it. &amp;#039;&amp;#039;&amp;#039;Keep in mind that some textures won&amp;#039;t really need shaders, and that adding a shader could end up making the texture look bad. &lt;br /&gt;
==What kind of shaders are there?==&lt;br /&gt;
*There are many different kinds of shaders, and you can combine some of them. Here&amp;#039;s a basic list of common shaders:&lt;br /&gt;
===Bump/Height=== &lt;br /&gt;
*A bumpmap (which may go by other names) is a greyscale image which bumps parts of a texture up or down (raising or lowering parts), based on the color. In a bumpmap, white (rgb 255, 255, 255) rises and black (rgb 0, 0, 0) lowers, while grey (rgb 127, 127, 127) is even. Bumpmaps can be combined with virtually any other shader, and some only work with bumpmaps. Bumpmaps are designed for adding &amp;quot;scratches, dings and bumps&amp;quot; to models or textures.&lt;br /&gt;
*Bumpmaps, as described at the BlenderWiki, store an &amp;lt;b&amp;gt;intensity&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Normal/Height/Displace=== &lt;br /&gt;
*A normalmap is a red-green-pinkish purple colored [http://www.bencloward.com/images/shaders_offest_normalmap.jpg image] which provides the illusion of depth by changing angles of light to create perspective. They are more realistic as they change with lighting direction.&lt;br /&gt;
*Normalmaps, according to the BlenderWiki, store &amp;lt;b&amp;gt;directions&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Decal=== &lt;br /&gt;
*A decal is an image which is added to an image after something happens to that texture. In Cube 2: Sauerbraten, decals are used to add bullet holes to textures, while in Red Eclipse, decals are used to add burn and plasma marks.&lt;br /&gt;
&lt;br /&gt;
===Glow=== &lt;br /&gt;
*A glowmap allows a texture to glow in the dark. &lt;br /&gt;
===Pulse===&lt;br /&gt;
*Like a glowmap, but the glowing &amp;quot;pulses&amp;quot;. It&amp;#039;s like a light being turned on and off, back and forth.&lt;br /&gt;
===Specular===&lt;br /&gt;
*A specular map, or specmap, controls the amount of light a texture, or an area of a texture, receives or reflects. Specular maps are lighter (closer to white) when they reflect more light, while they are usually darker (closer to black) when they receive light and don&amp;#039;t reflect it. A specular map of rock, for example, would be relatively dark.&lt;br /&gt;
&lt;br /&gt;
=Creating and Adding Shaders=&lt;br /&gt;
*There are two parts to creating a shader and applying it to a texture: actually creating the shader map (based off of your diffuse, or color, map) and scripting it in (so the shader is applied to the texture within Sandbox). &lt;br /&gt;
==Actually creating the texture==&lt;br /&gt;
===Bump/Height===&lt;br /&gt;
*Bumpmaps can be made in a variety of ways. &lt;br /&gt;
====Using GIMP====&lt;br /&gt;
*Desaturate the texture&lt;br /&gt;
*Change contrast/brightness as required &lt;br /&gt;
*invert as necessary (remember - light areas raise, darks depress/lower and grey is neutral)&lt;br /&gt;
*If preferred, copy the layer, use threshold, apply opacity/transparency as wanted, then merge layers&lt;br /&gt;
*save as texture_bump.jpg&lt;br /&gt;
====Using SSBump====&lt;br /&gt;
//to be done&lt;br /&gt;
&lt;br /&gt;
===Normal/Height===&lt;br /&gt;
*Normalmaps usually requires special tools such as the [http://code.google.com/p/gimp-normalmap/ GIMP Normal-map Plugin], [http://www.smart-page.net/smartnormal/ Smart Normal], [http://sourceforge.net/projects/ssbumpgenerator/ SSBump Generator], or other bump-to-normal converters to work.&lt;br /&gt;
*Before you make a normal map, make sure your bumpmap is seamless.&lt;br /&gt;
*Load the bumpmap into whatever you&amp;#039;re going to use, and then convert. See below for instructions on the given sources above. &lt;br /&gt;
*Once you&amp;#039;ve made your Normal map, save it as texture_Normal.jpg and test it in Sandbox (see below). If you see random straight lines in places, then use GIMP to make the texture seamless. &lt;br /&gt;
*If you want, follow up by following [http://www.cgtextures.com/content.php?action=tutorial&amp;amp;name=normalmap this] great tutorial on enhancing normalmaps. &lt;br /&gt;
====Using a photo-editor plugin====&lt;br /&gt;
*To use a plugin for a photo editor (e.g. the GIMP, Paint.net, Photoshop), find and download the plugin, install it into the program that uses it, then find and execute it within the editor. A tutorial for paint.net can be found here: [[Making Seamless textures]].&lt;br /&gt;
====Using SmartNormal====&lt;br /&gt;
*First: What is SmartNormal?&lt;br /&gt;
**SmartNormal is an online program which converts bumpmaps to normalmaps. While you can always use it online, you can also download and install SmartNormal. SmartNormal is incredibly useful in its speed and it also keeps your settings from your previous texture and applies it to your newly loaded texture. &lt;br /&gt;
*Using SmartNormal is incredibly easy. Just visit the site, load your image, then move the bias (strength) and blur sliders as you like. When picking a filter, Sobel seems to be a lot stronger while Condensed is the exact same as the default (no-filter) look. I recommend you invert the source as well, as the normal map should look the opposite of what it does (so rocks jutting out would actually look like they&amp;#039;re pointing in, and vice-versa).&lt;br /&gt;
*I believe SmartNormal has a habit of messing with a texture&amp;#039;s borders; with that in mind, open up your normalmap and make sure it&amp;#039;s seamless.&lt;br /&gt;
&lt;br /&gt;
====Using SSBump====&lt;br /&gt;
//to be done&lt;br /&gt;
&lt;br /&gt;
===Decal===&lt;br /&gt;
*A decal only needs to be a transparent .png. Alternatively, you could just use texture blending and painting, unless you want a specific shape.&lt;br /&gt;
&lt;br /&gt;
===Glow===&lt;br /&gt;
*We have a great glowmap tutorial made by Hirato here on the wiki @ [[Glowmaps]].&lt;br /&gt;
&lt;br /&gt;
===Pulse===&lt;br /&gt;
*Pulse shaders can use just diffuse textures to start, and are made primarily by scripting. However, you can also throw in a glowmap texture and a specmap texture if you would like.&lt;br /&gt;
&lt;br /&gt;
===Specular===&lt;br /&gt;
*You can edit a bumpmap to create a specular map. As previously mentioned, lighter colors (yes, colors, you&amp;#039;re not limited to greyscale, so experiment) tend to reflect more light while darker colors absorb light. You can change an image&amp;#039;s brightness and contrast to get the result you want.&lt;br /&gt;
&lt;br /&gt;
==Scripting==&lt;br /&gt;
*In order to utilize a shader on your map, you need to add it to your package.cfg, which is later executed to add your textures to Sandbox. The basic code to execute a shader is like this:&lt;br /&gt;
&lt;br /&gt;
   setshader [shadername]&lt;br /&gt;
   texture 0 &amp;quot;[texturepath]/[diffusetexturename.jpg]&lt;br /&gt;
   texture ? &amp;quot;[texturepath]/[shadertexturename.jpg]&lt;br /&gt;
   //(repeat above line as needed)&lt;br /&gt;
&lt;br /&gt;
*There are many combinations of shaders out there. Lots of them combine individual shaders. A very good list of all texture shaders can be found on [http://www.quadropolis.us/node/3224 Quadropolis.] NOTE: Quadropolis may not be appropriate for children.&lt;br /&gt;
&lt;br /&gt;
*A very basic example:&lt;br /&gt;
&lt;br /&gt;
   setshader bumpspecmapparallaxworld //bump-, spec-, and normal-map textures. &lt;br /&gt;
   setshaderparam &amp;quot;specscale&amp;quot; 0.2 0.2 0.2 //reduce the specularity&lt;br /&gt;
   setshaderparam &amp;quot;parallaxscale&amp;quot; 0.2 0.2 0.2 //reduce parallax&lt;br /&gt;
   texture 0 &amp;quot;textures/textureX.jpg&amp;quot; //diffuse, or color, texture&lt;br /&gt;
   texture z &amp;quot;textures/textureX_Bump.jpg&amp;quot; //bump map&lt;br /&gt;
   texture n &amp;quot;textures/textureX_Normal.jpg&amp;quot; //normal map&lt;br /&gt;
   texture s &amp;quot;textures/textureX_Spec.jpg&amp;quot; //specular map&lt;br /&gt;
&lt;br /&gt;
*As you can see, setshader determines the type of shader used. This is in effect until the next setshader line. The setshaderparam command changes the scale of each shader, so you don&amp;#039;t get a dizzyingly strong texture. Each individual texture is then called up by its respective command, based on the type of shader map it is. This specific example would call up textureX in Sandbox, and then apply a bumpmap, normalmap, and specular map (bump, parallax and spec shaders) to textureX.&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Creating_special_shader_maps_for_textures&amp;diff=1956</id>
		<title>Creating special shader maps for textures</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Creating_special_shader_maps_for_textures&amp;diff=1956"/>
				<updated>2012-12-14T05:47:50Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: /* Normal/Height/Displace */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=About Shaders=&lt;br /&gt;
==What is a Shader?==&lt;br /&gt;
*In the Cube 2 engine (and many other engines), shaders are used to change a texture without actually changing the texture itself. How? A shader will take a 2nd texture, based off of the original, and will apply a special effect based on what kind of shader you use and the texture provided for it. &amp;#039;&amp;#039;&amp;#039;Keep in mind that some textures won&amp;#039;t really need shaders, and that adding a shader could end up making the texture look bad. &lt;br /&gt;
==What kind of shaders are there?==&lt;br /&gt;
*There are many different kinds of shaders, and you can combine some of them. Here&amp;#039;s a basic list of common shaders:&lt;br /&gt;
===Bump/Height=== &lt;br /&gt;
*A bumpmap (which may go by other names) is a greyscale image which bumps parts of a texture up or down (raising or lowering parts), based on the color. In a bumpmap, white (rgb 255, 255, 255) rises and black (rgb 0, 0, 0) lowers, while grey (rgb 127, 127, 127) is even. Bumpmaps can be combined with virtually any other shader, and some only work with bumpmaps. Bumpmaps are designed for adding &amp;quot;scratches, dings and bumps&amp;quot; to models or textures.&lt;br /&gt;
*Bumpmaps, as described at the BlenderWiki, store an &amp;lt;b&amp;gt;intensity&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Normal/Height/Displace=== &lt;br /&gt;
*A normalmap is a red-green-pinkish purple colored [http://www.bencloward.com/images/shaders_offest_normalmap.jpg image] which provides the illusion of depth by changing angles of light to create perspective. They are more realistic as they change with lighting direction.&lt;br /&gt;
*Normalmaps, according to the BlenderWiki, store &amp;lt;b&amp;gt;directions&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Decal=== &lt;br /&gt;
*A decal is an image which is added to an image after something happens to that texture. In Cube 2: Sauerbraten, decals are used to add bullet holes to textures, while in Red Eclipse, decals are used to add burn and plasma marks.&lt;br /&gt;
&lt;br /&gt;
===Glow=== &lt;br /&gt;
*A glowmap allows a texture to glow in the dark. &lt;br /&gt;
===Pulse===&lt;br /&gt;
*Like a glowmap, but the glowing &amp;quot;pulses&amp;quot;. It&amp;#039;s like a light being turned on and off, back and forth.&lt;br /&gt;
===Specular===&lt;br /&gt;
*A specular map, or specmap, controls the amount of light a texture, or an area of a texture, receives or reflects. Specular maps are lighter (closer to white) when they reflect more light, while they are usually darker (closer to black) when they receive light and don&amp;#039;t reflect it. A specular map of rock, for example, would be relatively dark.&lt;br /&gt;
&lt;br /&gt;
=Creating and Adding Shaders=&lt;br /&gt;
*There are two parts to creating a shader and applying it to a texture: actually creating the shader map (based off of your diffuse, or color, map) and scripting it in (so the shader is applied to the texture within Sandbox). &lt;br /&gt;
==Actually creating the texture==&lt;br /&gt;
===Bump/Height===&lt;br /&gt;
*Bumpmaps can be made in a variety of ways. &lt;br /&gt;
**Note: if you test your texture with shaders and see something really weird, check to see if your bumpmap, not your normalmap, may be too strong. While checking both helps, I&amp;#039;ve noticed it&amp;#039;s usually the bumpmap which causes problems. Should your bumpmap be too strong, open it up in GIMP and lower the contrast. Also, make sure that your bumpmap is seamless before and after you make a normalmap with it. &lt;br /&gt;
====Using GIMP====&lt;br /&gt;
*Desaturate the texture&lt;br /&gt;
*Change contrast/brightness as required &lt;br /&gt;
*invert as necessary (remember - light areas raise, darks depress/lower and grey is neutral)&lt;br /&gt;
*If preferred, copy the layer, use threshold, apply opacity/transparency as wanted, then merge layers&lt;br /&gt;
*save as texture_Bump.jpg&lt;br /&gt;
====Using SSBump====&lt;br /&gt;
//to be done&lt;br /&gt;
&lt;br /&gt;
===Normal/Height===&lt;br /&gt;
*Normalmaps usually requires special tools such as the [http://code.google.com/p/gimp-normalmap/ GIMP Normal-map Plugin], [http://www.smart-page.net/smartnormal/ Smart Normal], [http://sourceforge.net/projects/ssbumpgenerator/ SSBump Generator], or other bump-to-normal converters to work.&lt;br /&gt;
*Before you make a normal map, make sure your bumpmap is seamless.&lt;br /&gt;
*Load the bumpmap into whatever you&amp;#039;re going to use, and then convert. See below for instructions on the given sources above. &lt;br /&gt;
*Once you&amp;#039;ve made your Normal map, save it as texture_Normal.jpg and test it in Sandbox (see below). If you see random straight lines in places, then use GIMP to make the texture seamless. &lt;br /&gt;
*If you want, follow up by following [http://www.cgtextures.com/content.php?action=tutorial&amp;amp;name=normalmap this] great tutorial on enhancing normalmaps. &lt;br /&gt;
====Using a photo-editor plugin====&lt;br /&gt;
*To use a plugin for a photo editor (e.g. the GIMP, Paint.net, Photoshop), find and download the plugin, install it into the program that uses it, then find and execute it within the editor. A tutorial for paint.net can be found here: [[Making Seamless textures]].&lt;br /&gt;
====Using SmartNormal====&lt;br /&gt;
*First: What is SmartNormal?&lt;br /&gt;
**SmartNormal is an online program which converts bumpmaps to normalmaps. While you can always use it online, you can also download and install SmartNormal. SmartNormal is incredibly useful in its speed and it also keeps your settings from your previous texture and applies it to your newly loaded texture. &lt;br /&gt;
*Using SmartNormal is incredibly easy. Just visit the site, load your image, then move the bias (strength) and blur sliders as you like. When picking a filter, Sobel seems to be a lot stronger while Condensed is the exact same as the default (no-filter) look. I recommend you invert the source as well, as the normal map should look the opposite of what it does (so rocks jutting out would actually look like they&amp;#039;re pointing in, and vice-versa).&lt;br /&gt;
*I believe SmartNormal has a habit of messing with a texture&amp;#039;s borders; with that in mind, open up your normalmap and make sure it&amp;#039;s seamless.&lt;br /&gt;
&lt;br /&gt;
====Using SSBump====&lt;br /&gt;
//to be done&lt;br /&gt;
&lt;br /&gt;
===Decal===&lt;br /&gt;
*A decal only needs to be a transparent .png. Alternatively, you could just use texture blending and painting, unless you want a specific shape.&lt;br /&gt;
&lt;br /&gt;
===Glow===&lt;br /&gt;
*We have a great glowmap tutorial made by Hirato here on the wiki @ [[Glowmaps]].&lt;br /&gt;
&lt;br /&gt;
===Pulse===&lt;br /&gt;
*Pulse shaders can use just diffuse textures to start, and are made primarily by scripting. However, you can also throw in a glowmap texture and a specmap texture if you would like.&lt;br /&gt;
&lt;br /&gt;
===Specular===&lt;br /&gt;
*You can edit a bumpmap to create a specular map. As previously mentioned, lighter colors (yes, colors, you&amp;#039;re not limited to greyscale, so experiment) tend to reflect more light while darker colors absorb light. You can change an image&amp;#039;s brightness and contrast to get the result you want.&lt;br /&gt;
&lt;br /&gt;
==Scripting==&lt;br /&gt;
*In order to utilize a shader on your map, you need to add it to your package.cfg, which is later executed to add your textures to Sandbox. The basic code to execute a shader is like this:&lt;br /&gt;
&lt;br /&gt;
   setshader [shadername]&lt;br /&gt;
   texture 0 &amp;quot;[texturepath]/[diffusetexturename.jpg]&lt;br /&gt;
   texture ? &amp;quot;[texturepath]/[shadertexturename.jpg]&lt;br /&gt;
   //(repeat above line as needed)&lt;br /&gt;
&lt;br /&gt;
*There are many combinations of shaders out there. Lots of them combine individual shaders. A very good list of all texture shaders can be found on [http://www.quadropolis.us/node/3224 Quadropolis.] NOTE: Quadropolis may not be appropriate for children.&lt;br /&gt;
&lt;br /&gt;
*A very basic example:&lt;br /&gt;
&lt;br /&gt;
   setshader bumpspecmapparallaxworld //bump-, spec-, and normal-map textures. &lt;br /&gt;
   setshaderparam &amp;quot;specscale&amp;quot; 0.2 0.2 0.2 //reduce the specularity&lt;br /&gt;
   setshaderparam &amp;quot;parallaxscale&amp;quot; 0.2 0.2 0.2 //reduce parallax&lt;br /&gt;
   texture 0 &amp;quot;textures/textureX.jpg&amp;quot; //diffuse, or color, texture&lt;br /&gt;
   texture z &amp;quot;textures/textureX_Bump.jpg&amp;quot; //bump map&lt;br /&gt;
   texture n &amp;quot;textures/textureX_Normal.jpg&amp;quot; //normal map&lt;br /&gt;
   texture s &amp;quot;textures/textureX_Spec.jpg&amp;quot; //specular map&lt;br /&gt;
&lt;br /&gt;
*As you can see, setshader determines the type of shader used. This is in effect until the next setshader line. The setshaderparam command changes the scale of each shader, so you don&amp;#039;t get a dizzyingly strong texture. Each individual texture is then called up by its respective command, based on the type of shader map it is. This specific example would call up textureX in Sandbox, and then apply a bumpmap, normalmap, and specular map (bump, parallax and spec shaders) to textureX.&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Creating_special_shader_maps_for_textures&amp;diff=1955</id>
		<title>Creating special shader maps for textures</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Creating_special_shader_maps_for_textures&amp;diff=1955"/>
				<updated>2012-12-14T05:43:24Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: /* Bump/Height */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=About Shaders=&lt;br /&gt;
==What is a Shader?==&lt;br /&gt;
*In the Cube 2 engine (and many other engines), shaders are used to change a texture without actually changing the texture itself. How? A shader will take a 2nd texture, based off of the original, and will apply a special effect based on what kind of shader you use and the texture provided for it. &amp;#039;&amp;#039;&amp;#039;Keep in mind that some textures won&amp;#039;t really need shaders, and that adding a shader could end up making the texture look bad. &lt;br /&gt;
==What kind of shaders are there?==&lt;br /&gt;
*There are many different kinds of shaders, and you can combine some of them. Here&amp;#039;s a basic list of common shaders:&lt;br /&gt;
===Bump/Height=== &lt;br /&gt;
*A bumpmap (which may go by other names) is a greyscale image which bumps parts of a texture up or down (raising or lowering parts), based on the color. In a bumpmap, white (rgb 255, 255, 255) rises and black (rgb 0, 0, 0) lowers, while grey (rgb 127, 127, 127) is even. Bumpmaps can be combined with virtually any other shader, and some only work with bumpmaps. Bumpmaps are designed for adding &amp;quot;scratches, dings and bumps&amp;quot; to models or textures.&lt;br /&gt;
*Bumpmaps, as described at the BlenderWiki, store an &amp;lt;b&amp;gt;intensity&amp;lt;/b&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Normal/Height/Displace=== &lt;br /&gt;
*A normalmap is a red-green-pinkish purple colored [http://www.bencloward.com/images/shaders_offest_normalmap.jpg image] which provides the illusion of depth by changing angles of light to create perspective.&lt;br /&gt;
&lt;br /&gt;
===Decal=== &lt;br /&gt;
*A decal is an image which is added to an image after something happens to that texture. In Cube 2: Sauerbraten, decals are used to add bullet holes to textures, while in Red Eclipse, decals are used to add burn and plasma marks.&lt;br /&gt;
&lt;br /&gt;
===Glow=== &lt;br /&gt;
*A glowmap allows a texture to glow in the dark. &lt;br /&gt;
===Pulse===&lt;br /&gt;
*Like a glowmap, but the glowing &amp;quot;pulses&amp;quot;. It&amp;#039;s like a light being turned on and off, back and forth.&lt;br /&gt;
===Specular===&lt;br /&gt;
*A specular map, or specmap, controls the amount of light a texture, or an area of a texture, receives or reflects. Specular maps are lighter (closer to white) when they reflect more light, while they are usually darker (closer to black) when they receive light and don&amp;#039;t reflect it. A specular map of rock, for example, would be relatively dark.&lt;br /&gt;
&lt;br /&gt;
=Creating and Adding Shaders=&lt;br /&gt;
*There are two parts to creating a shader and applying it to a texture: actually creating the shader map (based off of your diffuse, or color, map) and scripting it in (so the shader is applied to the texture within Sandbox). &lt;br /&gt;
==Actually creating the texture==&lt;br /&gt;
===Bump/Height===&lt;br /&gt;
*Bumpmaps can be made in a variety of ways. &lt;br /&gt;
**Note: if you test your texture with shaders and see something really weird, check to see if your bumpmap, not your normalmap, may be too strong. While checking both helps, I&amp;#039;ve noticed it&amp;#039;s usually the bumpmap which causes problems. Should your bumpmap be too strong, open it up in GIMP and lower the contrast. Also, make sure that your bumpmap is seamless before and after you make a normalmap with it. &lt;br /&gt;
====Using GIMP====&lt;br /&gt;
*Desaturate the texture&lt;br /&gt;
*Change contrast/brightness as required &lt;br /&gt;
*invert as necessary (remember - light areas raise, darks depress/lower and grey is neutral)&lt;br /&gt;
*If preferred, copy the layer, use threshold, apply opacity/transparency as wanted, then merge layers&lt;br /&gt;
*save as texture_Bump.jpg&lt;br /&gt;
====Using SSBump====&lt;br /&gt;
//to be done&lt;br /&gt;
&lt;br /&gt;
===Normal/Height===&lt;br /&gt;
*Normalmaps usually requires special tools such as the [http://code.google.com/p/gimp-normalmap/ GIMP Normal-map Plugin], [http://www.smart-page.net/smartnormal/ Smart Normal], [http://sourceforge.net/projects/ssbumpgenerator/ SSBump Generator], or other bump-to-normal converters to work.&lt;br /&gt;
*Before you make a normal map, make sure your bumpmap is seamless.&lt;br /&gt;
*Load the bumpmap into whatever you&amp;#039;re going to use, and then convert. See below for instructions on the given sources above. &lt;br /&gt;
*Once you&amp;#039;ve made your Normal map, save it as texture_Normal.jpg and test it in Sandbox (see below). If you see random straight lines in places, then use GIMP to make the texture seamless. &lt;br /&gt;
*If you want, follow up by following [http://www.cgtextures.com/content.php?action=tutorial&amp;amp;name=normalmap this] great tutorial on enhancing normalmaps. &lt;br /&gt;
====Using a photo-editor plugin====&lt;br /&gt;
*To use a plugin for a photo editor (e.g. the GIMP, Paint.net, Photoshop), find and download the plugin, install it into the program that uses it, then find and execute it within the editor. A tutorial for paint.net can be found here: [[Making Seamless textures]].&lt;br /&gt;
====Using SmartNormal====&lt;br /&gt;
*First: What is SmartNormal?&lt;br /&gt;
**SmartNormal is an online program which converts bumpmaps to normalmaps. While you can always use it online, you can also download and install SmartNormal. SmartNormal is incredibly useful in its speed and it also keeps your settings from your previous texture and applies it to your newly loaded texture. &lt;br /&gt;
*Using SmartNormal is incredibly easy. Just visit the site, load your image, then move the bias (strength) and blur sliders as you like. When picking a filter, Sobel seems to be a lot stronger while Condensed is the exact same as the default (no-filter) look. I recommend you invert the source as well, as the normal map should look the opposite of what it does (so rocks jutting out would actually look like they&amp;#039;re pointing in, and vice-versa).&lt;br /&gt;
*I believe SmartNormal has a habit of messing with a texture&amp;#039;s borders; with that in mind, open up your normalmap and make sure it&amp;#039;s seamless.&lt;br /&gt;
&lt;br /&gt;
====Using SSBump====&lt;br /&gt;
//to be done&lt;br /&gt;
&lt;br /&gt;
===Decal===&lt;br /&gt;
*A decal only needs to be a transparent .png. Alternatively, you could just use texture blending and painting, unless you want a specific shape.&lt;br /&gt;
&lt;br /&gt;
===Glow===&lt;br /&gt;
*We have a great glowmap tutorial made by Hirato here on the wiki @ [[Glowmaps]].&lt;br /&gt;
&lt;br /&gt;
===Pulse===&lt;br /&gt;
*Pulse shaders can use just diffuse textures to start, and are made primarily by scripting. However, you can also throw in a glowmap texture and a specmap texture if you would like.&lt;br /&gt;
&lt;br /&gt;
===Specular===&lt;br /&gt;
*You can edit a bumpmap to create a specular map. As previously mentioned, lighter colors (yes, colors, you&amp;#039;re not limited to greyscale, so experiment) tend to reflect more light while darker colors absorb light. You can change an image&amp;#039;s brightness and contrast to get the result you want.&lt;br /&gt;
&lt;br /&gt;
==Scripting==&lt;br /&gt;
*In order to utilize a shader on your map, you need to add it to your package.cfg, which is later executed to add your textures to Sandbox. The basic code to execute a shader is like this:&lt;br /&gt;
&lt;br /&gt;
   setshader [shadername]&lt;br /&gt;
   texture 0 &amp;quot;[texturepath]/[diffusetexturename.jpg]&lt;br /&gt;
   texture ? &amp;quot;[texturepath]/[shadertexturename.jpg]&lt;br /&gt;
   //(repeat above line as needed)&lt;br /&gt;
&lt;br /&gt;
*There are many combinations of shaders out there. Lots of them combine individual shaders. A very good list of all texture shaders can be found on [http://www.quadropolis.us/node/3224 Quadropolis.] NOTE: Quadropolis may not be appropriate for children.&lt;br /&gt;
&lt;br /&gt;
*A very basic example:&lt;br /&gt;
&lt;br /&gt;
   setshader bumpspecmapparallaxworld //bump-, spec-, and normal-map textures. &lt;br /&gt;
   setshaderparam &amp;quot;specscale&amp;quot; 0.2 0.2 0.2 //reduce the specularity&lt;br /&gt;
   setshaderparam &amp;quot;parallaxscale&amp;quot; 0.2 0.2 0.2 //reduce parallax&lt;br /&gt;
   texture 0 &amp;quot;textures/textureX.jpg&amp;quot; //diffuse, or color, texture&lt;br /&gt;
   texture z &amp;quot;textures/textureX_Bump.jpg&amp;quot; //bump map&lt;br /&gt;
   texture n &amp;quot;textures/textureX_Normal.jpg&amp;quot; //normal map&lt;br /&gt;
   texture s &amp;quot;textures/textureX_Spec.jpg&amp;quot; //specular map&lt;br /&gt;
&lt;br /&gt;
*As you can see, setshader determines the type of shader used. This is in effect until the next setshader line. The setshaderparam command changes the scale of each shader, so you don&amp;#039;t get a dizzyingly strong texture. Each individual texture is then called up by its respective command, based on the type of shader map it is. This specific example would call up textureX in Sandbox, and then apply a bumpmap, normalmap, and specular map (bump, parallax and spec shaders) to textureX.&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Creating_special_shader_maps_for_textures&amp;diff=1954</id>
		<title>Creating special shader maps for textures</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Creating_special_shader_maps_for_textures&amp;diff=1954"/>
				<updated>2012-12-14T05:39:42Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: /* Decal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=About Shaders=&lt;br /&gt;
==What is a Shader?==&lt;br /&gt;
*In the Cube 2 engine (and many other engines), shaders are used to change a texture without actually changing the texture itself. How? A shader will take a 2nd texture, based off of the original, and will apply a special effect based on what kind of shader you use and the texture provided for it. &amp;#039;&amp;#039;&amp;#039;Keep in mind that some textures won&amp;#039;t really need shaders, and that adding a shader could end up making the texture look bad. &lt;br /&gt;
==What kind of shaders are there?==&lt;br /&gt;
*There are many different kinds of shaders, and you can combine some of them. Here&amp;#039;s a basic list of common shaders:&lt;br /&gt;
===Bump/Height=== &lt;br /&gt;
*A bumpmap (which may go by other names) is a greyscale image which bumps parts of a texture up or down (raising or lowering parts), based on the color. In a bumpmap, white (rgb 255, 255, 255) rises and black (rgb 0, 0, 0) lowers, while grey (rgb 127, 127, 127) is even. Bumpmaps can be combined with virtually any other shader, and some only work with bumpmaps. Bumpmaps are designed for adding &amp;quot;scratches, dings and bumps&amp;quot; to models or textures.&lt;br /&gt;
&lt;br /&gt;
===Normal/Height/Displace=== &lt;br /&gt;
*A normalmap is a red-green-pinkish purple colored [http://www.bencloward.com/images/shaders_offest_normalmap.jpg image] which provides the illusion of depth by changing angles of light to create perspective.&lt;br /&gt;
&lt;br /&gt;
===Decal=== &lt;br /&gt;
*A decal is an image which is added to an image after something happens to that texture. In Cube 2: Sauerbraten, decals are used to add bullet holes to textures, while in Red Eclipse, decals are used to add burn and plasma marks.&lt;br /&gt;
&lt;br /&gt;
===Glow=== &lt;br /&gt;
*A glowmap allows a texture to glow in the dark. &lt;br /&gt;
===Pulse===&lt;br /&gt;
*Like a glowmap, but the glowing &amp;quot;pulses&amp;quot;. It&amp;#039;s like a light being turned on and off, back and forth.&lt;br /&gt;
===Specular===&lt;br /&gt;
*A specular map, or specmap, controls the amount of light a texture, or an area of a texture, receives or reflects. Specular maps are lighter (closer to white) when they reflect more light, while they are usually darker (closer to black) when they receive light and don&amp;#039;t reflect it. A specular map of rock, for example, would be relatively dark.&lt;br /&gt;
&lt;br /&gt;
=Creating and Adding Shaders=&lt;br /&gt;
*There are two parts to creating a shader and applying it to a texture: actually creating the shader map (based off of your diffuse, or color, map) and scripting it in (so the shader is applied to the texture within Sandbox). &lt;br /&gt;
==Actually creating the texture==&lt;br /&gt;
===Bump/Height===&lt;br /&gt;
*Bumpmaps can be made in a variety of ways. &lt;br /&gt;
**Note: if you test your texture with shaders and see something really weird, check to see if your bumpmap, not your normalmap, may be too strong. While checking both helps, I&amp;#039;ve noticed it&amp;#039;s usually the bumpmap which causes problems. Should your bumpmap be too strong, open it up in GIMP and lower the contrast. Also, make sure that your bumpmap is seamless before and after you make a normalmap with it. &lt;br /&gt;
====Using GIMP====&lt;br /&gt;
*Desaturate the texture&lt;br /&gt;
*Change contrast/brightness as required &lt;br /&gt;
*invert as necessary (remember - light areas raise, darks depress/lower and grey is neutral)&lt;br /&gt;
*If preferred, copy the layer, use threshold, apply opacity/transparency as wanted, then merge layers&lt;br /&gt;
*save as texture_Bump.jpg&lt;br /&gt;
====Using SSBump====&lt;br /&gt;
//to be done&lt;br /&gt;
&lt;br /&gt;
===Normal/Height===&lt;br /&gt;
*Normalmaps usually requires special tools such as the [http://code.google.com/p/gimp-normalmap/ GIMP Normal-map Plugin], [http://www.smart-page.net/smartnormal/ Smart Normal], [http://sourceforge.net/projects/ssbumpgenerator/ SSBump Generator], or other bump-to-normal converters to work.&lt;br /&gt;
*Before you make a normal map, make sure your bumpmap is seamless.&lt;br /&gt;
*Load the bumpmap into whatever you&amp;#039;re going to use, and then convert. See below for instructions on the given sources above. &lt;br /&gt;
*Once you&amp;#039;ve made your Normal map, save it as texture_Normal.jpg and test it in Sandbox (see below). If you see random straight lines in places, then use GIMP to make the texture seamless. &lt;br /&gt;
*If you want, follow up by following [http://www.cgtextures.com/content.php?action=tutorial&amp;amp;name=normalmap this] great tutorial on enhancing normalmaps. &lt;br /&gt;
====Using a photo-editor plugin====&lt;br /&gt;
*To use a plugin for a photo editor (e.g. the GIMP, Paint.net, Photoshop), find and download the plugin, install it into the program that uses it, then find and execute it within the editor. A tutorial for paint.net can be found here: [[Making Seamless textures]].&lt;br /&gt;
====Using SmartNormal====&lt;br /&gt;
*First: What is SmartNormal?&lt;br /&gt;
**SmartNormal is an online program which converts bumpmaps to normalmaps. While you can always use it online, you can also download and install SmartNormal. SmartNormal is incredibly useful in its speed and it also keeps your settings from your previous texture and applies it to your newly loaded texture. &lt;br /&gt;
*Using SmartNormal is incredibly easy. Just visit the site, load your image, then move the bias (strength) and blur sliders as you like. When picking a filter, Sobel seems to be a lot stronger while Condensed is the exact same as the default (no-filter) look. I recommend you invert the source as well, as the normal map should look the opposite of what it does (so rocks jutting out would actually look like they&amp;#039;re pointing in, and vice-versa).&lt;br /&gt;
*I believe SmartNormal has a habit of messing with a texture&amp;#039;s borders; with that in mind, open up your normalmap and make sure it&amp;#039;s seamless.&lt;br /&gt;
&lt;br /&gt;
====Using SSBump====&lt;br /&gt;
//to be done&lt;br /&gt;
&lt;br /&gt;
===Decal===&lt;br /&gt;
*A decal only needs to be a transparent .png. Alternatively, you could just use texture blending and painting, unless you want a specific shape.&lt;br /&gt;
&lt;br /&gt;
===Glow===&lt;br /&gt;
*We have a great glowmap tutorial made by Hirato here on the wiki @ [[Glowmaps]].&lt;br /&gt;
&lt;br /&gt;
===Pulse===&lt;br /&gt;
*Pulse shaders can use just diffuse textures to start, and are made primarily by scripting. However, you can also throw in a glowmap texture and a specmap texture if you would like.&lt;br /&gt;
&lt;br /&gt;
===Specular===&lt;br /&gt;
*You can edit a bumpmap to create a specular map. As previously mentioned, lighter colors (yes, colors, you&amp;#039;re not limited to greyscale, so experiment) tend to reflect more light while darker colors absorb light. You can change an image&amp;#039;s brightness and contrast to get the result you want.&lt;br /&gt;
&lt;br /&gt;
==Scripting==&lt;br /&gt;
*In order to utilize a shader on your map, you need to add it to your package.cfg, which is later executed to add your textures to Sandbox. The basic code to execute a shader is like this:&lt;br /&gt;
&lt;br /&gt;
   setshader [shadername]&lt;br /&gt;
   texture 0 &amp;quot;[texturepath]/[diffusetexturename.jpg]&lt;br /&gt;
   texture ? &amp;quot;[texturepath]/[shadertexturename.jpg]&lt;br /&gt;
   //(repeat above line as needed)&lt;br /&gt;
&lt;br /&gt;
*There are many combinations of shaders out there. Lots of them combine individual shaders. A very good list of all texture shaders can be found on [http://www.quadropolis.us/node/3224 Quadropolis.] NOTE: Quadropolis may not be appropriate for children.&lt;br /&gt;
&lt;br /&gt;
*A very basic example:&lt;br /&gt;
&lt;br /&gt;
   setshader bumpspecmapparallaxworld //bump-, spec-, and normal-map textures. &lt;br /&gt;
   setshaderparam &amp;quot;specscale&amp;quot; 0.2 0.2 0.2 //reduce the specularity&lt;br /&gt;
   setshaderparam &amp;quot;parallaxscale&amp;quot; 0.2 0.2 0.2 //reduce parallax&lt;br /&gt;
   texture 0 &amp;quot;textures/textureX.jpg&amp;quot; //diffuse, or color, texture&lt;br /&gt;
   texture z &amp;quot;textures/textureX_Bump.jpg&amp;quot; //bump map&lt;br /&gt;
   texture n &amp;quot;textures/textureX_Normal.jpg&amp;quot; //normal map&lt;br /&gt;
   texture s &amp;quot;textures/textureX_Spec.jpg&amp;quot; //specular map&lt;br /&gt;
&lt;br /&gt;
*As you can see, setshader determines the type of shader used. This is in effect until the next setshader line. The setshaderparam command changes the scale of each shader, so you don&amp;#039;t get a dizzyingly strong texture. Each individual texture is then called up by its respective command, based on the type of shader map it is. This specific example would call up textureX in Sandbox, and then apply a bumpmap, normalmap, and specular map (bump, parallax and spec shaders) to textureX.&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Creating_special_shader_maps_for_textures&amp;diff=1953</id>
		<title>Creating special shader maps for textures</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Creating_special_shader_maps_for_textures&amp;diff=1953"/>
				<updated>2012-12-14T05:33:09Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: /* Normal/Height/Displace */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=About Shaders=&lt;br /&gt;
==What is a Shader?==&lt;br /&gt;
*In the Cube 2 engine (and many other engines), shaders are used to change a texture without actually changing the texture itself. How? A shader will take a 2nd texture, based off of the original, and will apply a special effect based on what kind of shader you use and the texture provided for it. &amp;#039;&amp;#039;&amp;#039;Keep in mind that some textures won&amp;#039;t really need shaders, and that adding a shader could end up making the texture look bad. &lt;br /&gt;
==What kind of shaders are there?==&lt;br /&gt;
*There are many different kinds of shaders, and you can combine some of them. Here&amp;#039;s a basic list of common shaders:&lt;br /&gt;
===Bump/Height=== &lt;br /&gt;
*A bumpmap (which may go by other names) is a greyscale image which bumps parts of a texture up or down (raising or lowering parts), based on the color. In a bumpmap, white (rgb 255, 255, 255) rises and black (rgb 0, 0, 0) lowers, while grey (rgb 127, 127, 127) is even. Bumpmaps can be combined with virtually any other shader, and some only work with bumpmaps. Bumpmaps are designed for adding &amp;quot;scratches, dings and bumps&amp;quot; to models or textures.&lt;br /&gt;
&lt;br /&gt;
===Normal/Height/Displace=== &lt;br /&gt;
*A normalmap is a red-green-pinkish purple colored [http://www.bencloward.com/images/shaders_offest_normalmap.jpg image] which provides the illusion of depth by changing angles of light to create perspective.&lt;br /&gt;
&lt;br /&gt;
===Decal=== &lt;br /&gt;
*A decal is an image which is added to an image after something happens to that texture. In Cube 2: Sauerbraten, decals are used to add bullet holes to textures. &lt;br /&gt;
===Glow=== &lt;br /&gt;
*A glowmap allows a texture to glow in the dark. &lt;br /&gt;
===Pulse===&lt;br /&gt;
*Like a glowmap, but the glowing &amp;quot;pulses&amp;quot;. It&amp;#039;s like a light being turned on and off, back and forth.&lt;br /&gt;
===Specular===&lt;br /&gt;
*A specular map, or specmap, controls the amount of light a texture, or an area of a texture, receives or reflects. Specular maps are lighter (closer to white) when they reflect more light, while they are usually darker (closer to black) when they receive light and don&amp;#039;t reflect it. A specular map of rock, for example, would be relatively dark.&lt;br /&gt;
&lt;br /&gt;
=Creating and Adding Shaders=&lt;br /&gt;
*There are two parts to creating a shader and applying it to a texture: actually creating the shader map (based off of your diffuse, or color, map) and scripting it in (so the shader is applied to the texture within Sandbox). &lt;br /&gt;
==Actually creating the texture==&lt;br /&gt;
===Bump/Height===&lt;br /&gt;
*Bumpmaps can be made in a variety of ways. &lt;br /&gt;
**Note: if you test your texture with shaders and see something really weird, check to see if your bumpmap, not your normalmap, may be too strong. While checking both helps, I&amp;#039;ve noticed it&amp;#039;s usually the bumpmap which causes problems. Should your bumpmap be too strong, open it up in GIMP and lower the contrast. Also, make sure that your bumpmap is seamless before and after you make a normalmap with it. &lt;br /&gt;
====Using GIMP====&lt;br /&gt;
*Desaturate the texture&lt;br /&gt;
*Change contrast/brightness as required &lt;br /&gt;
*invert as necessary (remember - light areas raise, darks depress/lower and grey is neutral)&lt;br /&gt;
*If preferred, copy the layer, use threshold, apply opacity/transparency as wanted, then merge layers&lt;br /&gt;
*save as texture_Bump.jpg&lt;br /&gt;
====Using SSBump====&lt;br /&gt;
//to be done&lt;br /&gt;
&lt;br /&gt;
===Normal/Height===&lt;br /&gt;
*Normalmaps usually requires special tools such as the [http://code.google.com/p/gimp-normalmap/ GIMP Normal-map Plugin], [http://www.smart-page.net/smartnormal/ Smart Normal], [http://sourceforge.net/projects/ssbumpgenerator/ SSBump Generator], or other bump-to-normal converters to work.&lt;br /&gt;
*Before you make a normal map, make sure your bumpmap is seamless.&lt;br /&gt;
*Load the bumpmap into whatever you&amp;#039;re going to use, and then convert. See below for instructions on the given sources above. &lt;br /&gt;
*Once you&amp;#039;ve made your Normal map, save it as texture_Normal.jpg and test it in Sandbox (see below). If you see random straight lines in places, then use GIMP to make the texture seamless. &lt;br /&gt;
*If you want, follow up by following [http://www.cgtextures.com/content.php?action=tutorial&amp;amp;name=normalmap this] great tutorial on enhancing normalmaps. &lt;br /&gt;
====Using a photo-editor plugin====&lt;br /&gt;
*To use a plugin for a photo editor (e.g. the GIMP, Paint.net, Photoshop), find and download the plugin, install it into the program that uses it, then find and execute it within the editor. A tutorial for paint.net can be found here: [[Making Seamless textures]].&lt;br /&gt;
====Using SmartNormal====&lt;br /&gt;
*First: What is SmartNormal?&lt;br /&gt;
**SmartNormal is an online program which converts bumpmaps to normalmaps. While you can always use it online, you can also download and install SmartNormal. SmartNormal is incredibly useful in its speed and it also keeps your settings from your previous texture and applies it to your newly loaded texture. &lt;br /&gt;
*Using SmartNormal is incredibly easy. Just visit the site, load your image, then move the bias (strength) and blur sliders as you like. When picking a filter, Sobel seems to be a lot stronger while Condensed is the exact same as the default (no-filter) look. I recommend you invert the source as well, as the normal map should look the opposite of what it does (so rocks jutting out would actually look like they&amp;#039;re pointing in, and vice-versa).&lt;br /&gt;
*I believe SmartNormal has a habit of messing with a texture&amp;#039;s borders; with that in mind, open up your normalmap and make sure it&amp;#039;s seamless.&lt;br /&gt;
&lt;br /&gt;
====Using SSBump====&lt;br /&gt;
//to be done&lt;br /&gt;
&lt;br /&gt;
===Decal===&lt;br /&gt;
*A decal only needs to be a transparent .png. Alternatively, you could just use texture blending and painting, unless you want a specific shape.&lt;br /&gt;
&lt;br /&gt;
===Glow===&lt;br /&gt;
*We have a great glowmap tutorial made by Hirato here on the wiki @ [[Glowmaps]].&lt;br /&gt;
&lt;br /&gt;
===Pulse===&lt;br /&gt;
*Pulse shaders can use just diffuse textures to start, and are made primarily by scripting. However, you can also throw in a glowmap texture and a specmap texture if you would like.&lt;br /&gt;
&lt;br /&gt;
===Specular===&lt;br /&gt;
*You can edit a bumpmap to create a specular map. As previously mentioned, lighter colors (yes, colors, you&amp;#039;re not limited to greyscale, so experiment) tend to reflect more light while darker colors absorb light. You can change an image&amp;#039;s brightness and contrast to get the result you want.&lt;br /&gt;
&lt;br /&gt;
==Scripting==&lt;br /&gt;
*In order to utilize a shader on your map, you need to add it to your package.cfg, which is later executed to add your textures to Sandbox. The basic code to execute a shader is like this:&lt;br /&gt;
&lt;br /&gt;
   setshader [shadername]&lt;br /&gt;
   texture 0 &amp;quot;[texturepath]/[diffusetexturename.jpg]&lt;br /&gt;
   texture ? &amp;quot;[texturepath]/[shadertexturename.jpg]&lt;br /&gt;
   //(repeat above line as needed)&lt;br /&gt;
&lt;br /&gt;
*There are many combinations of shaders out there. Lots of them combine individual shaders. A very good list of all texture shaders can be found on [http://www.quadropolis.us/node/3224 Quadropolis.] NOTE: Quadropolis may not be appropriate for children.&lt;br /&gt;
&lt;br /&gt;
*A very basic example:&lt;br /&gt;
&lt;br /&gt;
   setshader bumpspecmapparallaxworld //bump-, spec-, and normal-map textures. &lt;br /&gt;
   setshaderparam &amp;quot;specscale&amp;quot; 0.2 0.2 0.2 //reduce the specularity&lt;br /&gt;
   setshaderparam &amp;quot;parallaxscale&amp;quot; 0.2 0.2 0.2 //reduce parallax&lt;br /&gt;
   texture 0 &amp;quot;textures/textureX.jpg&amp;quot; //diffuse, or color, texture&lt;br /&gt;
   texture z &amp;quot;textures/textureX_Bump.jpg&amp;quot; //bump map&lt;br /&gt;
   texture n &amp;quot;textures/textureX_Normal.jpg&amp;quot; //normal map&lt;br /&gt;
   texture s &amp;quot;textures/textureX_Spec.jpg&amp;quot; //specular map&lt;br /&gt;
&lt;br /&gt;
*As you can see, setshader determines the type of shader used. This is in effect until the next setshader line. The setshaderparam command changes the scale of each shader, so you don&amp;#039;t get a dizzyingly strong texture. Each individual texture is then called up by its respective command, based on the type of shader map it is. This specific example would call up textureX in Sandbox, and then apply a bumpmap, normalmap, and specular map (bump, parallax and spec shaders) to textureX.&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Creating_special_shader_maps_for_textures&amp;diff=1952</id>
		<title>Creating special shader maps for textures</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Creating_special_shader_maps_for_textures&amp;diff=1952"/>
				<updated>2012-12-14T05:27:22Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: /* Bump/Height */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=About Shaders=&lt;br /&gt;
==What is a Shader?==&lt;br /&gt;
*In the Cube 2 engine (and many other engines), shaders are used to change a texture without actually changing the texture itself. How? A shader will take a 2nd texture, based off of the original, and will apply a special effect based on what kind of shader you use and the texture provided for it. &amp;#039;&amp;#039;&amp;#039;Keep in mind that some textures won&amp;#039;t really need shaders, and that adding a shader could end up making the texture look bad. &lt;br /&gt;
==What kind of shaders are there?==&lt;br /&gt;
*There are many different kinds of shaders, and you can combine some of them. Here&amp;#039;s a basic list of common shaders:&lt;br /&gt;
===Bump/Height=== &lt;br /&gt;
*A bumpmap (which may go by other names) is a greyscale image which bumps parts of a texture up or down (raising or lowering parts), based on the color. In a bumpmap, white (rgb 255, 255, 255) rises and black (rgb 0, 0, 0) lowers, while grey (rgb 127, 127, 127) is even. Bumpmaps can be combined with virtually any other shader, and some only work with bumpmaps. Bumpmaps are designed for adding &amp;quot;scratches, dings and bumps&amp;quot; to models or textures.&lt;br /&gt;
&lt;br /&gt;
===Normal/Height/Displace=== &lt;br /&gt;
*A normalmap is a red-green-pinkish purple colored [http://www.bencloward.com/images/shaders_offest_normalmap.jpg image] which is more accurate than a bumpmap. It does the same purpose, but on a more accurate and better scale, changing light reflections of certain angles to provide perspective. It&amp;#039;s also harder to make.&lt;br /&gt;
&lt;br /&gt;
===Decal=== &lt;br /&gt;
*A decal is an image which is added to an image after something happens to that texture. In Cube 2: Sauerbraten, decals are used to add bullet holes to textures. &lt;br /&gt;
===Glow=== &lt;br /&gt;
*A glowmap allows a texture to glow in the dark. &lt;br /&gt;
===Pulse===&lt;br /&gt;
*Like a glowmap, but the glowing &amp;quot;pulses&amp;quot;. It&amp;#039;s like a light being turned on and off, back and forth.&lt;br /&gt;
===Specular===&lt;br /&gt;
*A specular map, or specmap, controls the amount of light a texture, or an area of a texture, receives or reflects. Specular maps are lighter (closer to white) when they reflect more light, while they are usually darker (closer to black) when they receive light and don&amp;#039;t reflect it. A specular map of rock, for example, would be relatively dark.&lt;br /&gt;
&lt;br /&gt;
=Creating and Adding Shaders=&lt;br /&gt;
*There are two parts to creating a shader and applying it to a texture: actually creating the shader map (based off of your diffuse, or color, map) and scripting it in (so the shader is applied to the texture within Sandbox). &lt;br /&gt;
==Actually creating the texture==&lt;br /&gt;
===Bump/Height===&lt;br /&gt;
*Bumpmaps can be made in a variety of ways. &lt;br /&gt;
**Note: if you test your texture with shaders and see something really weird, check to see if your bumpmap, not your normalmap, may be too strong. While checking both helps, I&amp;#039;ve noticed it&amp;#039;s usually the bumpmap which causes problems. Should your bumpmap be too strong, open it up in GIMP and lower the contrast. Also, make sure that your bumpmap is seamless before and after you make a normalmap with it. &lt;br /&gt;
====Using GIMP====&lt;br /&gt;
*Desaturate the texture&lt;br /&gt;
*Change contrast/brightness as required &lt;br /&gt;
*invert as necessary (remember - light areas raise, darks depress/lower and grey is neutral)&lt;br /&gt;
*If preferred, copy the layer, use threshold, apply opacity/transparency as wanted, then merge layers&lt;br /&gt;
*save as texture_Bump.jpg&lt;br /&gt;
====Using SSBump====&lt;br /&gt;
//to be done&lt;br /&gt;
&lt;br /&gt;
===Normal/Height===&lt;br /&gt;
*Normalmaps usually requires special tools such as the [http://code.google.com/p/gimp-normalmap/ GIMP Normal-map Plugin], [http://www.smart-page.net/smartnormal/ Smart Normal], [http://sourceforge.net/projects/ssbumpgenerator/ SSBump Generator], or other bump-to-normal converters to work.&lt;br /&gt;
*Before you make a normal map, make sure your bumpmap is seamless.&lt;br /&gt;
*Load the bumpmap into whatever you&amp;#039;re going to use, and then convert. See below for instructions on the given sources above. &lt;br /&gt;
*Once you&amp;#039;ve made your Normal map, save it as texture_Normal.jpg and test it in Sandbox (see below). If you see random straight lines in places, then use GIMP to make the texture seamless. &lt;br /&gt;
*If you want, follow up by following [http://www.cgtextures.com/content.php?action=tutorial&amp;amp;name=normalmap this] great tutorial on enhancing normalmaps. &lt;br /&gt;
====Using a photo-editor plugin====&lt;br /&gt;
*To use a plugin for a photo editor (e.g. the GIMP, Paint.net, Photoshop), find and download the plugin, install it into the program that uses it, then find and execute it within the editor. A tutorial for paint.net can be found here: [[Making Seamless textures]].&lt;br /&gt;
====Using SmartNormal====&lt;br /&gt;
*First: What is SmartNormal?&lt;br /&gt;
**SmartNormal is an online program which converts bumpmaps to normalmaps. While you can always use it online, you can also download and install SmartNormal. SmartNormal is incredibly useful in its speed and it also keeps your settings from your previous texture and applies it to your newly loaded texture. &lt;br /&gt;
*Using SmartNormal is incredibly easy. Just visit the site, load your image, then move the bias (strength) and blur sliders as you like. When picking a filter, Sobel seems to be a lot stronger while Condensed is the exact same as the default (no-filter) look. I recommend you invert the source as well, as the normal map should look the opposite of what it does (so rocks jutting out would actually look like they&amp;#039;re pointing in, and vice-versa).&lt;br /&gt;
*I believe SmartNormal has a habit of messing with a texture&amp;#039;s borders; with that in mind, open up your normalmap and make sure it&amp;#039;s seamless.&lt;br /&gt;
&lt;br /&gt;
====Using SSBump====&lt;br /&gt;
//to be done&lt;br /&gt;
&lt;br /&gt;
===Decal===&lt;br /&gt;
*A decal only needs to be a transparent .png. Alternatively, you could just use texture blending and painting, unless you want a specific shape.&lt;br /&gt;
&lt;br /&gt;
===Glow===&lt;br /&gt;
*We have a great glowmap tutorial made by Hirato here on the wiki @ [[Glowmaps]].&lt;br /&gt;
&lt;br /&gt;
===Pulse===&lt;br /&gt;
*Pulse shaders can use just diffuse textures to start, and are made primarily by scripting. However, you can also throw in a glowmap texture and a specmap texture if you would like.&lt;br /&gt;
&lt;br /&gt;
===Specular===&lt;br /&gt;
*You can edit a bumpmap to create a specular map. As previously mentioned, lighter colors (yes, colors, you&amp;#039;re not limited to greyscale, so experiment) tend to reflect more light while darker colors absorb light. You can change an image&amp;#039;s brightness and contrast to get the result you want.&lt;br /&gt;
&lt;br /&gt;
==Scripting==&lt;br /&gt;
*In order to utilize a shader on your map, you need to add it to your package.cfg, which is later executed to add your textures to Sandbox. The basic code to execute a shader is like this:&lt;br /&gt;
&lt;br /&gt;
   setshader [shadername]&lt;br /&gt;
   texture 0 &amp;quot;[texturepath]/[diffusetexturename.jpg]&lt;br /&gt;
   texture ? &amp;quot;[texturepath]/[shadertexturename.jpg]&lt;br /&gt;
   //(repeat above line as needed)&lt;br /&gt;
&lt;br /&gt;
*There are many combinations of shaders out there. Lots of them combine individual shaders. A very good list of all texture shaders can be found on [http://www.quadropolis.us/node/3224 Quadropolis.] NOTE: Quadropolis may not be appropriate for children.&lt;br /&gt;
&lt;br /&gt;
*A very basic example:&lt;br /&gt;
&lt;br /&gt;
   setshader bumpspecmapparallaxworld //bump-, spec-, and normal-map textures. &lt;br /&gt;
   setshaderparam &amp;quot;specscale&amp;quot; 0.2 0.2 0.2 //reduce the specularity&lt;br /&gt;
   setshaderparam &amp;quot;parallaxscale&amp;quot; 0.2 0.2 0.2 //reduce parallax&lt;br /&gt;
   texture 0 &amp;quot;textures/textureX.jpg&amp;quot; //diffuse, or color, texture&lt;br /&gt;
   texture z &amp;quot;textures/textureX_Bump.jpg&amp;quot; //bump map&lt;br /&gt;
   texture n &amp;quot;textures/textureX_Normal.jpg&amp;quot; //normal map&lt;br /&gt;
   texture s &amp;quot;textures/textureX_Spec.jpg&amp;quot; //specular map&lt;br /&gt;
&lt;br /&gt;
*As you can see, setshader determines the type of shader used. This is in effect until the next setshader line. The setshaderparam command changes the scale of each shader, so you don&amp;#039;t get a dizzyingly strong texture. Each individual texture is then called up by its respective command, based on the type of shader map it is. This specific example would call up textureX in Sandbox, and then apply a bumpmap, normalmap, and specular map (bump, parallax and spec shaders) to textureX.&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Water_Wars_Guide&amp;diff=1951</id>
		<title>Water Wars Guide</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Water_Wars_Guide&amp;diff=1951"/>
				<updated>2012-12-10T02:07:48Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Commands ==&lt;br /&gt;
/dm = drenchmatch (a free for all)&lt;br /&gt;
&lt;br /&gt;
/tdm = team drenchmatch&lt;br /&gt;
&lt;br /&gt;
/ctf = capture the flag (bananas actually, /newent flag makes sure to set the teams, 1 is blue, 2 is red)&lt;br /&gt;
&lt;br /&gt;
/savethebanana = base capture mode (/newent base)&lt;br /&gt;
&lt;br /&gt;
/capture = works now too&lt;br /&gt;
&lt;br /&gt;
/idm = Insta drenchmatch&lt;br /&gt;
&lt;br /&gt;
/itdm = Insta team drenchmatch&lt;br /&gt;
&lt;br /&gt;
Entities - /newent nameoftheentity&lt;br /&gt;
&lt;br /&gt;
   flag&lt;br /&gt;
   base&lt;br /&gt;
   shells&lt;br /&gt;
   bullets&lt;br /&gt;
   rockets&lt;br /&gt;
   riflerounds&lt;br /&gt;
   grenades&lt;br /&gt;
   cartridges&lt;br /&gt;
   health&lt;br /&gt;
   healthboost&lt;br /&gt;
   greenarmour&lt;br /&gt;
   yellowarmour&lt;br /&gt;
   quaddamage&lt;br /&gt;
&lt;br /&gt;
== Server Client Commands ==&lt;br /&gt;
/connect - connect to a server using the IP&lt;br /&gt;
/sendmap&lt;br /&gt;
/getmap&lt;br /&gt;
These two commands allow you to send other players maps they may not have while in multiplayer mode, and easily keep maps in sync while doing coop edit. &amp;quot;sendmap&amp;quot; reloads the current map you are on, then uploads it to the server and sends every other player a message about it. Other players can then simply type &amp;quot;getmap&amp;quot; to receive the current map, which is written to their local disk then reloaded. A second variant &amp;quot;sendmap name&amp;quot; is available which is particularly useful for coop editing, which first does a &amp;quot;savemap name&amp;quot; before performing the actual &amp;quot;sendmap&amp;quot;. Thus in both cases you must already be on the map you want to send before issuing the command! (in some multiplayer that requires voting). Also note that &amp;quot;getmap&amp;quot; operates on the last map send by some other player, whatever it is.&lt;br /&gt;
&lt;br /&gt;
Server admin:&lt;br /&gt;
/setmaster B - Attempts to set master status to B. 0 gives up master status, 1 claims master status, or the admin password may be specified to steal master status from the current master. If you specify a password, you are granted &amp;quot;admin&amp;quot; status, which allows you to enable server features that an ordinary master can&amp;#039;t.&lt;br /&gt;
&lt;br /&gt;
/mastermode N - Sets the server to master mode N. N can be (ranging from very open to very private):&lt;br /&gt;
0 (open): anyone can enter the server. This is the default mode. It is good for games with random people, if no cheaters appear to be around.&lt;br /&gt;
1 (veto): as 0, but now the master can force map changes. This is good when playing with new players who may not understand how to vote for map changes.&lt;br /&gt;
2 (locked): as 1, but anyone joining after this mode has been set will be forced to be spectator only. This mode is ideal for tournament play, or games with friends only.&lt;br /&gt;
3 (private): as 2, but now noone can join the server anymore. Good for games with friends when cheaters are around, cheaters wont even connect, so wont have the chance to try and screw things up.&lt;br /&gt;
&lt;br /&gt;
/kick - kick a client by their # It is actually a ban. The Player&amp;#039;s number is displayed in Tab  (Cn)&lt;br /&gt;
/clearbans&lt;br /&gt;
/goto&lt;br /&gt;
/pausegame&lt;br /&gt;
&lt;br /&gt;
Bots - Make sure to claim admin - They work but need some love&lt;br /&gt;
addbot [SKILL] - Adds a bot at skill level SKILL if provided, or defaults to a random skill level between 50 and 100 if not provided. You must be master or playing locally to use this command. Bots may only be added up to the server specified bot limit unless you are an admin or local player. This also causes waypoints to load if any are available for the current map. You need to place waypoints on a map for them to work.&lt;br /&gt;
&lt;br /&gt;
delbot - Removes a bot. You must be master or playing locally to use this command.&lt;br /&gt;
&lt;br /&gt;
botlimit N - Sets the bot limit for masters to N. This limit does not effect admins or local players. Only admins or local players can use this command.&lt;br /&gt;
&lt;br /&gt;
botbalance B - Enables automatic team balancing for bots if B=1 and disables it if B=0. Only masters or local players can use this command.&lt;br /&gt;
&lt;br /&gt;
== Waypoints ==&lt;br /&gt;
First load your map.&lt;br /&gt;
Type /showwaypoints 1&lt;br /&gt;
Then make sure your not in edit mode.&lt;br /&gt;
Then type /dropwaypoints 1&lt;br /&gt;
Then start running around the map placing the waypoints also third person helps.&lt;br /&gt;
Only jump when you need to jump.&lt;br /&gt;
Then type /savewaypoints&lt;br /&gt;
Then type /savemap&lt;br /&gt;
Now type /showwaypoints 0&lt;br /&gt;
Then your good to go.&lt;br /&gt;
You can load your map and play with bots now.&lt;br /&gt;
If you want to edit your waypoints go into edit mode and load your map.&lt;br /&gt;
Type /loadwaypoints&lt;br /&gt;
Then you can start adding more waypoints.&lt;br /&gt;
If you wish to start over type /clearwaypoints&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=How_to_add_lava,_water,_glass_and_other_materials_to_your_map&amp;diff=1932</id>
		<title>How to add lava, water, glass and other materials to your map</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=How_to_add_lava,_water,_glass_and_other_materials_to_your_map&amp;diff=1932"/>
				<updated>2012-11-01T03:44:19Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Adding Materials ==&lt;br /&gt;
To add lava, water, glass, and other materials to you map you first have to select an area in editmode. After this you open the &amp;#039;&amp;#039;&amp;#039;quickedit&amp;#039;&amp;#039;&amp;#039; window, (&amp;#039;&amp;#039;F3&amp;#039;&amp;#039;) and go to the &amp;#039;&amp;#039;&amp;#039;materials&amp;#039;&amp;#039;&amp;#039; tab, then pick which material you wish to make this cube of. Click this material, exit edit mode and you have your very own block of lava, water, or glass.&lt;br /&gt;
&lt;br /&gt;
The other method to doing this is using the console. Hit ` (above TAB), and type /editmat (materialname). Typing just /(materialname) works as well. This method can be a lot faster sometimes. &lt;br /&gt;
&lt;br /&gt;
== Effects of Each Material ==&lt;br /&gt;
&lt;br /&gt;
Air: Creates a block of empty space! (Can be used to remove other materials.)&lt;br /&gt;
&lt;br /&gt;
Clip: Creates an invisible wall. You can&amp;#039;t go through this, and creatures can&amp;#039;t either. &lt;br /&gt;
&lt;br /&gt;
Glass: Creates a window effect.&lt;br /&gt;
&lt;br /&gt;
Lava: Creates a burning wall of lava! (you will respawn if you walk into it.) Can also be used to make lavafalls.&lt;br /&gt;
&lt;br /&gt;
Noclip: Allows you to make area (for example wall) penetrable (You can go though it!). You can lay this material over glass.&lt;br /&gt;
&lt;br /&gt;
Water: Creates a swimming area! (What fun.) Also makes waterfalls. &lt;br /&gt;
&lt;br /&gt;
Respawn: You will respawn from a playerstart. You can lay this material over water. &lt;br /&gt;
&lt;br /&gt;
Gameclip: like clip, but it only affects creatures. You can go through this material while they can&amp;#039;t. &lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
Lava and Respawn can be changed so the player can go in and live (not respawn) with the /nastylava (1 or 0) commmand.&lt;br /&gt;
&lt;br /&gt;
Tutorial by Nightmare2U, some fixes from Siimvuss, Chocolatepie33 added nastylava and falls info.&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Tutorials_List&amp;diff=1931</id>
		<title>Tutorials List</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Tutorials_List&amp;diff=1931"/>
				<updated>2012-11-01T03:23:46Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: /* 2D Art */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of tutorials created and edited by our contributors. &lt;br /&gt;
Contribute by improving the tutorials and creating tutorials for the red links&lt;br /&gt;
== Getting, Installing and opening Sandbox ==&lt;br /&gt;
&lt;br /&gt;
* [[Downloading Sandbox]]&lt;br /&gt;
* [[Installing Sandbox]]&lt;br /&gt;
* [[Running Sandbox]]&lt;br /&gt;
* [[development|Obtaining the development version]]&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
&lt;br /&gt;
* [[FPS|FPS - First Person Shooter (default)]]&lt;br /&gt;
* [[SSP|SSP - Side Scrolling Platformer]]&lt;br /&gt;
* [[RPG|RPG - Role Playing Game]]&lt;br /&gt;
** [[RPG tutorial|RPG Tutorial]]&lt;br /&gt;
* [[MovieCube|MovieCube - Machinima Tool]]&lt;br /&gt;
* [[Vehicle Simulator]]&lt;br /&gt;
&lt;br /&gt;
== Learning the editor basics ==&lt;br /&gt;
&lt;br /&gt;
* [[Map Editing Basics]]&lt;br /&gt;
* [[How to change textures in your map]]&lt;br /&gt;
* [[How to place 3D grass]]&lt;br /&gt;
* [[How to add lava, water, glass and other materials to your map]]&lt;br /&gt;
* [[How to make ramps, bridges, and angles]]&lt;br /&gt;
* [[How to make invisible boundaries]]&lt;br /&gt;
* [[Tips on making a good map]]&lt;br /&gt;
* [[Gridwork]]&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
&lt;br /&gt;
* [[How to make sloped roofs]]&lt;br /&gt;
* [[How to make secret doors, walls &amp;amp; floors]]&lt;br /&gt;
* [[How to make 1-way windows only you can see out of]]&lt;br /&gt;
* [[How to make 1-way doors]]&lt;br /&gt;
* [[How to create a hollow tower/tube]]&lt;br /&gt;
* [[How to make stairs you could walk up]]&lt;br /&gt;
* [[How to create set of glass stairs]]&lt;br /&gt;
* [[How to make a TV]]&lt;br /&gt;
* [[How to make various window shapes]]&lt;br /&gt;
* [[How to create a spiral staircase]]&lt;br /&gt;
* [[How to make a pyramid/four-sided sloped roof]]&lt;br /&gt;
&lt;br /&gt;
=== Terrain editing ===&lt;br /&gt;
&lt;br /&gt;
* [[How to create mountains, ponds, and oceans]]&lt;br /&gt;
* [[How to transfer parts of a map to a new one]]&lt;br /&gt;
* [[How to make a forest]]&lt;br /&gt;
* [[How to make a cave]]&lt;br /&gt;
* [[How to make a realistic river]]&lt;br /&gt;
* [[How to make a swimming pool]]&lt;br /&gt;
* [[How to make a fountain]]&lt;br /&gt;
* [[How to create smooth curvy pathways]]&lt;br /&gt;
* [[How to create fields with flower patches]]&lt;br /&gt;
* [[How to create a camp fire and fireplace]]&lt;br /&gt;
* [[How to make a bumpy road]]&lt;br /&gt;
* [[How to make various types of fences]]&lt;br /&gt;
* [[How to make a nice waterfall]]&lt;br /&gt;
* [[How to edit terrain properly]]&lt;br /&gt;
* [[How to fix bad terrain or geometry errors]]&lt;br /&gt;
* [[How to make railings]]&lt;br /&gt;
* [[Texture Blending]]&lt;br /&gt;
&lt;br /&gt;
=== Advanced Editor Techniques===&lt;br /&gt;
&lt;br /&gt;
* [[How to create a slide]]&lt;br /&gt;
* [[How to create a trampoline]]&lt;br /&gt;
* [[How to create electric fences]]&lt;br /&gt;
* [[How to make a sphere shapes in &amp;#039;edit mode&amp;#039;]]&lt;br /&gt;
* [[How to make curved shapes in &amp;#039;edit mode&amp;#039;]]&lt;br /&gt;
* [[How to create curved glass]]&lt;br /&gt;
* [[How to create climbable ladders and vertical walls]]&lt;br /&gt;
* [[How to make an endless slide]]&lt;br /&gt;
* [[How to create lens flares]]&lt;br /&gt;
* [[How to make a snowman]]&lt;br /&gt;
* [[How to make a boat]]&lt;br /&gt;
* [[How to create warp speed tunnels]]&lt;br /&gt;
* [[How to create hidden teleports]]&lt;br /&gt;
* [[How to create spinning palm trees]]&lt;br /&gt;
* [[How to change gravity]]&lt;br /&gt;
&lt;br /&gt;
== Lighting and Particle effects ==&lt;br /&gt;
&lt;br /&gt;
* [[How to add various lighting]]&lt;br /&gt;
* [[Lighting|How to light a map properly]]&lt;br /&gt;
* [[Tips to make a night time map]]&lt;br /&gt;
* [[Tips to make a morning map]]&lt;br /&gt;
* [[Tips to make a sunset map]]&lt;br /&gt;
* [[How to add particle effects]]&lt;br /&gt;
* [[How to create snow or rain]]&lt;br /&gt;
* [[How to put fog to a map]]&lt;br /&gt;
&lt;br /&gt;
== Models and Sandbox ==&lt;br /&gt;
&lt;br /&gt;
* [[Blender to Sandbox]]&lt;br /&gt;
* [[Wings3D to Sandbox flash tutorials]]&lt;br /&gt;
* [[Mapmodels|Loading and adding mapmodels]]&lt;br /&gt;
** [[Importing .OBJ files]]&lt;br /&gt;
* [[How to add new models]]&lt;br /&gt;
* [[Creating 3D models with PAS]]&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
* [[Adding custom textures to a new map]]&lt;br /&gt;
* [[Adding custom textures with normal maps]]&lt;br /&gt;
&lt;br /&gt;
== Scripting/Trigger tutorials ==&lt;br /&gt;
&lt;br /&gt;
=== Menu Editing - Cubescript ===&lt;br /&gt;
* [[Menu Editing|How to modify the menu]]&lt;br /&gt;
* [[Cubescript]]&lt;br /&gt;
* [[Creating easy spells]]&lt;br /&gt;
* [[Removing Editmode]]&lt;br /&gt;
* [[Adding Custom Skyboxes]]&lt;br /&gt;
=== Maptitle and authors ===&lt;br /&gt;
* [[How to add map title and author]]&lt;br /&gt;
* [[How to change color of text in maps welcome message]]&lt;br /&gt;
&lt;br /&gt;
=== FPS Scripting ===&lt;br /&gt;
&lt;br /&gt;
* [[Creating a shop script]]&lt;br /&gt;
* [[How to make characters talk with text pop-up windows]]&lt;br /&gt;
* [[How to make characters give you quests]]&lt;br /&gt;
* [[making picked up items visible in your inventory]]&lt;br /&gt;
* [[How to make a trigger load another map]]&lt;br /&gt;
* [[Making Echoes]]&lt;br /&gt;
* [[How to make triggered elevators/platforms]]&lt;br /&gt;
* [[How to make items that can be picked up]]&lt;br /&gt;
&lt;br /&gt;
=== RPG Scripting ===&lt;br /&gt;
* [[RPG commands]]&lt;br /&gt;
* [[RPG configuration]]&lt;br /&gt;
* [[RPG script]]&lt;br /&gt;
&lt;br /&gt;
== Source Code Modifying + Recompiling ==&lt;br /&gt;
&lt;br /&gt;
* [[Compiling the source code]]&lt;br /&gt;
* [[How to get a mapsize greater than 16]]&lt;br /&gt;
* [[How to add creatures]] &lt;br /&gt;
* [[How to add more player character models]]&lt;br /&gt;
&lt;br /&gt;
== Multiplayer tutorials ==&lt;br /&gt;
&lt;br /&gt;
* [[How to host a coop edit session over the internet]]&lt;br /&gt;
* [[How to host a persistent world in Sandbox over the internet]]&lt;br /&gt;
* [[How to monitor your dedicated server without being in it]]&lt;br /&gt;
&lt;br /&gt;
== Unsorted tutorials ==&lt;br /&gt;
* [[Transferring your Map to a new version of Sandbox]] &lt;br /&gt;
* [[How to save a map properly]]&lt;br /&gt;
* [[How to add projectiles to your game]]&lt;br /&gt;
* [[How to automatically save your map every x number of minutes]]&lt;br /&gt;
&lt;br /&gt;
== Sandbox Related ==&lt;br /&gt;
=== Within Sandbox ===&lt;br /&gt;
* [[Guide to a good game]]&lt;br /&gt;
* [[Customizing Sandbox]]&lt;br /&gt;
* [[Adding custom songs to Sandbox]]&lt;br /&gt;
* [[Preparing your map for uploading]]&lt;br /&gt;
* [[Using Cullart]]&lt;br /&gt;
* [[How to capture screen shots and videos]]&lt;br /&gt;
* [[How to set up Sandbox for commercial use]]&lt;br /&gt;
&lt;br /&gt;
=== Outside of Sandbox ===&lt;br /&gt;
* [[Licensing]]&lt;br /&gt;
* [http://forum.sandboxgamemaker.com/viewtopic.php?f=24&amp;amp;t=1493 Copyrighting your content]&lt;br /&gt;
&lt;br /&gt;
==Content Creation==&lt;br /&gt;
* [[Why Create Content?]]&lt;br /&gt;
* [[Tips on creating content]]&lt;br /&gt;
* [[Good free programs for Sandbox]]&lt;br /&gt;
* [[Content Creation Software Tutorials List]]&lt;br /&gt;
===3D Art===&lt;br /&gt;
* [[Models Vs. Geometry]]&lt;br /&gt;
===2D Art===&lt;br /&gt;
* [[Making Seamless textures]]&lt;br /&gt;
* [[How to make new textures]]&lt;br /&gt;
* [[Creating special shader maps for textures]]&lt;br /&gt;
* [[Glowmaps]]&lt;br /&gt;
* [http://www.leighvanderbyl.com/texturing-for-dummies/ Texturing for Dummies]&lt;br /&gt;
* [http://www.cgsociety.org/index.php/CGSFeatures/CGSFeatureSpecial/the_top_ten_tips_of_texturing Top Ten Tips of Texturing]&lt;br /&gt;
* [http://forums.cgsociety.org/showthread.php?t=373024 Hard Surface Texture Painting]&lt;br /&gt;
&lt;br /&gt;
== Meta-Sandbox ==&lt;br /&gt;
* [[How to contribute to Platinum Arts Sandbox]]&lt;br /&gt;
* [[Where to find inspiration]]&lt;br /&gt;
* [[Editing the wiki]]&lt;br /&gt;
&lt;br /&gt;
* [[Creators of these tutorials]]&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Tutorials_List&amp;diff=1930</id>
		<title>Tutorials List</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Tutorials_List&amp;diff=1930"/>
				<updated>2012-11-01T03:23:31Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: /* Textures */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of tutorials created and edited by our contributors. &lt;br /&gt;
Contribute by improving the tutorials and creating tutorials for the red links&lt;br /&gt;
== Getting, Installing and opening Sandbox ==&lt;br /&gt;
&lt;br /&gt;
* [[Downloading Sandbox]]&lt;br /&gt;
* [[Installing Sandbox]]&lt;br /&gt;
* [[Running Sandbox]]&lt;br /&gt;
* [[development|Obtaining the development version]]&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
&lt;br /&gt;
* [[FPS|FPS - First Person Shooter (default)]]&lt;br /&gt;
* [[SSP|SSP - Side Scrolling Platformer]]&lt;br /&gt;
* [[RPG|RPG - Role Playing Game]]&lt;br /&gt;
** [[RPG tutorial|RPG Tutorial]]&lt;br /&gt;
* [[MovieCube|MovieCube - Machinima Tool]]&lt;br /&gt;
* [[Vehicle Simulator]]&lt;br /&gt;
&lt;br /&gt;
== Learning the editor basics ==&lt;br /&gt;
&lt;br /&gt;
* [[Map Editing Basics]]&lt;br /&gt;
* [[How to change textures in your map]]&lt;br /&gt;
* [[How to place 3D grass]]&lt;br /&gt;
* [[How to add lava, water, glass and other materials to your map]]&lt;br /&gt;
* [[How to make ramps, bridges, and angles]]&lt;br /&gt;
* [[How to make invisible boundaries]]&lt;br /&gt;
* [[Tips on making a good map]]&lt;br /&gt;
* [[Gridwork]]&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
&lt;br /&gt;
* [[How to make sloped roofs]]&lt;br /&gt;
* [[How to make secret doors, walls &amp;amp; floors]]&lt;br /&gt;
* [[How to make 1-way windows only you can see out of]]&lt;br /&gt;
* [[How to make 1-way doors]]&lt;br /&gt;
* [[How to create a hollow tower/tube]]&lt;br /&gt;
* [[How to make stairs you could walk up]]&lt;br /&gt;
* [[How to create set of glass stairs]]&lt;br /&gt;
* [[How to make a TV]]&lt;br /&gt;
* [[How to make various window shapes]]&lt;br /&gt;
* [[How to create a spiral staircase]]&lt;br /&gt;
* [[How to make a pyramid/four-sided sloped roof]]&lt;br /&gt;
&lt;br /&gt;
=== Terrain editing ===&lt;br /&gt;
&lt;br /&gt;
* [[How to create mountains, ponds, and oceans]]&lt;br /&gt;
* [[How to transfer parts of a map to a new one]]&lt;br /&gt;
* [[How to make a forest]]&lt;br /&gt;
* [[How to make a cave]]&lt;br /&gt;
* [[How to make a realistic river]]&lt;br /&gt;
* [[How to make a swimming pool]]&lt;br /&gt;
* [[How to make a fountain]]&lt;br /&gt;
* [[How to create smooth curvy pathways]]&lt;br /&gt;
* [[How to create fields with flower patches]]&lt;br /&gt;
* [[How to create a camp fire and fireplace]]&lt;br /&gt;
* [[How to make a bumpy road]]&lt;br /&gt;
* [[How to make various types of fences]]&lt;br /&gt;
* [[How to make a nice waterfall]]&lt;br /&gt;
* [[How to edit terrain properly]]&lt;br /&gt;
* [[How to fix bad terrain or geometry errors]]&lt;br /&gt;
* [[How to make railings]]&lt;br /&gt;
* [[Texture Blending]]&lt;br /&gt;
&lt;br /&gt;
=== Advanced Editor Techniques===&lt;br /&gt;
&lt;br /&gt;
* [[How to create a slide]]&lt;br /&gt;
* [[How to create a trampoline]]&lt;br /&gt;
* [[How to create electric fences]]&lt;br /&gt;
* [[How to make a sphere shapes in &amp;#039;edit mode&amp;#039;]]&lt;br /&gt;
* [[How to make curved shapes in &amp;#039;edit mode&amp;#039;]]&lt;br /&gt;
* [[How to create curved glass]]&lt;br /&gt;
* [[How to create climbable ladders and vertical walls]]&lt;br /&gt;
* [[How to make an endless slide]]&lt;br /&gt;
* [[How to create lens flares]]&lt;br /&gt;
* [[How to make a snowman]]&lt;br /&gt;
* [[How to make a boat]]&lt;br /&gt;
* [[How to create warp speed tunnels]]&lt;br /&gt;
* [[How to create hidden teleports]]&lt;br /&gt;
* [[How to create spinning palm trees]]&lt;br /&gt;
* [[How to change gravity]]&lt;br /&gt;
&lt;br /&gt;
== Lighting and Particle effects ==&lt;br /&gt;
&lt;br /&gt;
* [[How to add various lighting]]&lt;br /&gt;
* [[Lighting|How to light a map properly]]&lt;br /&gt;
* [[Tips to make a night time map]]&lt;br /&gt;
* [[Tips to make a morning map]]&lt;br /&gt;
* [[Tips to make a sunset map]]&lt;br /&gt;
* [[How to add particle effects]]&lt;br /&gt;
* [[How to create snow or rain]]&lt;br /&gt;
* [[How to put fog to a map]]&lt;br /&gt;
&lt;br /&gt;
== Models and Sandbox ==&lt;br /&gt;
&lt;br /&gt;
* [[Blender to Sandbox]]&lt;br /&gt;
* [[Wings3D to Sandbox flash tutorials]]&lt;br /&gt;
* [[Mapmodels|Loading and adding mapmodels]]&lt;br /&gt;
** [[Importing .OBJ files]]&lt;br /&gt;
* [[How to add new models]]&lt;br /&gt;
* [[Creating 3D models with PAS]]&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
* [[Adding custom textures to a new map]]&lt;br /&gt;
* [[Adding custom textures with normal maps]]&lt;br /&gt;
&lt;br /&gt;
== Scripting/Trigger tutorials ==&lt;br /&gt;
&lt;br /&gt;
=== Menu Editing - Cubescript ===&lt;br /&gt;
* [[Menu Editing|How to modify the menu]]&lt;br /&gt;
* [[Cubescript]]&lt;br /&gt;
* [[Creating easy spells]]&lt;br /&gt;
* [[Removing Editmode]]&lt;br /&gt;
* [[Adding Custom Skyboxes]]&lt;br /&gt;
=== Maptitle and authors ===&lt;br /&gt;
* [[How to add map title and author]]&lt;br /&gt;
* [[How to change color of text in maps welcome message]]&lt;br /&gt;
&lt;br /&gt;
=== FPS Scripting ===&lt;br /&gt;
&lt;br /&gt;
* [[Creating a shop script]]&lt;br /&gt;
* [[How to make characters talk with text pop-up windows]]&lt;br /&gt;
* [[How to make characters give you quests]]&lt;br /&gt;
* [[making picked up items visible in your inventory]]&lt;br /&gt;
* [[How to make a trigger load another map]]&lt;br /&gt;
* [[Making Echoes]]&lt;br /&gt;
* [[How to make triggered elevators/platforms]]&lt;br /&gt;
* [[How to make items that can be picked up]]&lt;br /&gt;
&lt;br /&gt;
=== RPG Scripting ===&lt;br /&gt;
* [[RPG commands]]&lt;br /&gt;
* [[RPG configuration]]&lt;br /&gt;
* [[RPG script]]&lt;br /&gt;
&lt;br /&gt;
== Source Code Modifying + Recompiling ==&lt;br /&gt;
&lt;br /&gt;
* [[Compiling the source code]]&lt;br /&gt;
* [[How to get a mapsize greater than 16]]&lt;br /&gt;
* [[How to add creatures]] &lt;br /&gt;
* [[How to add more player character models]]&lt;br /&gt;
&lt;br /&gt;
== Multiplayer tutorials ==&lt;br /&gt;
&lt;br /&gt;
* [[How to host a coop edit session over the internet]]&lt;br /&gt;
* [[How to host a persistent world in Sandbox over the internet]]&lt;br /&gt;
* [[How to monitor your dedicated server without being in it]]&lt;br /&gt;
&lt;br /&gt;
== Unsorted tutorials ==&lt;br /&gt;
* [[Transferring your Map to a new version of Sandbox]] &lt;br /&gt;
* [[How to save a map properly]]&lt;br /&gt;
* [[How to add projectiles to your game]]&lt;br /&gt;
* [[How to automatically save your map every x number of minutes]]&lt;br /&gt;
&lt;br /&gt;
== Sandbox Related ==&lt;br /&gt;
=== Within Sandbox ===&lt;br /&gt;
* [[Guide to a good game]]&lt;br /&gt;
* [[Customizing Sandbox]]&lt;br /&gt;
* [[Adding custom songs to Sandbox]]&lt;br /&gt;
* [[Preparing your map for uploading]]&lt;br /&gt;
* [[Using Cullart]]&lt;br /&gt;
* [[How to capture screen shots and videos]]&lt;br /&gt;
* [[How to set up Sandbox for commercial use]]&lt;br /&gt;
&lt;br /&gt;
=== Outside of Sandbox ===&lt;br /&gt;
* [[Licensing]]&lt;br /&gt;
* [http://forum.sandboxgamemaker.com/viewtopic.php?f=24&amp;amp;t=1493 Copyrighting your content]&lt;br /&gt;
&lt;br /&gt;
==Content Creation==&lt;br /&gt;
* [[Why Create Content?]]&lt;br /&gt;
* [[Tips on creating content]]&lt;br /&gt;
* [[Good free programs for Sandbox]]&lt;br /&gt;
* [[Content Creation Software Tutorials List]]&lt;br /&gt;
===3D Art===&lt;br /&gt;
* [[Models Vs. Geometry]]&lt;br /&gt;
===2D Art===&lt;br /&gt;
* [[Making Seamless textures]]&lt;br /&gt;
* [[How to make new textures]]&lt;br /&gt;
* [[Creating special shader maps for textures]]&lt;br /&gt;
* [http://www.leighvanderbyl.com/texturing-for-dummies/ Texturing for Dummies]&lt;br /&gt;
* [http://www.cgsociety.org/index.php/CGSFeatures/CGSFeatureSpecial/the_top_ten_tips_of_texturing Top Ten Tips of Texturing]&lt;br /&gt;
* [http://forums.cgsociety.org/showthread.php?t=373024 Hard Surface Texture Painting]&lt;br /&gt;
&lt;br /&gt;
== Meta-Sandbox ==&lt;br /&gt;
* [[How to contribute to Platinum Arts Sandbox]]&lt;br /&gt;
* [[Where to find inspiration]]&lt;br /&gt;
* [[Editing the wiki]]&lt;br /&gt;
&lt;br /&gt;
* [[Creators of these tutorials]]&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Tutorials_List&amp;diff=1929</id>
		<title>Tutorials List</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Tutorials_List&amp;diff=1929"/>
				<updated>2012-11-01T03:23:05Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: /* Lighting and Particle effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of tutorials created and edited by our contributors. &lt;br /&gt;
Contribute by improving the tutorials and creating tutorials for the red links&lt;br /&gt;
== Getting, Installing and opening Sandbox ==&lt;br /&gt;
&lt;br /&gt;
* [[Downloading Sandbox]]&lt;br /&gt;
* [[Installing Sandbox]]&lt;br /&gt;
* [[Running Sandbox]]&lt;br /&gt;
* [[development|Obtaining the development version]]&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
&lt;br /&gt;
* [[FPS|FPS - First Person Shooter (default)]]&lt;br /&gt;
* [[SSP|SSP - Side Scrolling Platformer]]&lt;br /&gt;
* [[RPG|RPG - Role Playing Game]]&lt;br /&gt;
** [[RPG tutorial|RPG Tutorial]]&lt;br /&gt;
* [[MovieCube|MovieCube - Machinima Tool]]&lt;br /&gt;
* [[Vehicle Simulator]]&lt;br /&gt;
&lt;br /&gt;
== Learning the editor basics ==&lt;br /&gt;
&lt;br /&gt;
* [[Map Editing Basics]]&lt;br /&gt;
* [[How to change textures in your map]]&lt;br /&gt;
* [[How to place 3D grass]]&lt;br /&gt;
* [[How to add lava, water, glass and other materials to your map]]&lt;br /&gt;
* [[How to make ramps, bridges, and angles]]&lt;br /&gt;
* [[How to make invisible boundaries]]&lt;br /&gt;
* [[Tips on making a good map]]&lt;br /&gt;
* [[Gridwork]]&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
&lt;br /&gt;
* [[How to make sloped roofs]]&lt;br /&gt;
* [[How to make secret doors, walls &amp;amp; floors]]&lt;br /&gt;
* [[How to make 1-way windows only you can see out of]]&lt;br /&gt;
* [[How to make 1-way doors]]&lt;br /&gt;
* [[How to create a hollow tower/tube]]&lt;br /&gt;
* [[How to make stairs you could walk up]]&lt;br /&gt;
* [[How to create set of glass stairs]]&lt;br /&gt;
* [[How to make a TV]]&lt;br /&gt;
* [[How to make various window shapes]]&lt;br /&gt;
* [[How to create a spiral staircase]]&lt;br /&gt;
* [[How to make a pyramid/four-sided sloped roof]]&lt;br /&gt;
&lt;br /&gt;
=== Terrain editing ===&lt;br /&gt;
&lt;br /&gt;
* [[How to create mountains, ponds, and oceans]]&lt;br /&gt;
* [[How to transfer parts of a map to a new one]]&lt;br /&gt;
* [[How to make a forest]]&lt;br /&gt;
* [[How to make a cave]]&lt;br /&gt;
* [[How to make a realistic river]]&lt;br /&gt;
* [[How to make a swimming pool]]&lt;br /&gt;
* [[How to make a fountain]]&lt;br /&gt;
* [[How to create smooth curvy pathways]]&lt;br /&gt;
* [[How to create fields with flower patches]]&lt;br /&gt;
* [[How to create a camp fire and fireplace]]&lt;br /&gt;
* [[How to make a bumpy road]]&lt;br /&gt;
* [[How to make various types of fences]]&lt;br /&gt;
* [[How to make a nice waterfall]]&lt;br /&gt;
* [[How to edit terrain properly]]&lt;br /&gt;
* [[How to fix bad terrain or geometry errors]]&lt;br /&gt;
* [[How to make railings]]&lt;br /&gt;
* [[Texture Blending]]&lt;br /&gt;
&lt;br /&gt;
=== Advanced Editor Techniques===&lt;br /&gt;
&lt;br /&gt;
* [[How to create a slide]]&lt;br /&gt;
* [[How to create a trampoline]]&lt;br /&gt;
* [[How to create electric fences]]&lt;br /&gt;
* [[How to make a sphere shapes in &amp;#039;edit mode&amp;#039;]]&lt;br /&gt;
* [[How to make curved shapes in &amp;#039;edit mode&amp;#039;]]&lt;br /&gt;
* [[How to create curved glass]]&lt;br /&gt;
* [[How to create climbable ladders and vertical walls]]&lt;br /&gt;
* [[How to make an endless slide]]&lt;br /&gt;
* [[How to create lens flares]]&lt;br /&gt;
* [[How to make a snowman]]&lt;br /&gt;
* [[How to make a boat]]&lt;br /&gt;
* [[How to create warp speed tunnels]]&lt;br /&gt;
* [[How to create hidden teleports]]&lt;br /&gt;
* [[How to create spinning palm trees]]&lt;br /&gt;
* [[How to change gravity]]&lt;br /&gt;
&lt;br /&gt;
== Lighting and Particle effects ==&lt;br /&gt;
&lt;br /&gt;
* [[How to add various lighting]]&lt;br /&gt;
* [[Lighting|How to light a map properly]]&lt;br /&gt;
* [[Tips to make a night time map]]&lt;br /&gt;
* [[Tips to make a morning map]]&lt;br /&gt;
* [[Tips to make a sunset map]]&lt;br /&gt;
* [[How to add particle effects]]&lt;br /&gt;
* [[How to create snow or rain]]&lt;br /&gt;
* [[How to put fog to a map]]&lt;br /&gt;
&lt;br /&gt;
== Models and Sandbox ==&lt;br /&gt;
&lt;br /&gt;
* [[Blender to Sandbox]]&lt;br /&gt;
* [[Wings3D to Sandbox flash tutorials]]&lt;br /&gt;
* [[Mapmodels|Loading and adding mapmodels]]&lt;br /&gt;
** [[Importing .OBJ files]]&lt;br /&gt;
* [[How to add new models]]&lt;br /&gt;
* [[Creating 3D models with PAS]]&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
&lt;br /&gt;
* [[Glowmaps]]&lt;br /&gt;
* [[Adding custom textures to a new map]]&lt;br /&gt;
* [[Adding custom textures with normal maps]]&lt;br /&gt;
&lt;br /&gt;
== Scripting/Trigger tutorials ==&lt;br /&gt;
&lt;br /&gt;
=== Menu Editing - Cubescript ===&lt;br /&gt;
* [[Menu Editing|How to modify the menu]]&lt;br /&gt;
* [[Cubescript]]&lt;br /&gt;
* [[Creating easy spells]]&lt;br /&gt;
* [[Removing Editmode]]&lt;br /&gt;
* [[Adding Custom Skyboxes]]&lt;br /&gt;
=== Maptitle and authors ===&lt;br /&gt;
* [[How to add map title and author]]&lt;br /&gt;
* [[How to change color of text in maps welcome message]]&lt;br /&gt;
&lt;br /&gt;
=== FPS Scripting ===&lt;br /&gt;
&lt;br /&gt;
* [[Creating a shop script]]&lt;br /&gt;
* [[How to make characters talk with text pop-up windows]]&lt;br /&gt;
* [[How to make characters give you quests]]&lt;br /&gt;
* [[making picked up items visible in your inventory]]&lt;br /&gt;
* [[How to make a trigger load another map]]&lt;br /&gt;
* [[Making Echoes]]&lt;br /&gt;
* [[How to make triggered elevators/platforms]]&lt;br /&gt;
* [[How to make items that can be picked up]]&lt;br /&gt;
&lt;br /&gt;
=== RPG Scripting ===&lt;br /&gt;
* [[RPG commands]]&lt;br /&gt;
* [[RPG configuration]]&lt;br /&gt;
* [[RPG script]]&lt;br /&gt;
&lt;br /&gt;
== Source Code Modifying + Recompiling ==&lt;br /&gt;
&lt;br /&gt;
* [[Compiling the source code]]&lt;br /&gt;
* [[How to get a mapsize greater than 16]]&lt;br /&gt;
* [[How to add creatures]] &lt;br /&gt;
* [[How to add more player character models]]&lt;br /&gt;
&lt;br /&gt;
== Multiplayer tutorials ==&lt;br /&gt;
&lt;br /&gt;
* [[How to host a coop edit session over the internet]]&lt;br /&gt;
* [[How to host a persistent world in Sandbox over the internet]]&lt;br /&gt;
* [[How to monitor your dedicated server without being in it]]&lt;br /&gt;
&lt;br /&gt;
== Unsorted tutorials ==&lt;br /&gt;
* [[Transferring your Map to a new version of Sandbox]] &lt;br /&gt;
* [[How to save a map properly]]&lt;br /&gt;
* [[How to add projectiles to your game]]&lt;br /&gt;
* [[How to automatically save your map every x number of minutes]]&lt;br /&gt;
&lt;br /&gt;
== Sandbox Related ==&lt;br /&gt;
=== Within Sandbox ===&lt;br /&gt;
* [[Guide to a good game]]&lt;br /&gt;
* [[Customizing Sandbox]]&lt;br /&gt;
* [[Adding custom songs to Sandbox]]&lt;br /&gt;
* [[Preparing your map for uploading]]&lt;br /&gt;
* [[Using Cullart]]&lt;br /&gt;
* [[How to capture screen shots and videos]]&lt;br /&gt;
* [[How to set up Sandbox for commercial use]]&lt;br /&gt;
&lt;br /&gt;
=== Outside of Sandbox ===&lt;br /&gt;
* [[Licensing]]&lt;br /&gt;
* [http://forum.sandboxgamemaker.com/viewtopic.php?f=24&amp;amp;t=1493 Copyrighting your content]&lt;br /&gt;
&lt;br /&gt;
==Content Creation==&lt;br /&gt;
* [[Why Create Content?]]&lt;br /&gt;
* [[Tips on creating content]]&lt;br /&gt;
* [[Good free programs for Sandbox]]&lt;br /&gt;
* [[Content Creation Software Tutorials List]]&lt;br /&gt;
===3D Art===&lt;br /&gt;
* [[Models Vs. Geometry]]&lt;br /&gt;
===2D Art===&lt;br /&gt;
* [[Making Seamless textures]]&lt;br /&gt;
* [[How to make new textures]]&lt;br /&gt;
* [[Creating special shader maps for textures]]&lt;br /&gt;
* [http://www.leighvanderbyl.com/texturing-for-dummies/ Texturing for Dummies]&lt;br /&gt;
* [http://www.cgsociety.org/index.php/CGSFeatures/CGSFeatureSpecial/the_top_ten_tips_of_texturing Top Ten Tips of Texturing]&lt;br /&gt;
* [http://forums.cgsociety.org/showthread.php?t=373024 Hard Surface Texture Painting]&lt;br /&gt;
&lt;br /&gt;
== Meta-Sandbox ==&lt;br /&gt;
* [[How to contribute to Platinum Arts Sandbox]]&lt;br /&gt;
* [[Where to find inspiration]]&lt;br /&gt;
* [[Editing the wiki]]&lt;br /&gt;
&lt;br /&gt;
* [[Creators of these tutorials]]&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Talk:PAS_related_websites&amp;diff=1928</id>
		<title>Talk:PAS related websites</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Talk:PAS_related_websites&amp;diff=1928"/>
				<updated>2012-11-01T02:26:42Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: Created page with &amp;#039;&amp;quot;The following sites that are prohibited are listed      Sites primarily for promotion or commercial purposes (advertising products, selling products, making someone noticed etc.…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;The following sites that are prohibited are listed&lt;br /&gt;
&lt;br /&gt;
    Sites primarily for promotion or commercial purposes (advertising products, selling products, making someone noticed etc.)&lt;br /&gt;
    Sites containing malware, spyware, viruses etc. that will harm your computer or compromise with your security&lt;br /&gt;
    Sites used for phising or scamming&lt;br /&gt;
    Sites not suitable for kids (contains violence, horror, pornography etc.)&lt;br /&gt;
    Sites designed to attack (harassment, discrimination, spam etc.)&lt;br /&gt;
    &amp;#039;&amp;#039;&amp;#039;Sites that don&amp;#039;t contain sandbox content&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
    Sites that don&amp;#039;t make sense or too difficult to understand&lt;br /&gt;
    &amp;#039;&amp;#039;&amp;#039;Sites written in a language other than English&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
    Sites that require a sign up/ log in or a paid subscription (some exceptions apply)&lt;br /&gt;
    Sites containing copyrighted content (some exceptions apply if original creator grants permission and licence is adhered to)&lt;br /&gt;
    Illegal sites&lt;br /&gt;
    &amp;#039;&amp;#039;&amp;#039;Wiki pages (Sandbox has a wiki and you are reading it. If you find another wiki related to PAS please let us know)&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
    &amp;#039;&amp;#039;&amp;#039;Facebook/Twitter pages or accounts&amp;quot;&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Heh, might as well just prohibit everything on the internet. Who ever said there should be rules for what can be put on a wiki? If there&amp;#039;s spam, then it gets removed. Oh well. A lot of these are common sense, as well.&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Main_Page&amp;diff=1927</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Main_Page&amp;diff=1927"/>
				<updated>2012-10-30T03:56:24Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: Merged the Tutorials section with &amp;quot;Getting Started&amp;quot;, as the two attempted (and failed) to share a video tutorial list, and seemed somewhat similar and redundant.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Platinum Arts Sandbox Free 3D Game Maker&amp;#039;&amp;#039;&amp;#039; is a 3D game maker based on the Cube 2 engine that allows users to quickly and easily create and edit their own worlds in game, even cooperatively. It is free, open-source, and easy to use for Kids and Adults.  Sandbox logo by [http://sashazavisha.deviantart.com/art/young-creator-120946941 sashaZavisha].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:49%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== General information ==&lt;br /&gt;
&lt;br /&gt;
* [[Platinum Arts Sandbox|About Platinum Arts Sandbox]]&lt;br /&gt;
* [http://SandboxGameMaker.com Project homepage]&lt;br /&gt;
* [[FAQ]]&lt;br /&gt;
* [http://www.svn.kids.platinumarts.net/32pas32/trunk/LICENSE.txt License]&lt;br /&gt;
* [[Contact The Team]]&lt;br /&gt;
* [[cmdline arguments|Command line Arguments]]&lt;br /&gt;
* [[packaging guide|The Packaging Guide]]&lt;br /&gt;
* [[server list|List Of Sandbox Servers]]&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
* [[Installing Platinum Arts Sandbox]]&lt;br /&gt;
* [[Compiling the source code]]&lt;br /&gt;
* [[package managers|Some Notes for package managers]]&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
&lt;br /&gt;
* [[bug reports|Bug Reports]]&lt;br /&gt;
* [[Coding Style]]&lt;br /&gt;
* [[Contributing]]&lt;br /&gt;
* [[development|Obtaining the development version]]&lt;br /&gt;
* [[Todo|To do list]]&lt;br /&gt;
* [[content request| Content Request - Help us out!!]]&lt;br /&gt;
&lt;br /&gt;
== Future Projects ==&lt;br /&gt;
=== Kid Friendly RPG ===&lt;br /&gt;
&lt;br /&gt;
* [[Concept Document]]&lt;br /&gt;
* [[Brainstorming area]]&lt;br /&gt;
&lt;br /&gt;
=== Master Chef Ogro 2 ===&lt;br /&gt;
* [[Brainstorming]]&lt;br /&gt;
&lt;br /&gt;
=== Undercover Kids Game ===&lt;br /&gt;
* [[To Do List]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:49%;float:right;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
&lt;br /&gt;
* [[Map Editing Basics]]&lt;br /&gt;
* [[Mapping Taboos]]&lt;br /&gt;
* [[Tips on Making a Good Map]]&lt;br /&gt;
* [[Water Wars Guide]]&lt;br /&gt;
* [[Tutorials List | Text Tutorials List]]&lt;br /&gt;
* [[Video Tutorials List]]&lt;br /&gt;
&lt;br /&gt;
== Advanced topics ==&lt;br /&gt;
&lt;br /&gt;
* [[Cooperative Editing]] (General Server set up)&lt;br /&gt;
* [[Cooperative Editing 2]] (Easier way using Hamachi)&lt;br /&gt;
* [[Adding Models to Sandbox]]&lt;br /&gt;
* [http://sandboxgamemaker.com/platinumartssandboxeditref.html Editing Reference Guide]&lt;br /&gt;
* [http://sauerbraten.org/docs/models.html Model Reference Guide]&lt;br /&gt;
* [[Configuration Reference Guide]]&lt;br /&gt;
* [[Cubescript]]&lt;br /&gt;
* [[Menu Editing]] ([[New menu editing|newui]])&lt;br /&gt;
* [[map_config|Map Configuration]]&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
&lt;br /&gt;
* [[FPS|FPS - First Person Shooter ]]&lt;br /&gt;
* [[RPG|RPG - Role Playing Game]]&lt;br /&gt;
* [[SSP|SSP - Side Scrolling Platformer]]&lt;br /&gt;
* [[MovieCube|MovieCube - Machinima Tool]]&lt;br /&gt;
* [[Vehicle Simulator]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
*[[Soundtrack]]&lt;br /&gt;
*[[PAS related websites]]&lt;br /&gt;
*[[Custom Content Websites]]&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Creating_special_shader_maps_for_textures&amp;diff=1924</id>
		<title>Creating special shader maps for textures</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Creating_special_shader_maps_for_textures&amp;diff=1924"/>
				<updated>2012-10-15T19:26:27Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: /* Scripting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=About Shaders=&lt;br /&gt;
==What is a Shader?==&lt;br /&gt;
*In the Cube 2 engine (and many other engines), shaders are used to change a texture without actually changing the texture itself. How? A shader will take a 2nd texture, based off of the original, and will apply a special effect based on what kind of shader you use and the texture provided for it. &amp;#039;&amp;#039;&amp;#039;Keep in mind that some textures won&amp;#039;t really need shaders, and that adding a shader could end up making the texture look bad. &lt;br /&gt;
==What kind of shaders are there?==&lt;br /&gt;
*There are many different kinds of shaders, and you can combine some of them. Here&amp;#039;s a basic list of common shaders:&lt;br /&gt;
===Bump/Height=== &lt;br /&gt;
*A bumpmap (which may go by other names) is a greyscale image which bumps parts of a texture up or down (raising or lowering parts), based on the color. In a bumpmap, white (rgb 255, 255, 255) rises and black (rgb 0, 0, 0) lowers, while grey (rgb 127, 127, 127) is even. Bumpmaps can be combined with virtually any other shader, and some only work with bumpmaps.&lt;br /&gt;
&lt;br /&gt;
===Normal/Height/Displace=== &lt;br /&gt;
*A normalmap is a red-green-pinkish purple colored [http://www.bencloward.com/images/shaders_offest_normalmap.jpg image] which is more accurate than a bumpmap. It does the same purpose, but on a more accurate and better scale, changing light reflections of certain angles to provide perspective. It&amp;#039;s also harder to make.&lt;br /&gt;
&lt;br /&gt;
===Decal=== &lt;br /&gt;
*A decal is an image which is added to an image after something happens to that texture. In Cube 2: Sauerbraten, decals are used to add bullet holes to textures. &lt;br /&gt;
===Glow=== &lt;br /&gt;
*A glowmap allows a texture to glow in the dark. &lt;br /&gt;
===Pulse===&lt;br /&gt;
*Like a glowmap, but the glowing &amp;quot;pulses&amp;quot;. It&amp;#039;s like a light being turned on and off, back and forth.&lt;br /&gt;
===Specular===&lt;br /&gt;
*A specular map, or specmap, controls the amount of light a texture, or an area of a texture, receives or reflects. Specular maps are lighter (closer to white) when they reflect more light, while they are usually darker (closer to black) when they receive light and don&amp;#039;t reflect it. A specular map of rock, for example, would be relatively dark.&lt;br /&gt;
&lt;br /&gt;
=Creating and Adding Shaders=&lt;br /&gt;
*There are two parts to creating a shader and applying it to a texture: actually creating the shader map (based off of your diffuse, or color, map) and scripting it in (so the shader is applied to the texture within Sandbox). &lt;br /&gt;
==Actually creating the texture==&lt;br /&gt;
===Bump/Height===&lt;br /&gt;
*Bumpmaps can be made in a variety of ways. &lt;br /&gt;
**Note: if you test your texture with shaders and see something really weird, check to see if your bumpmap, not your normalmap, may be too strong. While checking both helps, I&amp;#039;ve noticed it&amp;#039;s usually the bumpmap which causes problems. Should your bumpmap be too strong, open it up in GIMP and lower the contrast. Also, make sure that your bumpmap is seamless before and after you make a normalmap with it. &lt;br /&gt;
====Using GIMP====&lt;br /&gt;
*Desaturate the texture&lt;br /&gt;
*Change contrast/brightness as required &lt;br /&gt;
*invert as necessary (remember - light areas raise, darks depress/lower and grey is neutral)&lt;br /&gt;
*If preferred, copy the layer, use threshold, apply opacity/transparency as wanted, then merge layers&lt;br /&gt;
*save as texture_Bump.jpg&lt;br /&gt;
====Using SSBump====&lt;br /&gt;
//to be done&lt;br /&gt;
&lt;br /&gt;
===Normal/Height===&lt;br /&gt;
*Normalmaps usually requires special tools such as the [http://code.google.com/p/gimp-normalmap/ GIMP Normal-map Plugin], [http://www.smart-page.net/smartnormal/ Smart Normal], [http://sourceforge.net/projects/ssbumpgenerator/ SSBump Generator], or other bump-to-normal converters to work.&lt;br /&gt;
*Before you make a normal map, make sure your bumpmap is seamless.&lt;br /&gt;
*Load the bumpmap into whatever you&amp;#039;re going to use, and then convert. See below for instructions on the given sources above. &lt;br /&gt;
*Once you&amp;#039;ve made your Normal map, save it as texture_Normal.jpg and test it in Sandbox (see below). If you see random straight lines in places, then use GIMP to make the texture seamless. &lt;br /&gt;
*If you want, follow up by following [http://www.cgtextures.com/content.php?action=tutorial&amp;amp;name=normalmap this] great tutorial on enhancing normalmaps. &lt;br /&gt;
====Using a photo-editor plugin====&lt;br /&gt;
*To use a plugin for a photo editor (e.g. the GIMP, Paint.net, Photoshop), find and download the plugin, install it into the program that uses it, then find and execute it within the editor. A tutorial for paint.net can be found here: [[Making Seamless textures]].&lt;br /&gt;
====Using SmartNormal====&lt;br /&gt;
*First: What is SmartNormal?&lt;br /&gt;
**SmartNormal is an online program which converts bumpmaps to normalmaps. While you can always use it online, you can also download and install SmartNormal. SmartNormal is incredibly useful in its speed and it also keeps your settings from your previous texture and applies it to your newly loaded texture. &lt;br /&gt;
*Using SmartNormal is incredibly easy. Just visit the site, load your image, then move the bias (strength) and blur sliders as you like. When picking a filter, Sobel seems to be a lot stronger while Condensed is the exact same as the default (no-filter) look. I recommend you invert the source as well, as the normal map should look the opposite of what it does (so rocks jutting out would actually look like they&amp;#039;re pointing in, and vice-versa).&lt;br /&gt;
*I believe SmartNormal has a habit of messing with a texture&amp;#039;s borders; with that in mind, open up your normalmap and make sure it&amp;#039;s seamless.&lt;br /&gt;
&lt;br /&gt;
====Using SSBump====&lt;br /&gt;
//to be done&lt;br /&gt;
&lt;br /&gt;
===Decal===&lt;br /&gt;
*A decal only needs to be a transparent .png. Alternatively, you could just use texture blending and painting, unless you want a specific shape.&lt;br /&gt;
&lt;br /&gt;
===Glow===&lt;br /&gt;
*We have a great glowmap tutorial made by Hirato here on the wiki @ [[Glowmaps]].&lt;br /&gt;
&lt;br /&gt;
===Pulse===&lt;br /&gt;
*Pulse shaders can use just diffuse textures to start, and are made primarily by scripting. However, you can also throw in a glowmap texture and a specmap texture if you would like.&lt;br /&gt;
&lt;br /&gt;
===Specular===&lt;br /&gt;
*You can edit a bumpmap to create a specular map. As previously mentioned, lighter colors (yes, colors, you&amp;#039;re not limited to greyscale, so experiment) tend to reflect more light while darker colors absorb light. You can change an image&amp;#039;s brightness and contrast to get the result you want.&lt;br /&gt;
&lt;br /&gt;
==Scripting==&lt;br /&gt;
*In order to utilize a shader on your map, you need to add it to your package.cfg, which is later executed to add your textures to Sandbox. The basic code to execute a shader is like this:&lt;br /&gt;
&lt;br /&gt;
   setshader [shadername]&lt;br /&gt;
   texture 0 &amp;quot;[texturepath]/[diffusetexturename.jpg]&lt;br /&gt;
   texture ? &amp;quot;[texturepath]/[shadertexturename.jpg]&lt;br /&gt;
   //(repeat above line as needed)&lt;br /&gt;
&lt;br /&gt;
*There are many combinations of shaders out there. Lots of them combine individual shaders. A very good list of all texture shaders can be found on [http://www.quadropolis.us/node/3224 Quadropolis.] NOTE: Quadropolis may not be appropriate for children.&lt;br /&gt;
&lt;br /&gt;
*A very basic example:&lt;br /&gt;
&lt;br /&gt;
   setshader bumpspecmapparallaxworld //bump-, spec-, and normal-map textures. &lt;br /&gt;
   setshaderparam &amp;quot;specscale&amp;quot; 0.2 0.2 0.2 //reduce the specularity&lt;br /&gt;
   setshaderparam &amp;quot;parallaxscale&amp;quot; 0.2 0.2 0.2 //reduce parallax&lt;br /&gt;
   texture 0 &amp;quot;textures/textureX.jpg&amp;quot; //diffuse, or color, texture&lt;br /&gt;
   texture z &amp;quot;textures/textureX_Bump.jpg&amp;quot; //bump map&lt;br /&gt;
   texture n &amp;quot;textures/textureX_Normal.jpg&amp;quot; //normal map&lt;br /&gt;
   texture s &amp;quot;textures/textureX_Spec.jpg&amp;quot; //specular map&lt;br /&gt;
&lt;br /&gt;
*As you can see, setshader determines the type of shader used. This is in effect until the next setshader line. The setshaderparam command changes the scale of each shader, so you don&amp;#039;t get a dizzyingly strong texture. Each individual texture is then called up by its respective command, based on the type of shader map it is. This specific example would call up textureX in Sandbox, and then apply a bumpmap, normalmap, and specular map (bump, parallax and spec shaders) to textureX.&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Creating_special_shader_maps_for_textures&amp;diff=1923</id>
		<title>Creating special shader maps for textures</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Creating_special_shader_maps_for_textures&amp;diff=1923"/>
				<updated>2012-10-15T19:26:02Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: /* Scripting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=About Shaders=&lt;br /&gt;
==What is a Shader?==&lt;br /&gt;
*In the Cube 2 engine (and many other engines), shaders are used to change a texture without actually changing the texture itself. How? A shader will take a 2nd texture, based off of the original, and will apply a special effect based on what kind of shader you use and the texture provided for it. &amp;#039;&amp;#039;&amp;#039;Keep in mind that some textures won&amp;#039;t really need shaders, and that adding a shader could end up making the texture look bad. &lt;br /&gt;
==What kind of shaders are there?==&lt;br /&gt;
*There are many different kinds of shaders, and you can combine some of them. Here&amp;#039;s a basic list of common shaders:&lt;br /&gt;
===Bump/Height=== &lt;br /&gt;
*A bumpmap (which may go by other names) is a greyscale image which bumps parts of a texture up or down (raising or lowering parts), based on the color. In a bumpmap, white (rgb 255, 255, 255) rises and black (rgb 0, 0, 0) lowers, while grey (rgb 127, 127, 127) is even. Bumpmaps can be combined with virtually any other shader, and some only work with bumpmaps.&lt;br /&gt;
&lt;br /&gt;
===Normal/Height/Displace=== &lt;br /&gt;
*A normalmap is a red-green-pinkish purple colored [http://www.bencloward.com/images/shaders_offest_normalmap.jpg image] which is more accurate than a bumpmap. It does the same purpose, but on a more accurate and better scale, changing light reflections of certain angles to provide perspective. It&amp;#039;s also harder to make.&lt;br /&gt;
&lt;br /&gt;
===Decal=== &lt;br /&gt;
*A decal is an image which is added to an image after something happens to that texture. In Cube 2: Sauerbraten, decals are used to add bullet holes to textures. &lt;br /&gt;
===Glow=== &lt;br /&gt;
*A glowmap allows a texture to glow in the dark. &lt;br /&gt;
===Pulse===&lt;br /&gt;
*Like a glowmap, but the glowing &amp;quot;pulses&amp;quot;. It&amp;#039;s like a light being turned on and off, back and forth.&lt;br /&gt;
===Specular===&lt;br /&gt;
*A specular map, or specmap, controls the amount of light a texture, or an area of a texture, receives or reflects. Specular maps are lighter (closer to white) when they reflect more light, while they are usually darker (closer to black) when they receive light and don&amp;#039;t reflect it. A specular map of rock, for example, would be relatively dark.&lt;br /&gt;
&lt;br /&gt;
=Creating and Adding Shaders=&lt;br /&gt;
*There are two parts to creating a shader and applying it to a texture: actually creating the shader map (based off of your diffuse, or color, map) and scripting it in (so the shader is applied to the texture within Sandbox). &lt;br /&gt;
==Actually creating the texture==&lt;br /&gt;
===Bump/Height===&lt;br /&gt;
*Bumpmaps can be made in a variety of ways. &lt;br /&gt;
**Note: if you test your texture with shaders and see something really weird, check to see if your bumpmap, not your normalmap, may be too strong. While checking both helps, I&amp;#039;ve noticed it&amp;#039;s usually the bumpmap which causes problems. Should your bumpmap be too strong, open it up in GIMP and lower the contrast. Also, make sure that your bumpmap is seamless before and after you make a normalmap with it. &lt;br /&gt;
====Using GIMP====&lt;br /&gt;
*Desaturate the texture&lt;br /&gt;
*Change contrast/brightness as required &lt;br /&gt;
*invert as necessary (remember - light areas raise, darks depress/lower and grey is neutral)&lt;br /&gt;
*If preferred, copy the layer, use threshold, apply opacity/transparency as wanted, then merge layers&lt;br /&gt;
*save as texture_Bump.jpg&lt;br /&gt;
====Using SSBump====&lt;br /&gt;
//to be done&lt;br /&gt;
&lt;br /&gt;
===Normal/Height===&lt;br /&gt;
*Normalmaps usually requires special tools such as the [http://code.google.com/p/gimp-normalmap/ GIMP Normal-map Plugin], [http://www.smart-page.net/smartnormal/ Smart Normal], [http://sourceforge.net/projects/ssbumpgenerator/ SSBump Generator], or other bump-to-normal converters to work.&lt;br /&gt;
*Before you make a normal map, make sure your bumpmap is seamless.&lt;br /&gt;
*Load the bumpmap into whatever you&amp;#039;re going to use, and then convert. See below for instructions on the given sources above. &lt;br /&gt;
*Once you&amp;#039;ve made your Normal map, save it as texture_Normal.jpg and test it in Sandbox (see below). If you see random straight lines in places, then use GIMP to make the texture seamless. &lt;br /&gt;
*If you want, follow up by following [http://www.cgtextures.com/content.php?action=tutorial&amp;amp;name=normalmap this] great tutorial on enhancing normalmaps. &lt;br /&gt;
====Using a photo-editor plugin====&lt;br /&gt;
*To use a plugin for a photo editor (e.g. the GIMP, Paint.net, Photoshop), find and download the plugin, install it into the program that uses it, then find and execute it within the editor. A tutorial for paint.net can be found here: [[Making Seamless textures]].&lt;br /&gt;
====Using SmartNormal====&lt;br /&gt;
*First: What is SmartNormal?&lt;br /&gt;
**SmartNormal is an online program which converts bumpmaps to normalmaps. While you can always use it online, you can also download and install SmartNormal. SmartNormal is incredibly useful in its speed and it also keeps your settings from your previous texture and applies it to your newly loaded texture. &lt;br /&gt;
*Using SmartNormal is incredibly easy. Just visit the site, load your image, then move the bias (strength) and blur sliders as you like. When picking a filter, Sobel seems to be a lot stronger while Condensed is the exact same as the default (no-filter) look. I recommend you invert the source as well, as the normal map should look the opposite of what it does (so rocks jutting out would actually look like they&amp;#039;re pointing in, and vice-versa).&lt;br /&gt;
*I believe SmartNormal has a habit of messing with a texture&amp;#039;s borders; with that in mind, open up your normalmap and make sure it&amp;#039;s seamless.&lt;br /&gt;
&lt;br /&gt;
====Using SSBump====&lt;br /&gt;
//to be done&lt;br /&gt;
&lt;br /&gt;
===Decal===&lt;br /&gt;
*A decal only needs to be a transparent .png. Alternatively, you could just use texture blending and painting, unless you want a specific shape.&lt;br /&gt;
&lt;br /&gt;
===Glow===&lt;br /&gt;
*We have a great glowmap tutorial made by Hirato here on the wiki @ [[Glowmaps]].&lt;br /&gt;
&lt;br /&gt;
===Pulse===&lt;br /&gt;
*Pulse shaders can use just diffuse textures to start, and are made primarily by scripting. However, you can also throw in a glowmap texture and a specmap texture if you would like.&lt;br /&gt;
&lt;br /&gt;
===Specular===&lt;br /&gt;
*You can edit a bumpmap to create a specular map. As previously mentioned, lighter colors (yes, colors, you&amp;#039;re not limited to greyscale, so experiment) tend to reflect more light while darker colors absorb light. You can change an image&amp;#039;s brightness and contrast to get the result you want.&lt;br /&gt;
&lt;br /&gt;
==Scripting==&lt;br /&gt;
*In order to utilize a shader on your map, you need to add it to your package.cfg, which is later executed to add your textures to Sandbox. The basic code to execute a shader is like this:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=2&amp;gt;&lt;br /&gt;
   setshader [shadername]&lt;br /&gt;
   texture 0 &amp;quot;[texturepath]/[diffusetexturename.jpg]&lt;br /&gt;
   texture ? &amp;quot;[texturepath]/[shadertexturename.jpg]&lt;br /&gt;
   //(repeat above line as needed)&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
*There are many combinations of shaders out there. Lots of them combine individual shaders. A very good list of all texture shaders can be found on [http://www.quadropolis.us/node/3224 Quadropolis.] NOTE: Quadropolis may not be appropriate for children.&lt;br /&gt;
&lt;br /&gt;
*A very basic example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;font size=2&amp;gt;&lt;br /&gt;
   setshader bumpspecmapparallaxworld //bump-, spec-, and normal-map textures. &lt;br /&gt;
   setshaderparam &amp;quot;specscale&amp;quot; 0.2 0.2 0.2 //reduce the specularity&lt;br /&gt;
   setshaderparam &amp;quot;parallaxscale&amp;quot; 0.2 0.2 0.2 //reduce parallax&lt;br /&gt;
   texture 0 &amp;quot;textures/textureX.jpg&amp;quot; //diffuse, or color, texture&lt;br /&gt;
   texture z &amp;quot;textures/textureX_Bump.jpg&amp;quot; //bump map&lt;br /&gt;
   texture n &amp;quot;textures/textureX_Normal.jpg&amp;quot; //normal map&lt;br /&gt;
   texture s &amp;quot;textures/textureX_Spec.jpg&amp;quot; //specular map&lt;br /&gt;
&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*As you can see, setshader determines the type of shader used. This is in effect until the next setshader line. The setshaderparam command changes the scale of each shader, so you don&amp;#039;t get a dizzyingly strong texture. Each individual texture is then called up by its respective command, based on the type of shader map it is. This specific example would call up textureX in Sandbox, and then apply a bumpmap, normalmap, and specular map (bump, parallax and spec shaders) to textureX.&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Why_Create_Content%3F&amp;diff=1922</id>
		<title>Why Create Content?</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Why_Create_Content%3F&amp;diff=1922"/>
				<updated>2012-10-15T19:23:41Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
*Sometimes, you may find yourself in need of a different kind of texture set or environment than Sandbox can provide. If you find a suitable alternative, it may be unusable due to licensing, quality or compatibility issues. Your last option is to make your own content.&lt;br /&gt;
&lt;br /&gt;
==Should I try to make content?==&lt;br /&gt;
&lt;br /&gt;
*This depends on your skill level with graphics software and the amount of time you&amp;#039;re willing to spend on your project. If you feel like you&amp;#039;re good enough to make what you want, then go ahead. &lt;br /&gt;
&lt;br /&gt;
==I&amp;#039;m sure I want to try this. Where should I start?==&lt;br /&gt;
&lt;br /&gt;
*If you haven&amp;#039;t already, check [[Custom Content Websites]] and see if there&amp;#039;s anything out there that you&amp;#039;re willing to use. If you can find content you want or like and can use, then use that. It will save you a lot of time and effort.&lt;br /&gt;
&lt;br /&gt;
*You should have tools to make your content with. It&amp;#039;s your job to find software that you can work with. Check out [[Good free programs for Sandbox]] as a starter.&lt;br /&gt;
&lt;br /&gt;
*From there, learn about using those programs in order to make what you want.&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=How_to_make_new_textures&amp;diff=1921</id>
		<title>How to make new textures</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=How_to_make_new_textures&amp;diff=1921"/>
				<updated>2012-10-15T19:17:08Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Before making your own textures, you should check out [[Custom Content Websites]] for textures. Otherwise, you can try to make your own. &lt;br /&gt;
=Using an image editor=&lt;br /&gt;
*First, download an image editor of your choice, such as [http://www.gimp.org/downloads/ The Gimp]&lt;br /&gt;
**It isn&amp;#039;t possible to tell you how to make any texture you want in one tutorial. &lt;br /&gt;
**Instead, google how to make the texture you want, there almost certainly is a tutorial out there somewhere.&lt;br /&gt;
***With some textures, there are things you should do to them to make them more realistic, such as [http://tutorials.texturama.com/tut_dirty.html adding dirt]. Keep that in mind. &lt;br /&gt;
&lt;br /&gt;
*Then you will probably want to make it seamless.&lt;br /&gt;
**In Gimp go to &amp;#039;&amp;#039;&amp;#039;Filters → Map → Make Seamless&amp;#039;&amp;#039;&amp;#039;, and Gimp will make the texture seamless by modifying the corners.&lt;br /&gt;
***For other softwares, you can probably find plugins which help you do this.&lt;br /&gt;
&lt;br /&gt;
*An alternate way to make textures seamless can be found [http://www.coniserver.net/wiki/index.php/Seamless_Texture_Tutorial here] and a different version of the same tutorial can be found [http://www.photoshoptextures.com/texture-tutorials/seamless-textures.htm here]&lt;br /&gt;
*As for size: your texture should be 512x512 at a bare minimum. If the texture is too large within Sandbox, you can always use /vscale to fix it. Always use powers of 2 (512, 1024, 2048) for dimensions. &lt;br /&gt;
&lt;br /&gt;
*Now you should save it and you are done!&lt;br /&gt;
&lt;br /&gt;
*If you want, you can continue and make shader maps for your texture.&lt;br /&gt;
&lt;br /&gt;
=Using a generator=&lt;br /&gt;
*There are many great texture generators out there to use. Here&amp;#039;s a list of some good texture generators, all should be free.&lt;br /&gt;
**[http://sourceforge.net/projects/fxgen/ FXGen]&lt;br /&gt;
**[http://sourceforge.net/projects/neotextureedit/ Neo Texture Edit]&lt;br /&gt;
**[http://www.blender.org/ Blender] also has a very good texture creation program.&lt;br /&gt;
**[http://www.mapzoneeditor.com/ Allegorithmic MaPZone] is a very powerful texture creator. If the site does not load, it&amp;#039;s likely down, as it was for a few months. You may have to wait and check later.&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=How_to_make_new_textures&amp;diff=1920</id>
		<title>How to make new textures</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=How_to_make_new_textures&amp;diff=1920"/>
				<updated>2012-10-15T19:17:01Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Before making your own textures, you should check out [[Custom Content Websites]] for textures. Otherwise, you can try to make your own. &lt;br /&gt;
=Using an image editor=&lt;br /&gt;
*First, download an image editor of your choice, such as[http://www.gimp.org/downloads/ The Gimp]&lt;br /&gt;
**It isn&amp;#039;t possible to tell you how to make any texture you want in one tutorial. &lt;br /&gt;
**Instead, google how to make the texture you want, there almost certainly is a tutorial out there somewhere.&lt;br /&gt;
***With some textures, there are things you should do to them to make them more realistic, such as [http://tutorials.texturama.com/tut_dirty.html adding dirt]. Keep that in mind. &lt;br /&gt;
&lt;br /&gt;
*Then you will probably want to make it seamless.&lt;br /&gt;
**In Gimp go to &amp;#039;&amp;#039;&amp;#039;Filters → Map → Make Seamless&amp;#039;&amp;#039;&amp;#039;, and Gimp will make the texture seamless by modifying the corners.&lt;br /&gt;
***For other softwares, you can probably find plugins which help you do this.&lt;br /&gt;
&lt;br /&gt;
*An alternate way to make textures seamless can be found [http://www.coniserver.net/wiki/index.php/Seamless_Texture_Tutorial here] and a different version of the same tutorial can be found [http://www.photoshoptextures.com/texture-tutorials/seamless-textures.htm here]&lt;br /&gt;
*As for size: your texture should be 512x512 at a bare minimum. If the texture is too large within Sandbox, you can always use /vscale to fix it. Always use powers of 2 (512, 1024, 2048) for dimensions. &lt;br /&gt;
&lt;br /&gt;
*Now you should save it and you are done!&lt;br /&gt;
&lt;br /&gt;
*If you want, you can continue and make shader maps for your texture.&lt;br /&gt;
&lt;br /&gt;
=Using a generator=&lt;br /&gt;
*There are many great texture generators out there to use. Here&amp;#039;s a list of some good texture generators, all should be free.&lt;br /&gt;
**[http://sourceforge.net/projects/fxgen/ FXGen]&lt;br /&gt;
**[http://sourceforge.net/projects/neotextureedit/ Neo Texture Edit]&lt;br /&gt;
**[http://www.blender.org/ Blender] also has a very good texture creation program.&lt;br /&gt;
**[http://www.mapzoneeditor.com/ Allegorithmic MaPZone] is a very powerful texture creator. If the site does not load, it&amp;#039;s likely down, as it was for a few months. You may have to wait and check later.&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Making_Seamless_textures&amp;diff=1919</id>
		<title>Making Seamless textures</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Making_Seamless_textures&amp;diff=1919"/>
				<updated>2012-10-15T19:15:24Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: /* Part 1: Seamless/Height */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;this is best viewed on the [http://forum.sandboxgamemaker.com/viewtopic.php?f=24&amp;amp;t=3215 forums], seeing how the wiki doesn&amp;#039;t do images too well. &lt;br /&gt;
&lt;br /&gt;
Anyways, on to the tutorial. This is by &amp;quot;justanother1&amp;quot; and is being added by Chocolatepie33.&lt;br /&gt;
&lt;br /&gt;
==Part 1: Seamless/Height==&lt;br /&gt;
*for this tutorial I&amp;#039;m using Paint.NET along with several of the plugins. I can&amp;#039;t remember which plugin was in which pack so you&amp;#039;ll need to get several ( You should get them all anyway, they&amp;#039;re free and very useful). The image I used is a free wallpaper found [http://www.bigbackgrounds.com/res_detail.php?image_id=140 here]. I brought the image into Paint.NET and cropped it down to an area I like toward the upper right hand corner and resized to 512x512. Your crop doesn&amp;#039;t have to be exactly square, but try and get it close, so there&amp;#039;s not too much stretching. Then I duplicated the Layer so I have two to work with.&lt;br /&gt;
**[http://forum.sandboxgamemaker.com/download/file.php?id=627&amp;amp;mode=view Image]&lt;br /&gt;
*On the bottom layer I used the Seamless Texture Creator plugin from the Effects-Distortions menu, using the Seamless Texture Helper setting. What this does is swap the upper right quarter and the lower left quarter, and the upper left quarter to the lower right quarter. but it leaves an ugly cross in the middle, this is what the top layer is for.&lt;br /&gt;
**[http://forum.sandboxgamemaker.com/download/file.php?id=628&amp;amp;mode=view Image]&lt;br /&gt;
*On the top layer we&amp;#039;ll use the eraser tool around all the edges except in the middle where the cross is. You can erase more or less, the trick is to find areas where the two layers will blend nicely. Finally use the magic wand selection tool to select all the transparent areas, the INVERT your selection, and use the Effects-Selection-Feather Selection plugin. I use the full 10 setting. this will transparent the edges and help it blend nicer. Then flatten and save your Seamless texture. Then we&amp;#039;ll need a Heightmap. Start by using the Black and White function in the Adjustments menu, then add a new layer for touch ups. The height map is a depth representation on a greyscale. However darker colors will show up as depth in the wrong area, so we&amp;#039;ll use a lighter grey color and paint in those areas, then use Effects-Blurs-Guassian blur and Layer transparency to blend it in.&lt;br /&gt;
**[http://forum.sandboxgamemaker.com/download/file.php?id=629&amp;amp;mode=view Image]&lt;br /&gt;
&lt;br /&gt;
==Part 2: Normal==&lt;br /&gt;
*Once you have a good height map You can flatten and save that out. Then Use any of the Normal Map plugins to make your Normal Map. You may want to play around with the Adjustments-Brightness and Contrast on your Height-Map before using a Normal Map plugin, depending on the Images you use, and you may want to jump into Sandbox and see the outcome of your textures before closing Paint.NET.&lt;br /&gt;
**[http://forum.sandboxgamemaker.com/download/file.php?id=630&amp;amp;mode=view Image]&lt;br /&gt;
*I&amp;#039;ve found as a rule of thumb, &amp;#039;&amp;#039;&amp;#039;Your Normal should look like the Opposite of what it will do in a game engine&amp;#039;&amp;#039;&amp;#039;, cracks will look like veigns popping out, and rocks will look like caves. Here&amp;#039;s the final result...&lt;br /&gt;
**[http://forum.sandboxgamemaker.com/download/file.php?id=631&amp;amp;mode=view Image]&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Good_free_programs_for_Sandbox&amp;diff=1918</id>
		<title>Good free programs for Sandbox</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Good_free_programs_for_Sandbox&amp;diff=1918"/>
				<updated>2012-10-15T19:13:32Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: /* Other */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==2D Art==&lt;br /&gt;
&lt;br /&gt;
*In addition to these, you may be able to find online alternatives.&lt;br /&gt;
&lt;br /&gt;
*Artweaver, a 2d paint program like photoshop. It supports layers. Some texture artist like to paint on the flat 2D uv map image for textuing and other texturing usage.&lt;br /&gt;
**http://www.artweaver.de/index.php?en_version&lt;br /&gt;
&lt;br /&gt;
*GIMP, or the GNU Image Manipulation Program, a photo editing program that can be used for texture making. &lt;br /&gt;
**http://www.gimp.org/&lt;br /&gt;
&lt;br /&gt;
*Paint.net, a different alternative to Photoshop or the GIMP. &lt;br /&gt;
**http://www.getpaint.net/&lt;br /&gt;
&lt;br /&gt;
*Inkscape, a vector graphics editor &lt;br /&gt;
**http://inkscape.org/&lt;br /&gt;
&lt;br /&gt;
*NeoTextureEdit, a procedural texture generator. &lt;br /&gt;
**http://neotextureedit.sourceforge.net/&lt;br /&gt;
&lt;br /&gt;
*FXGen, another procedural generator.&lt;br /&gt;
**http://sourceforge.net/projects/fxgen/&lt;br /&gt;
&lt;br /&gt;
*Allegorithmic MaPZone, another free texture generator.&lt;br /&gt;
**http://www.mapzoneeditor.com/&lt;br /&gt;
&lt;br /&gt;
*Spiral Graphics Wood Workshop, a free texture creator which specializes in wood textures. &lt;br /&gt;
**http://www.spiralgraphics.biz/ww_overview.htm&lt;br /&gt;
&lt;br /&gt;
==3D Art==&lt;br /&gt;
*Make sure to also look at [[3D Modelling Programs]].&lt;br /&gt;
===Modelling/Animation===&lt;br /&gt;
*Wings3d, a great modeler with a outstanding uv mapper.&lt;br /&gt;
**http://www.wings3d.com/&lt;br /&gt;
&lt;br /&gt;
*Misfit Model 3D, to add bones and animations for your NPC or other models, plus to save your model as a md3 file with the animation data. be sure to get the lastest beta version&lt;br /&gt;
**http://www.misfitcode.com/misfitmodel3d/&lt;br /&gt;
&lt;br /&gt;
*CharactorFx, for adding bones and animation to your models. It&amp;#039;s a little older program but works great and saves to md2 files.&lt;br /&gt;
**http://www.insanesoftware.de/&lt;br /&gt;
&lt;br /&gt;
*Blender, a 3D modeling program with support for animation and UV texturing with a large community behind it.&lt;br /&gt;
**http://www.blender.org/&lt;br /&gt;
&lt;br /&gt;
*Arbaro, a tree generator written in Java which can export Wavefront OBJ files, which are supported by Sandbox.&lt;br /&gt;
**http://arbaro.sourceforge.net/&lt;br /&gt;
&lt;br /&gt;
*Pixologic Sculptris, a sculpting-based 3D modelling program.&lt;br /&gt;
**http://www.pixologic.com/sculptris/&lt;br /&gt;
&lt;br /&gt;
*MD3Compile, a very quick and easy converter for md2,3ds files to a md3 file. I use it for converting my static 3ds models into a md3 file plus to rebuild my 3ds model&amp;#039;s normals.&lt;br /&gt;
**http://www.quakeunity.com/file=481&lt;br /&gt;
&lt;br /&gt;
===Painting===&lt;br /&gt;
*Tattoo 3D, This was my first 3D texturing program. It great for fast texturing but limited on more powerfull functions as it a older program. Free to use for non-commerical work.&lt;br /&gt;
**http://www.terabit-software.co.uk/&lt;br /&gt;
&lt;br /&gt;
*Blacksmith 3D, You can paint your models in realtime 3D. The &amp;quot;freeware&amp;quot; 3D painter limits your export image size to 1024 x1024 which is more than enough for Sandbox&lt;br /&gt;
**http://www.blacksmith3d.com/blacksmith3D-3d-paint-software.php&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
*Notepad Plus (++), unique text tool built mainly for scripting of many different types. This can be used to edit/make CFGs in Sandbox.&lt;br /&gt;
**http://notepad-plus.sourceforge.net/uk/site.htm&lt;br /&gt;
&lt;br /&gt;
*Audacity, a program useful for editing audio or converting audio files such as mp3 wav ogg&lt;br /&gt;
**http://audacity.sourceforge.net/download/&lt;br /&gt;
&lt;br /&gt;
*Linux Multimedia Studio, a Linux AND Windows music making program.&lt;br /&gt;
**http://lmms.sourceforge.net/&lt;br /&gt;
&lt;br /&gt;
*Lupas Rename, an old (~2005) program which mass renames files.&lt;br /&gt;
**http://rename.lupasfreeware.org/&lt;br /&gt;
&lt;br /&gt;
*BulkImageConverter, a mass-conversion program for images which supports BMP, EMF, EXIF, GIF, JPG/JPEG, PNG, TIF/TIFF, and WMF formats.&lt;br /&gt;
**http://sourceforge.net/projects/bulkimageconver/&lt;br /&gt;
&lt;br /&gt;
*ConvertShots, a TGA to JPG image converter.&lt;br /&gt;
**http://jediknight3.filefront.com/file/TGA_to_JPG_Converter;34634&lt;br /&gt;
&lt;br /&gt;
*PictureResize, a batch image resizer.&lt;br /&gt;
**http://www.rw-designer.com/picture-resize&lt;br /&gt;
&lt;br /&gt;
For many more free programs, look at http://sourceforge.net/ and http://portableapps.com/&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Good_free_programs_for_Sandbox&amp;diff=1917</id>
		<title>Good free programs for Sandbox</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Good_free_programs_for_Sandbox&amp;diff=1917"/>
				<updated>2012-10-15T19:07:06Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: /* Other */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==2D Art==&lt;br /&gt;
&lt;br /&gt;
*In addition to these, you may be able to find online alternatives.&lt;br /&gt;
&lt;br /&gt;
*Artweaver, a 2d paint program like photoshop. It supports layers. Some texture artist like to paint on the flat 2D uv map image for textuing and other texturing usage.&lt;br /&gt;
**http://www.artweaver.de/index.php?en_version&lt;br /&gt;
&lt;br /&gt;
*GIMP, or the GNU Image Manipulation Program, a photo editing program that can be used for texture making. &lt;br /&gt;
**http://www.gimp.org/&lt;br /&gt;
&lt;br /&gt;
*Paint.net, a different alternative to Photoshop or the GIMP. &lt;br /&gt;
**http://www.getpaint.net/&lt;br /&gt;
&lt;br /&gt;
*Inkscape, a vector graphics editor &lt;br /&gt;
**http://inkscape.org/&lt;br /&gt;
&lt;br /&gt;
*NeoTextureEdit, a procedural texture generator. &lt;br /&gt;
**http://neotextureedit.sourceforge.net/&lt;br /&gt;
&lt;br /&gt;
*FXGen, another procedural generator.&lt;br /&gt;
**http://sourceforge.net/projects/fxgen/&lt;br /&gt;
&lt;br /&gt;
*Allegorithmic MaPZone, another free texture generator.&lt;br /&gt;
**http://www.mapzoneeditor.com/&lt;br /&gt;
&lt;br /&gt;
*Spiral Graphics Wood Workshop, a free texture creator which specializes in wood textures. &lt;br /&gt;
**http://www.spiralgraphics.biz/ww_overview.htm&lt;br /&gt;
&lt;br /&gt;
==3D Art==&lt;br /&gt;
*Make sure to also look at [[3D Modelling Programs]].&lt;br /&gt;
===Modelling/Animation===&lt;br /&gt;
*Wings3d, a great modeler with a outstanding uv mapper.&lt;br /&gt;
**http://www.wings3d.com/&lt;br /&gt;
&lt;br /&gt;
*Misfit Model 3D, to add bones and animations for your NPC or other models, plus to save your model as a md3 file with the animation data. be sure to get the lastest beta version&lt;br /&gt;
**http://www.misfitcode.com/misfitmodel3d/&lt;br /&gt;
&lt;br /&gt;
*CharactorFx, for adding bones and animation to your models. It&amp;#039;s a little older program but works great and saves to md2 files.&lt;br /&gt;
**http://www.insanesoftware.de/&lt;br /&gt;
&lt;br /&gt;
*Blender, a 3D modeling program with support for animation and UV texturing with a large community behind it.&lt;br /&gt;
**http://www.blender.org/&lt;br /&gt;
&lt;br /&gt;
*Arbaro, a tree generator written in Java which can export Wavefront OBJ files, which are supported by Sandbox.&lt;br /&gt;
**http://arbaro.sourceforge.net/&lt;br /&gt;
&lt;br /&gt;
*Pixologic Sculptris, a sculpting-based 3D modelling program.&lt;br /&gt;
**http://www.pixologic.com/sculptris/&lt;br /&gt;
&lt;br /&gt;
*MD3Compile, a very quick and easy converter for md2,3ds files to a md3 file. I use it for converting my static 3ds models into a md3 file plus to rebuild my 3ds model&amp;#039;s normals.&lt;br /&gt;
**http://www.quakeunity.com/file=481&lt;br /&gt;
&lt;br /&gt;
===Painting===&lt;br /&gt;
*Tattoo 3D, This was my first 3D texturing program. It great for fast texturing but limited on more powerfull functions as it a older program. Free to use for non-commerical work.&lt;br /&gt;
**http://www.terabit-software.co.uk/&lt;br /&gt;
&lt;br /&gt;
*Blacksmith 3D, You can paint your models in realtime 3D. The &amp;quot;freeware&amp;quot; 3D painter limits your export image size to 1024 x1024 which is more than enough for Sandbox&lt;br /&gt;
**http://www.blacksmith3d.com/blacksmith3D-3d-paint-software.php&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
*Notepad Plus (++), unique text tool built mainly for scripting of many different types. This can be used to edit/make CFGs in Sandbox.&lt;br /&gt;
**http://notepad-plus.sourceforge.net/uk/site.htm&lt;br /&gt;
&lt;br /&gt;
*Audacity, a program useful for editing audio or converting audio files such as mp3 wav ogg&lt;br /&gt;
**http://audacity.sourceforge.net/download/&lt;br /&gt;
&lt;br /&gt;
*Linux Multimedia Studio, a Linux AND Windows music making program.&lt;br /&gt;
**http://lmms.sourceforge.net/&lt;br /&gt;
&lt;br /&gt;
*Lupas Rename, an old (~2005) program which mass renames files.&lt;br /&gt;
**http://rename.lupasfreeware.org/&lt;br /&gt;
&lt;br /&gt;
*BulkImageConverter, a mass-conversion program for images which supports BMP, EMF, EXIF, GIF, JPG/JPEG, PNG, TIF/TIFF, and WMF formats.&lt;br /&gt;
**http://sourceforge.net/projects/bulkimageconver/&lt;br /&gt;
&lt;br /&gt;
*ConvertShots, a TGA to JPG image converter.&lt;br /&gt;
**http://jediknight3.filefront.com/file/TGA_to_JPG_Converter;34634&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For many more free programs, look at http://sourceforge.net/ and http://portableapps.com/&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Good_free_programs_for_Sandbox&amp;diff=1916</id>
		<title>Good free programs for Sandbox</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Good_free_programs_for_Sandbox&amp;diff=1916"/>
				<updated>2012-10-15T18:51:08Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: /* 2D Art */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==2D Art==&lt;br /&gt;
&lt;br /&gt;
*In addition to these, you may be able to find online alternatives.&lt;br /&gt;
&lt;br /&gt;
*Artweaver, a 2d paint program like photoshop. It supports layers. Some texture artist like to paint on the flat 2D uv map image for textuing and other texturing usage.&lt;br /&gt;
**http://www.artweaver.de/index.php?en_version&lt;br /&gt;
&lt;br /&gt;
*GIMP, or the GNU Image Manipulation Program, a photo editing program that can be used for texture making. &lt;br /&gt;
**http://www.gimp.org/&lt;br /&gt;
&lt;br /&gt;
*Paint.net, a different alternative to Photoshop or the GIMP. &lt;br /&gt;
**http://www.getpaint.net/&lt;br /&gt;
&lt;br /&gt;
*Inkscape, a vector graphics editor &lt;br /&gt;
**http://inkscape.org/&lt;br /&gt;
&lt;br /&gt;
*NeoTextureEdit, a procedural texture generator. &lt;br /&gt;
**http://neotextureedit.sourceforge.net/&lt;br /&gt;
&lt;br /&gt;
*FXGen, another procedural generator.&lt;br /&gt;
**http://sourceforge.net/projects/fxgen/&lt;br /&gt;
&lt;br /&gt;
*Allegorithmic MaPZone, another free texture generator.&lt;br /&gt;
**http://www.mapzoneeditor.com/&lt;br /&gt;
&lt;br /&gt;
*Spiral Graphics Wood Workshop, a free texture creator which specializes in wood textures. &lt;br /&gt;
**http://www.spiralgraphics.biz/ww_overview.htm&lt;br /&gt;
&lt;br /&gt;
==3D Art==&lt;br /&gt;
*Make sure to also look at [[3D Modelling Programs]].&lt;br /&gt;
===Modelling/Animation===&lt;br /&gt;
*Wings3d, a great modeler with a outstanding uv mapper.&lt;br /&gt;
**http://www.wings3d.com/&lt;br /&gt;
&lt;br /&gt;
*Misfit Model 3D, to add bones and animations for your NPC or other models, plus to save your model as a md3 file with the animation data. be sure to get the lastest beta version&lt;br /&gt;
**http://www.misfitcode.com/misfitmodel3d/&lt;br /&gt;
&lt;br /&gt;
*CharactorFx, for adding bones and animation to your models. It&amp;#039;s a little older program but works great and saves to md2 files.&lt;br /&gt;
**http://www.insanesoftware.de/&lt;br /&gt;
&lt;br /&gt;
*Blender, a 3D modeling program with support for animation and UV texturing with a large community behind it.&lt;br /&gt;
**http://www.blender.org/&lt;br /&gt;
&lt;br /&gt;
*Arbaro, a tree generator written in Java which can export Wavefront OBJ files, which are supported by Sandbox.&lt;br /&gt;
**http://arbaro.sourceforge.net/&lt;br /&gt;
&lt;br /&gt;
*Pixologic Sculptris, a sculpting-based 3D modelling program.&lt;br /&gt;
**http://www.pixologic.com/sculptris/&lt;br /&gt;
&lt;br /&gt;
*MD3Compile, a very quick and easy converter for md2,3ds files to a md3 file. I use it for converting my static 3ds models into a md3 file plus to rebuild my 3ds model&amp;#039;s normals.&lt;br /&gt;
**http://www.quakeunity.com/file=481&lt;br /&gt;
&lt;br /&gt;
===Painting===&lt;br /&gt;
*Tattoo 3D, This was my first 3D texturing program. It great for fast texturing but limited on more powerfull functions as it a older program. Free to use for non-commerical work.&lt;br /&gt;
**http://www.terabit-software.co.uk/&lt;br /&gt;
&lt;br /&gt;
*Blacksmith 3D, You can paint your models in realtime 3D. The &amp;quot;freeware&amp;quot; 3D painter limits your export image size to 1024 x1024 which is more than enough for Sandbox&lt;br /&gt;
**http://www.blacksmith3d.com/blacksmith3D-3d-paint-software.php&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
*Notepad Plus (++), unique text tool built mainly for scripting of many different types. This can be used to edit/make CFGs in Sandbox.&lt;br /&gt;
**http://notepad-plus.sourceforge.net/uk/site.htm&lt;br /&gt;
&lt;br /&gt;
*Audacity, a program useful for editing audio or converting audio files such as mp3 wav ogg&lt;br /&gt;
**http://audacity.sourceforge.net/download/&lt;br /&gt;
&lt;br /&gt;
*Linux Multimedia Studio, a Linux AND Windows music making program.&lt;br /&gt;
**http://lmms.sourceforge.net/&lt;br /&gt;
&lt;br /&gt;
For many more free programs, look at http://sourceforge.net/ and http://portableapps.com/&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Why_Create_Content%3F&amp;diff=1911</id>
		<title>Why Create Content?</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Why_Create_Content%3F&amp;diff=1911"/>
				<updated>2012-10-14T16:46:05Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*You may find yourself in need of a different kind of texture set or environment than Sandbox can provide.&lt;br /&gt;
*If you found a suitable alternative, it may be unusable due to licensing, quality or compatibility issues. &lt;br /&gt;
*Your last option is to make your own content.&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Why_Create_Content%3F&amp;diff=1910</id>
		<title>Why Create Content?</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Why_Create_Content%3F&amp;diff=1910"/>
				<updated>2012-10-14T16:43:25Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: Created page with &amp;#039;=Why Create Content?=  *You may find yourself in need of a different kind of texture set or environment than Sandbox can provide.&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Why Create Content?=&lt;br /&gt;
&lt;br /&gt;
*You may find yourself in need of a different kind of texture set or environment than Sandbox can provide.&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Tutorials_List&amp;diff=1909</id>
		<title>Tutorials List</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Tutorials_List&amp;diff=1909"/>
				<updated>2012-10-14T16:36:16Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of tutorials created and edited by our contributors. &lt;br /&gt;
Contribute by improving the tutorials and creating tutorials for the red links&lt;br /&gt;
== Getting, Installing and opening Sandbox ==&lt;br /&gt;
&lt;br /&gt;
* [[Downloading Sandbox]]&lt;br /&gt;
* [[Installing Sandbox]]&lt;br /&gt;
* [[Running Sandbox]]&lt;br /&gt;
* [[development|Obtaining the development version]]&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
&lt;br /&gt;
* [[FPS|FPS - First Person Shooter (default)]]&lt;br /&gt;
* [[SSP|SSP - Side Scrolling Platformer]]&lt;br /&gt;
* [[RPG|RPG - Role Playing Game]]&lt;br /&gt;
** [[RPG tutorial|RPG Tutorial]]&lt;br /&gt;
* [[MovieCube|MovieCube - Machinima Tool]]&lt;br /&gt;
* [[Vehicle Simulator]]&lt;br /&gt;
&lt;br /&gt;
== Learning the editor basics ==&lt;br /&gt;
&lt;br /&gt;
* [[Map Editing Basics]]&lt;br /&gt;
* [[How to change textures in your map]]&lt;br /&gt;
* [[How to place 3D grass]]&lt;br /&gt;
* [[How to add lava, water, glass and other materials to your map]]&lt;br /&gt;
* [[How to make ramps, bridges, and angles]]&lt;br /&gt;
* [[How to make invisible boundaries]]&lt;br /&gt;
* [[Tips on making a good map]]&lt;br /&gt;
* [[Gridwork]]&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
&lt;br /&gt;
* [[How to make sloped roofs]]&lt;br /&gt;
* [[How to make secret doors, walls &amp;amp; floors]]&lt;br /&gt;
* [[How to make 1-way windows only you can see out of]]&lt;br /&gt;
* [[How to make 1-way doors]]&lt;br /&gt;
* [[How to create a hollow tower/tube]]&lt;br /&gt;
* [[How to make stairs you could walk up]]&lt;br /&gt;
* [[How to create set of glass stairs]]&lt;br /&gt;
* [[How to make a TV]]&lt;br /&gt;
* [[How to make various window shapes]]&lt;br /&gt;
* [[How to create a spiral staircase]]&lt;br /&gt;
* [[How to make a pyramid/four-sided sloped roof]]&lt;br /&gt;
&lt;br /&gt;
=== Terrain editing ===&lt;br /&gt;
&lt;br /&gt;
* [[How to create mountains, ponds, and oceans]]&lt;br /&gt;
* [[How to transfer parts of a map to a new one]]&lt;br /&gt;
* [[How to make a forest]]&lt;br /&gt;
* [[How to make a cave]]&lt;br /&gt;
* [[How to make a realistic river]]&lt;br /&gt;
* [[How to make a swimming pool]]&lt;br /&gt;
* [[How to make a fountain]]&lt;br /&gt;
* [[How to create smooth curvy pathways]]&lt;br /&gt;
* [[How to create fields with flower patches]]&lt;br /&gt;
* [[How to create a camp fire and fireplace]]&lt;br /&gt;
* [[How to make a bumpy road]]&lt;br /&gt;
* [[How to make various types of fences]]&lt;br /&gt;
* [[How to make a nice waterfall]]&lt;br /&gt;
* [[How to edit terrain properly]]&lt;br /&gt;
* [[How to fix bad terrain or geometry errors]]&lt;br /&gt;
* [[How to make railings]]&lt;br /&gt;
* [[Texture Blending]]&lt;br /&gt;
&lt;br /&gt;
=== Advanced Editor Techniques===&lt;br /&gt;
&lt;br /&gt;
* [[How to create a slide]]&lt;br /&gt;
* [[How to create a trampoline]]&lt;br /&gt;
* [[How to create electric fences]]&lt;br /&gt;
* [[How to make a sphere shapes in &amp;#039;edit mode&amp;#039;]]&lt;br /&gt;
* [[How to make curved shapes in &amp;#039;edit mode&amp;#039;]]&lt;br /&gt;
* [[How to create curved glass]]&lt;br /&gt;
* [[How to create climbable ladders and vertical walls]]&lt;br /&gt;
* [[How to make an endless slide]]&lt;br /&gt;
* [[How to create lens flares]]&lt;br /&gt;
* [[How to make a snowman]]&lt;br /&gt;
* [[How to make a boat]]&lt;br /&gt;
* [[How to create warp speed tunnels]]&lt;br /&gt;
* [[How to create hidden teleports]]&lt;br /&gt;
* [[How to create spinning palm trees]]&lt;br /&gt;
* [[How to change gravity]]&lt;br /&gt;
&lt;br /&gt;
== Lighting and Particle effects ==&lt;br /&gt;
&lt;br /&gt;
* [[How to add various lighting]]&lt;br /&gt;
* [[Lighting|How to light a map properly]]&lt;br /&gt;
* [[Tips to make a night time map]]&lt;br /&gt;
* [[Tips to make a morning map]]&lt;br /&gt;
* [[Tips to make a sunset map]]&lt;br /&gt;
* [[How to add particle effects]]&lt;br /&gt;
* [[How to create snow or rain]]&lt;br /&gt;
* [[How to put fog to a map]]&lt;br /&gt;
* [[Useful lighting commands]]&lt;br /&gt;
&lt;br /&gt;
== Models and Sandbox ==&lt;br /&gt;
&lt;br /&gt;
* [[Blender to Sandbox]]&lt;br /&gt;
* [[Wings3D to Sandbox flash tutorials]]&lt;br /&gt;
* [[Mapmodels|Loading and adding mapmodels]]&lt;br /&gt;
** [[Importing .OBJ files]]&lt;br /&gt;
* [[How to add new models]]&lt;br /&gt;
* [[Creating 3D models with PAS]]&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
&lt;br /&gt;
* [[Glowmaps]]&lt;br /&gt;
* [[Adding custom textures to a new map]]&lt;br /&gt;
* [[Adding custom textures with normal maps]]&lt;br /&gt;
&lt;br /&gt;
== Scripting/Trigger tutorials ==&lt;br /&gt;
&lt;br /&gt;
=== Menu Editing - Cubescript ===&lt;br /&gt;
* [[Menu Editing|How to modify the menu]]&lt;br /&gt;
* [[Cubescript]]&lt;br /&gt;
* [[Creating easy spells]]&lt;br /&gt;
* [[Removing Editmode]]&lt;br /&gt;
* [[Adding Custom Skyboxes]]&lt;br /&gt;
=== Maptitle and authors ===&lt;br /&gt;
* [[How to add map title and author]]&lt;br /&gt;
* [[How to change color of text in maps welcome message]]&lt;br /&gt;
&lt;br /&gt;
=== FPS Scripting ===&lt;br /&gt;
&lt;br /&gt;
* [[Creating a shop script]]&lt;br /&gt;
* [[How to make characters talk with text pop-up windows]]&lt;br /&gt;
* [[How to make characters give you quests]]&lt;br /&gt;
* [[making picked up items visible in your inventory]]&lt;br /&gt;
* [[How to make a trigger load another map]]&lt;br /&gt;
* [[Making Echoes]]&lt;br /&gt;
* [[How to make triggered elevators/platforms]]&lt;br /&gt;
* [[How to make items that can be picked up]]&lt;br /&gt;
&lt;br /&gt;
=== RPG Scripting ===&lt;br /&gt;
* [[RPG commands]]&lt;br /&gt;
* [[RPG configuration]]&lt;br /&gt;
* [[RPG script]]&lt;br /&gt;
&lt;br /&gt;
== Source Code Modifying + Recompiling ==&lt;br /&gt;
&lt;br /&gt;
* [[Compiling the source code]]&lt;br /&gt;
* [[How to get a mapsize greater than 16]]&lt;br /&gt;
* [[How to add creatures]] &lt;br /&gt;
* [[How to add more player character models]]&lt;br /&gt;
&lt;br /&gt;
== Multiplayer tutorials ==&lt;br /&gt;
&lt;br /&gt;
* [[How to host a coop edit session over the internet]]&lt;br /&gt;
* [[How to host a persistent world in Sandbox over the internet]]&lt;br /&gt;
* [[How to monitor your dedicated server without being in it]]&lt;br /&gt;
&lt;br /&gt;
== Unsorted tutorials ==&lt;br /&gt;
* [[Transferring your Map to a new version of Sandbox]] &lt;br /&gt;
* [[How to save a map properly]]&lt;br /&gt;
* [[How to add projectiles to your game]]&lt;br /&gt;
* [[How to automatically save your map every x number of minutes]]&lt;br /&gt;
&lt;br /&gt;
== Sandbox Related ==&lt;br /&gt;
=== Within Sandbox ===&lt;br /&gt;
* [[Guide to a good game]]&lt;br /&gt;
* [[Customizing Sandbox]]&lt;br /&gt;
* [[Adding custom songs to Sandbox]]&lt;br /&gt;
* [[Preparing your map for uploading]]&lt;br /&gt;
* [[Using Cullart]]&lt;br /&gt;
* [[How to capture screen shots and videos]]&lt;br /&gt;
* [[How to set up Sandbox for commercial use]]&lt;br /&gt;
&lt;br /&gt;
=== Outside of Sandbox ===&lt;br /&gt;
* [[Licensing]]&lt;br /&gt;
* [http://forum.sandboxgamemaker.com/viewtopic.php?f=24&amp;amp;t=1493 Copyrighting your content]&lt;br /&gt;
&lt;br /&gt;
==Content Creation==&lt;br /&gt;
* [[Why Create Content?]]&lt;br /&gt;
* [[Tips on creating content]]&lt;br /&gt;
* [[Good free programs for Sandbox]]&lt;br /&gt;
* [[Content Creation Software Tutorials List]]&lt;br /&gt;
===3D Art===&lt;br /&gt;
* [[Models Vs. Geometry]]&lt;br /&gt;
===2D Art===&lt;br /&gt;
* [[Making Seamless textures]]&lt;br /&gt;
* [[How to make new textures]]&lt;br /&gt;
* [[Creating special shader maps for textures]]&lt;br /&gt;
* [http://www.leighvanderbyl.com/texturing-for-dummies/ Texturing for Dummies]&lt;br /&gt;
* [http://www.cgsociety.org/index.php/CGSFeatures/CGSFeatureSpecial/the_top_ten_tips_of_texturing Top Ten Tips of Texturing]&lt;br /&gt;
* [http://forums.cgsociety.org/showthread.php?t=373024 Hard Surface Texture Painting]&lt;br /&gt;
&lt;br /&gt;
== Meta-Sandbox ==&lt;br /&gt;
* [[How to contribute to Platinum Arts Sandbox]]&lt;br /&gt;
* [[Where to find inspiration]]&lt;br /&gt;
* [[Editing the wiki]]&lt;br /&gt;
&lt;br /&gt;
* [[Creators of these tutorials]]&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Custom_Content_Websites&amp;diff=1908</id>
		<title>Custom Content Websites</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Custom_Content_Websites&amp;diff=1908"/>
				<updated>2012-10-14T16:30:07Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
*Before you attempt to make your own content for Sandbox, it&amp;#039;s a good idea to look around and see if there&amp;#039;s something else that is close enough to what you want. This saves you a lot of time and effort in trying to create good, high-quality working content. This is a list of some sites that may help you find what you want. In addition to this list, you can check out the list [http://freegamedev.net/wiki/Free_3D_and_2D_art_and_audio_resources here] to find even more resources. &amp;lt;b&amp;gt; Please note that these sites may not be appropriate for children. &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==General Content (Includes multiple categories of content)==&lt;br /&gt;
*http://www.opengameart.org&lt;br /&gt;
*http://www.psionic3d.co.uk/&lt;br /&gt;
*http://www.dougturner.net/blendersite/index.html&lt;br /&gt;
*http://www.turbosquid.com/Search/?max_price=0&amp;amp; (make sure what you want is free)&lt;br /&gt;
&lt;br /&gt;
==3D Content==&lt;br /&gt;
*First see [http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Sources_of_free_3D_models here] and [http://www.hongkiat.com/blog/60-excellent-free-3d-model-websites/ here], other lists of free 3D content sites.&lt;br /&gt;
*http://www.blender-models.com/&lt;br /&gt;
*http://www.blendswap.com/&lt;br /&gt;
*http://www.katorlegaz.com/3d_models/&lt;br /&gt;
*http://blender-archi.tuxfamily.org/Models&lt;br /&gt;
*http://www.3dmodelfree.com/&lt;br /&gt;
*http://thefree3dmodels.com/&lt;br /&gt;
&lt;br /&gt;
==2D Content==&lt;br /&gt;
*http://openclipart.org/&lt;br /&gt;
*http://www.iconspedia.com/&lt;br /&gt;
*http://www.public-domain-image.com/&lt;br /&gt;
*http://www.imageafter.com/&lt;br /&gt;
*http://www.texturemate.com/&lt;br /&gt;
*http://www.deviantart.com&lt;br /&gt;
&lt;br /&gt;
==Audio Content==&lt;br /&gt;
*http://www.ccmixter.org/&lt;br /&gt;
*http://www.pacdv.com/sounds/index.html&lt;br /&gt;
*http://www.flashkit.com/loops/&lt;br /&gt;
*http://www.partnersinrhyme.com/pir/PIRsfx.shtml&lt;br /&gt;
*http://incompetech.com/&lt;br /&gt;
*http://www.freesound.org/&lt;br /&gt;
*http://www.jamendo.com/en/&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Custom_Content_Websites&amp;diff=1907</id>
		<title>Custom Content Websites</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Custom_Content_Websites&amp;diff=1907"/>
				<updated>2012-10-14T16:27:14Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
*Before you attempt to make your own content for Sandbox, it&amp;#039;s a good idea to look around and see if there&amp;#039;s something else that is close enough to what you want. This saves you a lot of time and effort in trying to create good, high-quality working content. This is a list of some sites that may help you find what you want. In addition to this list, you can check out the list [http://freegamedev.net/wiki/Free_3D_and_2D_art_and_audio_resources here] to find even more resources. &amp;lt;b&amp;gt; Please note that these sites may not be appropriate for children. &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==General Content (Includes multiple categories of content)==&lt;br /&gt;
*http://www.opengameart.org&lt;br /&gt;
*http://www.psionic3d.co.uk/&lt;br /&gt;
*http://www.dougturner.net/blendersite/index.html&lt;br /&gt;
*http://www.turbosquid.com/Search/?max_price=0&amp;amp; (make sure what you want is free)&lt;br /&gt;
&lt;br /&gt;
==3D Content==&lt;br /&gt;
*First see [http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Sources_of_free_3D_models here] and [http://www.hongkiat.com/blog/60-excellent-free-3d-model-websites/ here], other lists of free 3D content sites.&lt;br /&gt;
*http://www.blender-models.com/&lt;br /&gt;
*http://www.blendswap.com/&lt;br /&gt;
*http://www.katorlegaz.com/3d_models/&lt;br /&gt;
*http://blender-archi.tuxfamily.org/Models&lt;br /&gt;
*http://www.3dmodelfree.com/&lt;br /&gt;
*http://thefree3dmodels.com/&lt;br /&gt;
&lt;br /&gt;
==2D Content==&lt;br /&gt;
*http://openclipart.org/&lt;br /&gt;
*http://www.iconspedia.com/&lt;br /&gt;
*http://www.public-domain-image.com/&lt;br /&gt;
*http://www.imageafter.com/&lt;br /&gt;
*http://www.texturemate.com/&lt;br /&gt;
*http://www.deviantart.com&lt;br /&gt;
&lt;br /&gt;
==Audio Content==&lt;br /&gt;
*http://www.pacdv.com/sounds/index.html&lt;br /&gt;
*http://www.flashkit.com/loops/&lt;br /&gt;
*http://www.partnersinrhyme.com/pir/PIRsfx.shtml&lt;br /&gt;
*http://incompetech.com/&lt;br /&gt;
*http://www.freesound.org/&lt;br /&gt;
*http://www.jamendo.com/en/&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Main_Page&amp;diff=1906</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Main_Page&amp;diff=1906"/>
				<updated>2012-10-14T16:19:14Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Platinum Arts Sandbox Free 3D Game Maker&amp;#039;&amp;#039;&amp;#039; is a 3D game maker based on the Cube 2 engine that allows users to quickly and easily create and edit their own worlds in game, even cooperatively. It is free, open-source, and easy to use for Kids and Adults.  Sandbox logo by [http://sashazavisha.deviantart.com/art/young-creator-120946941 sashaZavisha].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:49%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== General information ==&lt;br /&gt;
&lt;br /&gt;
* [[Platinum Arts Sandbox|About Platinum Arts Sandbox]]&lt;br /&gt;
* [http://SandboxGameMaker.com Project homepage]&lt;br /&gt;
* [[FAQ]]&lt;br /&gt;
* [[Contact The Team]]&lt;br /&gt;
* [[cmdline arguments|Command line Arguments]]&lt;br /&gt;
* [[packaging guide|The Packaging Guide]]&lt;br /&gt;
* [[server list|List Of Sandbox Servers]]&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
* [[Installing Platinum Arts Sandbox]]&lt;br /&gt;
* [[Compiling the source code]]&lt;br /&gt;
* [[package managers|Some Notes for package managers]]&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
&lt;br /&gt;
* [[bug reports|Bug Reports]]&lt;br /&gt;
* [[Coding Style]]&lt;br /&gt;
* [[Contributing]]&lt;br /&gt;
* [[development|Obtaining the development version]]&lt;br /&gt;
* [[Todo|To do list]]&lt;br /&gt;
* [[content request| Content Request - Help us out!!]]&lt;br /&gt;
&lt;br /&gt;
== Future Projects ==&lt;br /&gt;
=== Kid Friendly RPG ===&lt;br /&gt;
&lt;br /&gt;
* [[Concept Document]]&lt;br /&gt;
* [[Brainstorming area]]&lt;br /&gt;
&lt;br /&gt;
=== Master Chef Ogro 2 ===&lt;br /&gt;
* [[Brainstorming]]&lt;br /&gt;
&lt;br /&gt;
=== Undercover Kids Game ===&lt;br /&gt;
* [[To Do List]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:49%;float:right;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
&lt;br /&gt;
* [[Map Editing Basics]]&lt;br /&gt;
* [[Mapping Taboos]]&lt;br /&gt;
* [[Beginner&amp;#039;s video tutorials]]&lt;br /&gt;
* [[Water Wars Guide]]&lt;br /&gt;
&lt;br /&gt;
== Advanced topics ==&lt;br /&gt;
&lt;br /&gt;
* [[Cooperative Editing]] (General Server set up)&lt;br /&gt;
* [[Cooperative Editing 2]] (Easier way using Hamachi)&lt;br /&gt;
* [[Adding Models to Sandbox]]&lt;br /&gt;
* [http://sandboxgamemaker.com/platinumartssandboxeditref.html Editing Reference Guide]&lt;br /&gt;
* [http://sauerbraten.org/docs/models.html Model Reference Guide]&lt;br /&gt;
* [[Configuration Reference Guide]]&lt;br /&gt;
* [[Cubescript]]&lt;br /&gt;
* [[Menu Editing]] ([[New menu editing|newui]])&lt;br /&gt;
* [[map_config|Map Configuration]]&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
&lt;br /&gt;
* [[FPS|FPS - First Person Shooter ]]&lt;br /&gt;
* [[RPG|RPG - Role Playing Game]]&lt;br /&gt;
* [[SSP|SSP - Side Scrolling Platformer]]&lt;br /&gt;
* [[MovieCube|MovieCube - Machinima Tool]]&lt;br /&gt;
* [[Vehicle Simulator]]&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
*[[Tips on Making a Good Map]]&lt;br /&gt;
*[[Tutorials List | Text Tutorials List]]&lt;br /&gt;
*[[Video Tutorials List]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
*[[Soundtrack]]&lt;br /&gt;
*[[PAS related websites]]&lt;br /&gt;
*[[Custom Content Websites]]&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Tutorials_List&amp;diff=1905</id>
		<title>Tutorials List</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Tutorials_List&amp;diff=1905"/>
				<updated>2012-10-14T16:15:34Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: /* Models and Sandbox */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of tutorials created and edited by our contributors. &lt;br /&gt;
Contribute by improving the tutorials and creating tutorials for the red links&lt;br /&gt;
== Getting, Installing and opening Sandbox ==&lt;br /&gt;
&lt;br /&gt;
* [[Downloading Sandbox]]&lt;br /&gt;
* [[Installing Sandbox]]&lt;br /&gt;
* [[Running Sandbox]]&lt;br /&gt;
* [[development|Obtaining the development version]]&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
&lt;br /&gt;
* [[FPS|FPS - First Person Shooter (default)]]&lt;br /&gt;
* [[SSP|SSP - Side Scrolling Platformer]]&lt;br /&gt;
* [[RPG|RPG - Role Playing Game]]&lt;br /&gt;
** [[RPG tutorial|RPG Tutorial]]&lt;br /&gt;
* [[MovieCube|MovieCube - Machinima Tool]]&lt;br /&gt;
* [[Vehicle Simulator]]&lt;br /&gt;
&lt;br /&gt;
== Learning the editor basics ==&lt;br /&gt;
&lt;br /&gt;
* [[Map Editing Basics]]&lt;br /&gt;
* [[How to change textures in your map]]&lt;br /&gt;
* [[How to place 3D grass]]&lt;br /&gt;
* [[How to add lava, water, glass and other materials to your map]]&lt;br /&gt;
* [[How to make ramps, bridges, and angles]]&lt;br /&gt;
* [[How to make invisible boundaries]]&lt;br /&gt;
* [[Tips on making a good map]]&lt;br /&gt;
* [[Gridwork]]&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
&lt;br /&gt;
* [[How to make sloped roofs]]&lt;br /&gt;
* [[How to make secret doors, walls &amp;amp; floors]]&lt;br /&gt;
* [[How to make 1-way windows only you can see out of]]&lt;br /&gt;
* [[How to make 1-way doors]]&lt;br /&gt;
* [[How to create a hollow tower/tube]]&lt;br /&gt;
* [[How to make stairs you could walk up]]&lt;br /&gt;
* [[How to create set of glass stairs]]&lt;br /&gt;
* [[How to make a TV]]&lt;br /&gt;
* [[How to make various window shapes]]&lt;br /&gt;
* [[How to create a spiral staircase]]&lt;br /&gt;
* [[How to make a pyramid/four-sided sloped roof]]&lt;br /&gt;
&lt;br /&gt;
=== Terrain editing ===&lt;br /&gt;
&lt;br /&gt;
* [[How to create mountains, ponds, and oceans]]&lt;br /&gt;
* [[How to transfer parts of a map to a new one]]&lt;br /&gt;
* [[How to make a forest]]&lt;br /&gt;
* [[How to make a cave]]&lt;br /&gt;
* [[How to make a realistic river]]&lt;br /&gt;
* [[How to make a swimming pool]]&lt;br /&gt;
* [[How to make a fountain]]&lt;br /&gt;
* [[How to create smooth curvy pathways]]&lt;br /&gt;
* [[How to create fields with flower patches]]&lt;br /&gt;
* [[How to create a camp fire and fireplace]]&lt;br /&gt;
* [[How to make a bumpy road]]&lt;br /&gt;
* [[How to make various types of fences]]&lt;br /&gt;
* [[How to make a nice waterfall]]&lt;br /&gt;
* [[How to edit terrain properly]]&lt;br /&gt;
* [[How to fix bad terrain or geometry errors]]&lt;br /&gt;
* [[How to make railings]]&lt;br /&gt;
* [[Texture Blending]]&lt;br /&gt;
&lt;br /&gt;
=== Advanced Editor Techniques===&lt;br /&gt;
&lt;br /&gt;
* [[How to create a slide]]&lt;br /&gt;
* [[How to create a trampoline]]&lt;br /&gt;
* [[How to create electric fences]]&lt;br /&gt;
* [[How to make a sphere shapes in &amp;#039;edit mode&amp;#039;]]&lt;br /&gt;
* [[How to make curved shapes in &amp;#039;edit mode&amp;#039;]]&lt;br /&gt;
* [[How to create curved glass]]&lt;br /&gt;
* [[How to create climbable ladders and vertical walls]]&lt;br /&gt;
* [[How to make an endless slide]]&lt;br /&gt;
* [[How to create lens flares]]&lt;br /&gt;
* [[How to make a snowman]]&lt;br /&gt;
* [[How to make a boat]]&lt;br /&gt;
* [[How to create warp speed tunnels]]&lt;br /&gt;
* [[How to create hidden teleports]]&lt;br /&gt;
* [[How to create spinning palm trees]]&lt;br /&gt;
* [[How to change gravity]]&lt;br /&gt;
&lt;br /&gt;
== Lighting and Particle effects ==&lt;br /&gt;
&lt;br /&gt;
* [[How to add various lighting]]&lt;br /&gt;
* [[Lighting|How to light a map properly]]&lt;br /&gt;
* [[Tips to make a night time map]]&lt;br /&gt;
* [[Tips to make a morning map]]&lt;br /&gt;
* [[Tips to make a sunset map]]&lt;br /&gt;
* [[How to add particle effects]]&lt;br /&gt;
* [[How to create snow or rain]]&lt;br /&gt;
* [[How to put fog to a map]]&lt;br /&gt;
* [[Useful lighting commands]]&lt;br /&gt;
&lt;br /&gt;
== Models and Sandbox ==&lt;br /&gt;
&lt;br /&gt;
* [[Blender to Sandbox]]&lt;br /&gt;
* [[Wings3D to Sandbox flash tutorials]]&lt;br /&gt;
* [[Mapmodels|Loading and adding mapmodels]]&lt;br /&gt;
** [[Importing .OBJ files]]&lt;br /&gt;
* [[How to add new models]]&lt;br /&gt;
* [[Creating 3D models with PAS]]&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
&lt;br /&gt;
* [[Glowmaps]]&lt;br /&gt;
* [[Adding custom textures to a new map]]&lt;br /&gt;
* [[Adding custom textures with normal maps]]&lt;br /&gt;
* [[Making Seamless textures]]&lt;br /&gt;
* [[How to make new textures]]&lt;br /&gt;
* [[Creating special shader maps for textures]]&lt;br /&gt;
* [http://www.leighvanderbyl.com/texturing-for-dummies/ Texturing for Dummies]&lt;br /&gt;
* [http://www.cgsociety.org/index.php/CGSFeatures/CGSFeatureSpecial/the_top_ten_tips_of_texturing Top Ten Tips of Texturing]&lt;br /&gt;
* [http://forums.cgsociety.org/showthread.php?t=373024 Hard Surface Texture Painting]&lt;br /&gt;
&lt;br /&gt;
== Scripting/Trigger tutorials ==&lt;br /&gt;
&lt;br /&gt;
=== Menu Editing - Cubescript ===&lt;br /&gt;
* [[Menu Editing|How to modify the menu]]&lt;br /&gt;
* [[Cubescript]]&lt;br /&gt;
* [[Creating easy spells]]&lt;br /&gt;
* [[Removing Editmode]]&lt;br /&gt;
* [[Adding Custom Skyboxes]]&lt;br /&gt;
&lt;br /&gt;
=== FPS Scripting ===&lt;br /&gt;
&lt;br /&gt;
* [[Creating a shop script]]&lt;br /&gt;
* [[How to make characters talk with text pop-up windows]]&lt;br /&gt;
* [[How to make characters give you quests]]&lt;br /&gt;
* [[making picked up items visible in your inventory]]&lt;br /&gt;
* [[How to make a trigger load another map]]&lt;br /&gt;
* [[Making Echoes]]&lt;br /&gt;
* [[How to make triggered elevators/platforms]]&lt;br /&gt;
* [[How to make items that can be picked up]]&lt;br /&gt;
&lt;br /&gt;
=== RPG Scripting ===&lt;br /&gt;
* [[RPG commands]]&lt;br /&gt;
* [[RPG configuration]]&lt;br /&gt;
* [[RPG script]]&lt;br /&gt;
&lt;br /&gt;
== Source Code Modifying + Recompiling ==&lt;br /&gt;
&lt;br /&gt;
* [[Compiling the source code]]&lt;br /&gt;
* [[How to get a mapsize greater than 16]]&lt;br /&gt;
* [[How to add creatures]] &lt;br /&gt;
* [[How to add more player character models]]&lt;br /&gt;
&lt;br /&gt;
== Multiplayer tutorials ==&lt;br /&gt;
&lt;br /&gt;
* [[How to host a coop edit session over the internet]]&lt;br /&gt;
* [[How to host a persistent world in Sandbox over the internet]]&lt;br /&gt;
* [[How to monitor your dedicated server without being in it]]&lt;br /&gt;
&lt;br /&gt;
== Unsorted tutorials ==&lt;br /&gt;
* [[Transferring your Map to a new version of Sandbox]] &lt;br /&gt;
* [[How to save a map properly]]&lt;br /&gt;
* [[How to add projectiles to your game]]&lt;br /&gt;
* [[How to automatically save your map every x number of minutes]]&lt;br /&gt;
&lt;br /&gt;
== Sandbox Related ==&lt;br /&gt;
=== Within Sandbox ===&lt;br /&gt;
* [[Guide to a good game]]&lt;br /&gt;
* [[Customizing Sandbox]]&lt;br /&gt;
* [[Adding custom songs to Sandbox]]&lt;br /&gt;
* [[Preparing your map for uploading]]&lt;br /&gt;
* [[Using Cullart]]&lt;br /&gt;
* [[How to capture screen shots and videos]]&lt;br /&gt;
* [[How to set up Sandbox for commercial use]]&lt;br /&gt;
&lt;br /&gt;
=== Outside of Sandbox ===&lt;br /&gt;
* [[Licensing]]&lt;br /&gt;
* [[Tips on creating content]]&lt;br /&gt;
* [[Models Vs. Geometry]]&lt;br /&gt;
* [http://forum.sandboxgamemaker.com/viewtopic.php?f=24&amp;amp;t=1493 Copyrighting your content]&lt;br /&gt;
&lt;br /&gt;
=== Maptitle and authors ===&lt;br /&gt;
* [[How to add map title and author]]&lt;br /&gt;
* [[How to change color of text in maps welcome message]]&lt;br /&gt;
&lt;br /&gt;
== Meta-Sandbox ==&lt;br /&gt;
* [[How to contribute to Platinum Arts Sandbox]]&lt;br /&gt;
* [[Where to find inspiration]]&lt;br /&gt;
* [[Editing the wiki]]&lt;br /&gt;
&lt;br /&gt;
* [[Creators of these tutorials]]&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=3D_Modelling_Programs&amp;diff=1904</id>
		<title>3D Modelling Programs</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=3D_Modelling_Programs&amp;diff=1904"/>
				<updated>2012-10-14T16:15:06Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*There are many 3D modelling programs out there, both free and not free. Unless you&amp;#039;re willing to spend lots of money, your best bet would be to get a free program such as Blender. Also check out the [[Model File Format Comparision]] page to see which programs can export certain formats. &lt;br /&gt;
=Free=&lt;br /&gt;
==Blender==&lt;br /&gt;
*Blender is the result of the work of the Blender Foundation, a group created from the remains of NaN (Not a Number), a European company. Blender is one of the best FOSS 3D modellers out there and can do quite a variety of tasks. With the right scripts (and sometimes the right version), Blender can export most formats easily. Blender has an extremely large user community as well. [http://www.blender.org Homepage]&lt;br /&gt;
==Wings3D==&lt;br /&gt;
*Wings3D is a static (non-animated) modelling program based on advanced subdivision modelling. It can export to obj and other formats and also has features such as UV unwrapping, texture painting, and is easy to use. [http://www.wings3d.com Homepage]&lt;br /&gt;
==MisfitModel3D==&lt;br /&gt;
*Misfit Model 3D is a simple 3D modeller with the goal of being easy to use. Misfit can export to obj, md2 and md3. [http://http://www.misfitcode.com/misfitmodel3d/ Homepage]&lt;br /&gt;
===Misfit Cubed===&lt;br /&gt;
*Misfit Cubed is a modification to Misfit Model 3D made by Team Xbow. The Misfit Cubed mod can export md5 models and also has a few bugfixes. [http://sourceforge.net/projects/misfitcubed/ Sourceforge Page]&lt;br /&gt;
==NPherno&amp;#039;s MD3 Compiler==&lt;br /&gt;
*NPherno&amp;#039;s md3 compiler is a compiler created by &amp;quot;NPherno&amp;quot;, a member of the Quake Unity forums. The compiler can import md2, md3, ase and 3ds files and export them to md3. The compiler can rebuild normals and fix animations, among other things. [http://www.quakeunity.com/file=481 Download Page]&lt;br /&gt;
==Noesis==&lt;br /&gt;
*Noesis is like the md3 compiler, where it takes a variety of formats and converts them. Noesis has import and export support for a large variety of formats, including md2, md3, md5, obj, iqm, and many others that Sandbox does not use. Noesis can also preview models and some animations. [http://oasis.xentax.com/index.php?content=downloads Homepage]&lt;br /&gt;
==CharacterFX==&lt;br /&gt;
*CharacterFX is a program for adding animations to files and can export to many formats. [http://www.insanesoftware.de/ Homepage]&lt;br /&gt;
==GMax==&lt;br /&gt;
*GMax is a free, watered down version of 3D Studio Max, Autodesk&amp;#039;s expensive (about $3,000) 3D program. [http://www.turbosquid.com/gmax Download Page]&lt;br /&gt;
==Google Sketchup==&lt;br /&gt;
*Google Sketchup is a 3D program used to create models for Google Earth. It can export to the Collada DAE format, which can be imported into other 3D programs such as Blender. [http://sketchup.google.com/ Homepage]&lt;br /&gt;
==TrueSpace==&lt;br /&gt;
*Truespace is a 3D modelling program developed by Caligari, who was bought by Microsoft in 2009. The latest (and last) version, 7.6, was released for free. [http://www.moddb.com/downloads/truespace-76 Moddb Download Page]&lt;br /&gt;
==Sculptris==&lt;br /&gt;
*Sculptris is a free, basic version of the Pixologic program ZBrush, a 3D sculpting program. You can sculpt a model in Sculptris, then export it and retopologize into a usable 3D model in another program. [http://www.pixologic.com/sculptris/ Homepage]&lt;br /&gt;
==Meshlab==&lt;br /&gt;
*Meshlab is a 3D cleaning and restoration program which can &amp;quot;edit, clean and heal&amp;quot; broken 3D meshes. [http://meshlab.sourceforge.net/ Sourceforge Page]&lt;br /&gt;
=Proprietary=&lt;br /&gt;
==Milkshape 3D==&lt;br /&gt;
*Milkshape is a cheap 3D modeller that can export many formats, including obj, md2 and md3. You can register for $35 US or $25 EU. [http://chumbalum.swissquake.ch/ms3d/index.html About Page]&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Tutorials_List&amp;diff=1903</id>
		<title>Tutorials List</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Tutorials_List&amp;diff=1903"/>
				<updated>2012-10-14T16:14:11Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: /* Models and Sandbox */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A list of tutorials created and edited by our contributors. &lt;br /&gt;
Contribute by improving the tutorials and creating tutorials for the red links&lt;br /&gt;
== Getting, Installing and opening Sandbox ==&lt;br /&gt;
&lt;br /&gt;
* [[Downloading Sandbox]]&lt;br /&gt;
* [[Installing Sandbox]]&lt;br /&gt;
* [[Running Sandbox]]&lt;br /&gt;
* [[development|Obtaining the development version]]&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
&lt;br /&gt;
* [[FPS|FPS - First Person Shooter (default)]]&lt;br /&gt;
* [[SSP|SSP - Side Scrolling Platformer]]&lt;br /&gt;
* [[RPG|RPG - Role Playing Game]]&lt;br /&gt;
** [[RPG tutorial|RPG Tutorial]]&lt;br /&gt;
* [[MovieCube|MovieCube - Machinima Tool]]&lt;br /&gt;
* [[Vehicle Simulator]]&lt;br /&gt;
&lt;br /&gt;
== Learning the editor basics ==&lt;br /&gt;
&lt;br /&gt;
* [[Map Editing Basics]]&lt;br /&gt;
* [[How to change textures in your map]]&lt;br /&gt;
* [[How to place 3D grass]]&lt;br /&gt;
* [[How to add lava, water, glass and other materials to your map]]&lt;br /&gt;
* [[How to make ramps, bridges, and angles]]&lt;br /&gt;
* [[How to make invisible boundaries]]&lt;br /&gt;
* [[Tips on making a good map]]&lt;br /&gt;
* [[Gridwork]]&lt;br /&gt;
&lt;br /&gt;
=== Buildings ===&lt;br /&gt;
&lt;br /&gt;
* [[How to make sloped roofs]]&lt;br /&gt;
* [[How to make secret doors, walls &amp;amp; floors]]&lt;br /&gt;
* [[How to make 1-way windows only you can see out of]]&lt;br /&gt;
* [[How to make 1-way doors]]&lt;br /&gt;
* [[How to create a hollow tower/tube]]&lt;br /&gt;
* [[How to make stairs you could walk up]]&lt;br /&gt;
* [[How to create set of glass stairs]]&lt;br /&gt;
* [[How to make a TV]]&lt;br /&gt;
* [[How to make various window shapes]]&lt;br /&gt;
* [[How to create a spiral staircase]]&lt;br /&gt;
* [[How to make a pyramid/four-sided sloped roof]]&lt;br /&gt;
&lt;br /&gt;
=== Terrain editing ===&lt;br /&gt;
&lt;br /&gt;
* [[How to create mountains, ponds, and oceans]]&lt;br /&gt;
* [[How to transfer parts of a map to a new one]]&lt;br /&gt;
* [[How to make a forest]]&lt;br /&gt;
* [[How to make a cave]]&lt;br /&gt;
* [[How to make a realistic river]]&lt;br /&gt;
* [[How to make a swimming pool]]&lt;br /&gt;
* [[How to make a fountain]]&lt;br /&gt;
* [[How to create smooth curvy pathways]]&lt;br /&gt;
* [[How to create fields with flower patches]]&lt;br /&gt;
* [[How to create a camp fire and fireplace]]&lt;br /&gt;
* [[How to make a bumpy road]]&lt;br /&gt;
* [[How to make various types of fences]]&lt;br /&gt;
* [[How to make a nice waterfall]]&lt;br /&gt;
* [[How to edit terrain properly]]&lt;br /&gt;
* [[How to fix bad terrain or geometry errors]]&lt;br /&gt;
* [[How to make railings]]&lt;br /&gt;
* [[Texture Blending]]&lt;br /&gt;
&lt;br /&gt;
=== Advanced Editor Techniques===&lt;br /&gt;
&lt;br /&gt;
* [[How to create a slide]]&lt;br /&gt;
* [[How to create a trampoline]]&lt;br /&gt;
* [[How to create electric fences]]&lt;br /&gt;
* [[How to make a sphere shapes in &amp;#039;edit mode&amp;#039;]]&lt;br /&gt;
* [[How to make curved shapes in &amp;#039;edit mode&amp;#039;]]&lt;br /&gt;
* [[How to create curved glass]]&lt;br /&gt;
* [[How to create climbable ladders and vertical walls]]&lt;br /&gt;
* [[How to make an endless slide]]&lt;br /&gt;
* [[How to create lens flares]]&lt;br /&gt;
* [[How to make a snowman]]&lt;br /&gt;
* [[How to make a boat]]&lt;br /&gt;
* [[How to create warp speed tunnels]]&lt;br /&gt;
* [[How to create hidden teleports]]&lt;br /&gt;
* [[How to create spinning palm trees]]&lt;br /&gt;
* [[How to change gravity]]&lt;br /&gt;
&lt;br /&gt;
== Lighting and Particle effects ==&lt;br /&gt;
&lt;br /&gt;
* [[How to add various lighting]]&lt;br /&gt;
* [[Lighting|How to light a map properly]]&lt;br /&gt;
* [[Tips to make a night time map]]&lt;br /&gt;
* [[Tips to make a morning map]]&lt;br /&gt;
* [[Tips to make a sunset map]]&lt;br /&gt;
* [[How to add particle effects]]&lt;br /&gt;
* [[How to create snow or rain]]&lt;br /&gt;
* [[How to put fog to a map]]&lt;br /&gt;
* [[Useful lighting commands]]&lt;br /&gt;
&lt;br /&gt;
== Models and Sandbox ==&lt;br /&gt;
&lt;br /&gt;
* [[Blender to Sandbox]]&lt;br /&gt;
* [[Wings3D to Sandbox flash tutorials]]&lt;br /&gt;
* [[Mapmodels|Loading and adding mapmodels]]&lt;br /&gt;
** [[Importing .OBJ files]]&lt;br /&gt;
* [[How to add new models]]&lt;br /&gt;
* [[Creating 3D models with PAS]]&lt;br /&gt;
* [[How to make a switch model]]&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
&lt;br /&gt;
* [[Glowmaps]]&lt;br /&gt;
* [[Adding custom textures to a new map]]&lt;br /&gt;
* [[Adding custom textures with normal maps]]&lt;br /&gt;
* [[Making Seamless textures]]&lt;br /&gt;
* [[How to make new textures]]&lt;br /&gt;
* [[Creating special shader maps for textures]]&lt;br /&gt;
* [http://www.leighvanderbyl.com/texturing-for-dummies/ Texturing for Dummies]&lt;br /&gt;
* [http://www.cgsociety.org/index.php/CGSFeatures/CGSFeatureSpecial/the_top_ten_tips_of_texturing Top Ten Tips of Texturing]&lt;br /&gt;
* [http://forums.cgsociety.org/showthread.php?t=373024 Hard Surface Texture Painting]&lt;br /&gt;
&lt;br /&gt;
== Scripting/Trigger tutorials ==&lt;br /&gt;
&lt;br /&gt;
=== Menu Editing - Cubescript ===&lt;br /&gt;
* [[Menu Editing|How to modify the menu]]&lt;br /&gt;
* [[Cubescript]]&lt;br /&gt;
* [[Creating easy spells]]&lt;br /&gt;
* [[Removing Editmode]]&lt;br /&gt;
* [[Adding Custom Skyboxes]]&lt;br /&gt;
&lt;br /&gt;
=== FPS Scripting ===&lt;br /&gt;
&lt;br /&gt;
* [[Creating a shop script]]&lt;br /&gt;
* [[How to make characters talk with text pop-up windows]]&lt;br /&gt;
* [[How to make characters give you quests]]&lt;br /&gt;
* [[making picked up items visible in your inventory]]&lt;br /&gt;
* [[How to make a trigger load another map]]&lt;br /&gt;
* [[Making Echoes]]&lt;br /&gt;
* [[How to make triggered elevators/platforms]]&lt;br /&gt;
* [[How to make items that can be picked up]]&lt;br /&gt;
&lt;br /&gt;
=== RPG Scripting ===&lt;br /&gt;
* [[RPG commands]]&lt;br /&gt;
* [[RPG configuration]]&lt;br /&gt;
* [[RPG script]]&lt;br /&gt;
&lt;br /&gt;
== Source Code Modifying + Recompiling ==&lt;br /&gt;
&lt;br /&gt;
* [[Compiling the source code]]&lt;br /&gt;
* [[How to get a mapsize greater than 16]]&lt;br /&gt;
* [[How to add creatures]] &lt;br /&gt;
* [[How to add more player character models]]&lt;br /&gt;
&lt;br /&gt;
== Multiplayer tutorials ==&lt;br /&gt;
&lt;br /&gt;
* [[How to host a coop edit session over the internet]]&lt;br /&gt;
* [[How to host a persistent world in Sandbox over the internet]]&lt;br /&gt;
* [[How to monitor your dedicated server without being in it]]&lt;br /&gt;
&lt;br /&gt;
== Unsorted tutorials ==&lt;br /&gt;
* [[Transferring your Map to a new version of Sandbox]] &lt;br /&gt;
* [[How to save a map properly]]&lt;br /&gt;
* [[How to add projectiles to your game]]&lt;br /&gt;
* [[How to automatically save your map every x number of minutes]]&lt;br /&gt;
&lt;br /&gt;
== Sandbox Related ==&lt;br /&gt;
=== Within Sandbox ===&lt;br /&gt;
* [[Guide to a good game]]&lt;br /&gt;
* [[Customizing Sandbox]]&lt;br /&gt;
* [[Adding custom songs to Sandbox]]&lt;br /&gt;
* [[Preparing your map for uploading]]&lt;br /&gt;
* [[Using Cullart]]&lt;br /&gt;
* [[How to capture screen shots and videos]]&lt;br /&gt;
* [[How to set up Sandbox for commercial use]]&lt;br /&gt;
&lt;br /&gt;
=== Outside of Sandbox ===&lt;br /&gt;
* [[Licensing]]&lt;br /&gt;
* [[Tips on creating content]]&lt;br /&gt;
* [[Models Vs. Geometry]]&lt;br /&gt;
* [http://forum.sandboxgamemaker.com/viewtopic.php?f=24&amp;amp;t=1493 Copyrighting your content]&lt;br /&gt;
&lt;br /&gt;
=== Maptitle and authors ===&lt;br /&gt;
* [[How to add map title and author]]&lt;br /&gt;
* [[How to change color of text in maps welcome message]]&lt;br /&gt;
&lt;br /&gt;
== Meta-Sandbox ==&lt;br /&gt;
* [[How to contribute to Platinum Arts Sandbox]]&lt;br /&gt;
* [[Where to find inspiration]]&lt;br /&gt;
* [[Editing the wiki]]&lt;br /&gt;
&lt;br /&gt;
* [[Creators of these tutorials]]&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Custom_Content_Websites&amp;diff=1902</id>
		<title>Custom Content Websites</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Custom_Content_Websites&amp;diff=1902"/>
				<updated>2012-10-14T01:58:08Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
*Before you attempt to make your own content for Sandbox, it&amp;#039;s a good idea to look around and see if there&amp;#039;s something else that is close enough to what you want. This saves you a lot of time and effort in trying to create good, high-quality working content. This is a list of some sites that may help you find what you want. In addition to this list, you can check out the list [http://freegamedev.net/wiki/Free_3D_and_2D_art_and_audio_resources here] to find even more resources. &amp;lt;b&amp;gt; Please note that these sites may not be appropriate for children. &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==General Content (Includes multiple categories of content)==&lt;br /&gt;
*http://www.opengameart.org&lt;br /&gt;
*http://www.psionic3d.co.uk/&lt;br /&gt;
*http://www.dougturner.net/blendersite/index.html&lt;br /&gt;
*http://www.turbosquid.com/Search/?max_price=0&amp;amp; (make sure what you want is free)&lt;br /&gt;
&lt;br /&gt;
==3D Content==&lt;br /&gt;
*First see [http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Sources_of_free_3D_models here] and [http://www.hongkiat.com/blog/60-excellent-free-3d-model-websites/ here], other lists of free 3D content sites.&lt;br /&gt;
*http://www.blender-models.com/&lt;br /&gt;
*http://www.blendswap.com/&lt;br /&gt;
*http://www.katorlegaz.com/3d_models/&lt;br /&gt;
*http://blender-archi.tuxfamily.org/Models&lt;br /&gt;
*http://www.3dmodelfree.com/&lt;br /&gt;
*http://thefree3dmodels.com/&lt;br /&gt;
&lt;br /&gt;
==2D Content==&lt;br /&gt;
*http://www.iconspedia.com/&lt;br /&gt;
*http://www.public-domain-image.com/&lt;br /&gt;
*http://www.imageafter.com/&lt;br /&gt;
*http://www.texturemate.com/&lt;br /&gt;
*http://www.deviantart.com&lt;br /&gt;
&lt;br /&gt;
==Audio Content==&lt;br /&gt;
*http://www.pacdv.com/sounds/index.html&lt;br /&gt;
*http://www.flashkit.com/loops/&lt;br /&gt;
*http://www.partnersinrhyme.com/pir/PIRsfx.shtml&lt;br /&gt;
*http://incompetech.com/&lt;br /&gt;
*http://www.freesound.org/&lt;br /&gt;
*http://www.jamendo.com/en/&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Custom_Content_Websites&amp;diff=1901</id>
		<title>Custom Content Websites</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Custom_Content_Websites&amp;diff=1901"/>
				<updated>2012-10-14T01:52:39Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: /* 2D Content */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
*Before you attempt to make your own content for Sandbox, it&amp;#039;s a good idea to look around and see if there&amp;#039;s something else that is close enough to what you want. This saves you a lot of time and effort in trying to create good, high-quality working content. This is a list of some sites that may help you find what you want. In addition to this list, you can check out http://freegamedev.net/wiki/Free_3D_and_2D_art_and_audio_resources to find even more resources. &amp;lt;b&amp;gt; Please note that these sites may not be appropriate for children. &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==General Content (Includes multiple categories of content)==&lt;br /&gt;
*http://www.opengameart.org&lt;br /&gt;
*http://www.psionic3d.co.uk/&lt;br /&gt;
*http://www.dougturner.net/blendersite/index.html&lt;br /&gt;
*http://www.turbosquid.com/Search/?max_price=0&amp;amp; (make sure what you want is free)&lt;br /&gt;
&lt;br /&gt;
==3D Content==&lt;br /&gt;
*First see [http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Sources_of_free_3D_models here] and [http://www.hongkiat.com/blog/60-excellent-free-3d-model-websites/ here], other lists of free 3D content sites.&lt;br /&gt;
*http://www.blender-models.com/&lt;br /&gt;
*http://www.blendswap.com/&lt;br /&gt;
*http://www.katorlegaz.com/3d_models/&lt;br /&gt;
*http://blender-archi.tuxfamily.org/Models&lt;br /&gt;
*http://www.3dmodelfree.com/&lt;br /&gt;
*http://thefree3dmodels.com/&lt;br /&gt;
&lt;br /&gt;
==2D Content==&lt;br /&gt;
*http://www.iconspedia.com/&lt;br /&gt;
*http://www.public-domain-image.com/&lt;br /&gt;
*http://www.imageafter.com/&lt;br /&gt;
*http://www.texturemate.com/&lt;br /&gt;
*http://www.deviantart.com&lt;br /&gt;
&lt;br /&gt;
==Audio Content==&lt;br /&gt;
*http://www.pacdv.com/sounds/index.html&lt;br /&gt;
*http://www.flashkit.com/loops/&lt;br /&gt;
*http://www.partnersinrhyme.com/pir/PIRsfx.shtml&lt;br /&gt;
*http://incompetech.com/&lt;br /&gt;
*http://www.freesound.org/&lt;br /&gt;
*http://www.jamendo.com/en/&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Custom_Content_Websites&amp;diff=1900</id>
		<title>Custom Content Websites</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Custom_Content_Websites&amp;diff=1900"/>
				<updated>2012-10-14T01:23:51Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
*Before you attempt to make your own content for Sandbox, it&amp;#039;s a good idea to look around and see if there&amp;#039;s something else that is close enough to what you want. This saves you a lot of time and effort in trying to create good, high-quality working content. This is a list of some sites that may help you find what you want. In addition to this list, you can check out http://freegamedev.net/wiki/Free_3D_and_2D_art_and_audio_resources to find even more resources. &amp;lt;b&amp;gt; Please note that these sites may not be appropriate for children. &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==General Content (Includes multiple categories of content)==&lt;br /&gt;
*http://www.opengameart.org&lt;br /&gt;
*http://www.psionic3d.co.uk/&lt;br /&gt;
*http://www.dougturner.net/blendersite/index.html&lt;br /&gt;
*http://www.turbosquid.com/Search/?max_price=0&amp;amp; (make sure what you want is free)&lt;br /&gt;
&lt;br /&gt;
==3D Content==&lt;br /&gt;
*First see [http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/Sources_of_free_3D_models here] and [http://www.hongkiat.com/blog/60-excellent-free-3d-model-websites/ here], other lists of free 3D content sites.&lt;br /&gt;
*http://www.blender-models.com/&lt;br /&gt;
*http://www.blendswap.com/&lt;br /&gt;
*http://www.katorlegaz.com/3d_models/&lt;br /&gt;
*http://blender-archi.tuxfamily.org/Models&lt;br /&gt;
*http://www.3dmodelfree.com/&lt;br /&gt;
*http://thefree3dmodels.com/&lt;br /&gt;
&lt;br /&gt;
==2D Content==&lt;br /&gt;
*http://www.iconspedia.com/&lt;br /&gt;
*http://www.public-domain-image.com/&lt;br /&gt;
*http://imageafter.com/&lt;br /&gt;
*http://www.texturemate.com/&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
==Audio Content==&lt;br /&gt;
*http://www.pacdv.com/sounds/index.html&lt;br /&gt;
*http://www.flashkit.com/loops/&lt;br /&gt;
*http://www.partnersinrhyme.com/pir/PIRsfx.shtml&lt;br /&gt;
*http://incompetech.com/&lt;br /&gt;
*http://www.freesound.org/&lt;br /&gt;
*http://www.jamendo.com/en/&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=How_to_make_new_textures&amp;diff=1899</id>
		<title>How to make new textures</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=How_to_make_new_textures&amp;diff=1899"/>
				<updated>2012-10-14T00:55:25Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Before making your own textures, you should check out [[Custom Content Websites]] for textures. Otherwise, you can try to make your own. &lt;br /&gt;
=Using GIMP=&lt;br /&gt;
*First, download [http://www.gimp.org/downloads/ The Gimp]&lt;br /&gt;
**It isn&amp;#039;t possible to tell you how to make any texture you want in one tutorial. &lt;br /&gt;
**Instead, google how to make the texture you want in gimp, there almost certainly is a tutorial out there somewhere. You may want to try the Gimp Talk forums to begin with.&lt;br /&gt;
***With some textures, there are things you should do to them to make them more realistic, such as [http://tutorials.texturama.com/tut_dirty.html adding dirt]. Keep that in mind. &lt;br /&gt;
&lt;br /&gt;
*Then you will probably want to make it seamless.&lt;br /&gt;
**In Gimp go to &amp;#039;&amp;#039;&amp;#039;Filters → Map → Make Seamless&amp;#039;&amp;#039;&amp;#039;, and Gimp will make the texture seamless by modifying the corners.&lt;br /&gt;
&lt;br /&gt;
*An alternate way to make textures seamless can be found [http://www.coniserver.net/wiki/index.php/Seamless_Texture_Tutorial here] and a different version of the same tutorial can be found [http://www.photoshoptextures.com/texture-tutorials/seamless-textures.htm here]&lt;br /&gt;
*As for size: your texture should be 512x512 at a bare minimum. If the texture is too large within Sandbox, you can always use /vscale to fix it. Always use powers of 2 (512, 1024, 2048) for dimensions, and your textures should generally be square. &lt;br /&gt;
&lt;br /&gt;
*Now you should save it and you are done!&lt;br /&gt;
&lt;br /&gt;
*If you want, you can continue and make shader maps for your texture.&lt;br /&gt;
&lt;br /&gt;
=Using a generator=&lt;br /&gt;
*There are many great texture generators out there to use. Here&amp;#039;s a list of some good texture generators, all should be free.&lt;br /&gt;
**[http://sourceforge.net/projects/fxgen/ FXGen]&lt;br /&gt;
**[http://sourceforge.net/projects/neotextureedit/ Neo Texture Edit]&lt;br /&gt;
**[http://www.blender.org/ Blender] also has a very good texture creation program.&lt;br /&gt;
**[http://www.mapzoneeditor.com/ Allegorithmic MaPZone] is a very powerful texture creator. If the site does not load, it&amp;#039;s likely down, as it was for a few months. You may have to wait and check later.&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Custom_Content_Websites&amp;diff=1898</id>
		<title>Custom Content Websites</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Custom_Content_Websites&amp;diff=1898"/>
				<updated>2012-10-14T00:55:05Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: Created page with &amp;#039;=Overview= *Before you attempt to make your own content for Sandbox, it&amp;#039;s a good idea to look around and see if there&amp;#039;s something else that is close enough to what you want. This…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
*Before you attempt to make your own content for Sandbox, it&amp;#039;s a good idea to look around and see if there&amp;#039;s something else that is close enough to what you want. This saves you a lot of time and effort in trying to create good, high-quality working content. This is a list of some sites that may help you find what you want. &amp;lt;b&amp;gt; Please note that these sites may not be appropriate for children. &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==General Content (Includes multiple categories of content)==&lt;br /&gt;
*http://www.opengameart.org&lt;br /&gt;
*http://www.psionic3d.co.uk/&lt;br /&gt;
*http://www.dougturner.net/blendersite/index.html&lt;br /&gt;
&lt;br /&gt;
==3D Content==&lt;br /&gt;
*http://www.blender-models.com/&lt;br /&gt;
*http://www.blendswap.com/&lt;br /&gt;
*http://www.katorlegaz.com/3d_models/&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=How_to_make_new_textures&amp;diff=1897</id>
		<title>How to make new textures</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=How_to_make_new_textures&amp;diff=1897"/>
				<updated>2012-10-14T00:54:56Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Before making your own textures, you should check out &lt;br /&gt;
[[Custom Content Websites]] for textures. Otherwise, you can try to make your own. &lt;br /&gt;
=Using GIMP=&lt;br /&gt;
*First, download [http://www.gimp.org/downloads/ The Gimp]&lt;br /&gt;
**It isn&amp;#039;t possible to tell you how to make any texture you want in one tutorial. &lt;br /&gt;
**Instead, google how to make the texture you want in gimp, there almost certainly is a tutorial out there somewhere. You may want to try the Gimp Talk forums to begin with.&lt;br /&gt;
***With some textures, there are things you should do to them to make them more realistic, such as [http://tutorials.texturama.com/tut_dirty.html adding dirt]. Keep that in mind. &lt;br /&gt;
&lt;br /&gt;
*Then you will probably want to make it seamless.&lt;br /&gt;
**In Gimp go to &amp;#039;&amp;#039;&amp;#039;Filters → Map → Make Seamless&amp;#039;&amp;#039;&amp;#039;, and Gimp will make the texture seamless by modifying the corners.&lt;br /&gt;
&lt;br /&gt;
*An alternate way to make textures seamless can be found [http://www.coniserver.net/wiki/index.php/Seamless_Texture_Tutorial here] and a different version of the same tutorial can be found [http://www.photoshoptextures.com/texture-tutorials/seamless-textures.htm here]&lt;br /&gt;
*As for size: your texture should be 512x512 at a bare minimum. If the texture is too large within Sandbox, you can always use /vscale to fix it. Always use powers of 2 (512, 1024, 2048) for dimensions, and your textures should generally be square. &lt;br /&gt;
&lt;br /&gt;
*Now you should save it and you are done!&lt;br /&gt;
&lt;br /&gt;
*If you want, you can continue and make shader maps for your texture.&lt;br /&gt;
&lt;br /&gt;
=Using a generator=&lt;br /&gt;
*There are many great texture generators out there to use. Here&amp;#039;s a list of some good texture generators, all should be free.&lt;br /&gt;
**[http://sourceforge.net/projects/fxgen/ FXGen]&lt;br /&gt;
**[http://sourceforge.net/projects/neotextureedit/ Neo Texture Edit]&lt;br /&gt;
**[http://www.blender.org/ Blender] also has a very good texture creation program.&lt;br /&gt;
**[http://www.mapzoneeditor.com/ Allegorithmic MaPZone] is a very powerful texture creator. If the site does not load, it&amp;#039;s likely down, as it was for a few months. You may have to wait and check later.&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Main_Page&amp;diff=1896</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Main_Page&amp;diff=1896"/>
				<updated>2012-10-14T00:43:53Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: /* Other */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Platinum Arts Sandbox Free 3D Game Maker&amp;#039;&amp;#039;&amp;#039; is a 3D game maker based on the Cube 2 engine that allows users to quickly and easily create and edit their own worlds in game, even cooperatively. It is free, open-source, and easy to use for Kids and Adults.  Sandbox logo by [http://sashazavisha.deviantart.com/art/young-creator-120946941 sashaZavisha].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:49%;float:left;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== General information ==&lt;br /&gt;
&lt;br /&gt;
* [[Platinum Arts Sandbox|About Platinum Arts Sandbox]]&lt;br /&gt;
* [http://SandboxGameMaker.com Project homepage]&lt;br /&gt;
* [[FAQ]]&lt;br /&gt;
* [[Contact The Team]]&lt;br /&gt;
* [[cmdline arguments|Command line Arguments]]&lt;br /&gt;
* [[packaging guide|The Packaging Guide]]&lt;br /&gt;
* [[server list|List Of Sandbox Servers]]&lt;br /&gt;
&lt;br /&gt;
== Installation ==&lt;br /&gt;
* [[Installing Platinum Arts Sandbox]]&lt;br /&gt;
* [[Compiling the source code]]&lt;br /&gt;
* [[package managers|Some Notes for package managers]]&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
&lt;br /&gt;
* [[bug reports|Bug Reports]]&lt;br /&gt;
* [[Coding Style]]&lt;br /&gt;
* [[Contributing]]&lt;br /&gt;
* [[development|Obtaining the development version]]&lt;br /&gt;
* [[Todo|To do list]]&lt;br /&gt;
* [[content request| Content Request - Help us out!!]]&lt;br /&gt;
&lt;br /&gt;
== Future Projects ==&lt;br /&gt;
=== Kid Friendly RPG ===&lt;br /&gt;
&lt;br /&gt;
* [[Concept Document]]&lt;br /&gt;
* [[Brainstorming area]]&lt;br /&gt;
&lt;br /&gt;
=== Master Chef Ogro 2 ===&lt;br /&gt;
* [[Brainstorming]]&lt;br /&gt;
&lt;br /&gt;
=== Undercover Kids Game ===&lt;br /&gt;
* [[To Do List]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;width:49%;float:right;&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
&lt;br /&gt;
* [[Map Editing Basics]]&lt;br /&gt;
* [[Mapping Taboos]]&lt;br /&gt;
* [[Beginner&amp;#039;s video tutorials]]&lt;br /&gt;
* [[Good free programs for Sandbox]]&lt;br /&gt;
* [[Water Wars Guide]]&lt;br /&gt;
&lt;br /&gt;
== Advanced topics ==&lt;br /&gt;
&lt;br /&gt;
* [[Cooperative Editing]] (General Server set up)&lt;br /&gt;
* [[Cooperative Editing 2]] (Easier way using Hamachi)&lt;br /&gt;
* [[Adding Models to Sandbox]]&lt;br /&gt;
* [http://sandboxgamemaker.com/platinumartssandboxeditref.html Editing Reference Guide]&lt;br /&gt;
* [http://sauerbraten.org/docs/models.html Model Reference Guide]&lt;br /&gt;
* [[Configuration Reference Guide]]&lt;br /&gt;
* [[Cubescript]]&lt;br /&gt;
* [[Menu Editing]] ([[New menu editing|newui]])&lt;br /&gt;
* [[map_config|Map Configuration]]&lt;br /&gt;
&lt;br /&gt;
== Modules ==&lt;br /&gt;
&lt;br /&gt;
* [[FPS|FPS - First Person Shooter ]]&lt;br /&gt;
* [[RPG|RPG - Role Playing Game]]&lt;br /&gt;
* [[SSP|SSP - Side Scrolling Platformer]]&lt;br /&gt;
* [[MovieCube|MovieCube - Machinima Tool]]&lt;br /&gt;
* [[Vehicle Simulator]]&lt;br /&gt;
&lt;br /&gt;
== Tutorials ==&lt;br /&gt;
*[[Tips on Making a Good Map]]&lt;br /&gt;
*[[Tutorials List | Text Tutorials List]]&lt;br /&gt;
*[[Video Tutorials List]]&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
*[[Soundtrack]]&lt;br /&gt;
*[[PAS related websites]]&lt;br /&gt;
*[[Custom Content Websites]]&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Good_free_programs_for_Sandbox&amp;diff=1895</id>
		<title>Good free programs for Sandbox</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Good_free_programs_for_Sandbox&amp;diff=1895"/>
				<updated>2012-10-14T00:42:57Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: /* 3D Art */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==2D Art==&lt;br /&gt;
&lt;br /&gt;
*Artweaver, a 2d paint program like photoshop. It supports layers. Some texture artist like to paint on the flat 2D uv map image for textuing and other texturing usage.&lt;br /&gt;
**http://www.artweaver.de/index.php?en_version&lt;br /&gt;
&lt;br /&gt;
*Inkscape, a vector graphics editor &lt;br /&gt;
**http://inkscape.org/&lt;br /&gt;
&lt;br /&gt;
*GIMP, or the GNU Image Manipulation Program, a photo editing program that can be used for texture making. &lt;br /&gt;
**http://www.gimp.org/&lt;br /&gt;
&lt;br /&gt;
*Paint.net, a different alternative to Photoshop or the GIMP. &lt;br /&gt;
**http://www.getpaint.net/&lt;br /&gt;
&lt;br /&gt;
*NeoTextureEdit, a procedural texture generator. &lt;br /&gt;
**http://neotextureedit.sourceforge.net/&lt;br /&gt;
&lt;br /&gt;
*FXGen, another procedural generator.&lt;br /&gt;
**http://sourceforge.net/projects/fxgen/&lt;br /&gt;
&lt;br /&gt;
*Allegorithmic MaPZone, another free texture generator.&lt;br /&gt;
**http://www.mapzoneeditor.com/&lt;br /&gt;
&lt;br /&gt;
*Spiral Graphics Wood Workshop, a free texture creator which specializes in wood textures. &lt;br /&gt;
**http://www.spiralgraphics.biz/ww_overview.htm&lt;br /&gt;
&lt;br /&gt;
==3D Art==&lt;br /&gt;
*Make sure to also look at [[3D Modelling Programs]].&lt;br /&gt;
===Modelling/Animation===&lt;br /&gt;
*Wings3d, a great modeler with a outstanding uv mapper.&lt;br /&gt;
**http://www.wings3d.com/&lt;br /&gt;
&lt;br /&gt;
*Misfit Model 3D, to add bones and animations for your NPC or other models, plus to save your model as a md3 file with the animation data. be sure to get the lastest beta version&lt;br /&gt;
**http://www.misfitcode.com/misfitmodel3d/&lt;br /&gt;
&lt;br /&gt;
*CharactorFx, for adding bones and animation to your models. It&amp;#039;s a little older program but works great and saves to md2 files.&lt;br /&gt;
**http://www.insanesoftware.de/&lt;br /&gt;
&lt;br /&gt;
*Blender, a 3D modeling program with support for animation and UV texturing with a large community behind it.&lt;br /&gt;
**http://www.blender.org/&lt;br /&gt;
&lt;br /&gt;
*Arbaro, a tree generator written in Java which can export Wavefront OBJ files, which are supported by Sandbox.&lt;br /&gt;
**http://arbaro.sourceforge.net/&lt;br /&gt;
&lt;br /&gt;
*Pixologic Sculptris, a sculpting-based 3D modelling program.&lt;br /&gt;
**http://www.pixologic.com/sculptris/&lt;br /&gt;
&lt;br /&gt;
*MD3Compile, a very quick and easy converter for md2,3ds files to a md3 file. I use it for converting my static 3ds models into a md3 file plus to rebuild my 3ds model&amp;#039;s normals.&lt;br /&gt;
**http://www.quakeunity.com/file=481&lt;br /&gt;
&lt;br /&gt;
===Painting===&lt;br /&gt;
*Tattoo 3D, This was my first 3D texturing program. It great for fast texturing but limited on more powerfull functions as it a older program. Free to use for non-commerical work.&lt;br /&gt;
**http://www.terabit-software.co.uk/&lt;br /&gt;
&lt;br /&gt;
*Blacksmith 3D, You can paint your models in realtime 3D. The &amp;quot;freeware&amp;quot; 3D painter limits your export image size to 1024 x1024 which is more than enough for Sandbox&lt;br /&gt;
**http://www.blacksmith3d.com/blacksmith3D-3d-paint-software.php&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
*Notepad Plus (++), unique text tool built mainly for scripting of many different types. This can be used to edit/make CFGs in Sandbox.&lt;br /&gt;
**http://notepad-plus.sourceforge.net/uk/site.htm&lt;br /&gt;
&lt;br /&gt;
*Audacity, a program useful for editing audio or converting audio files such as mp3 wav ogg&lt;br /&gt;
**http://audacity.sourceforge.net/download/&lt;br /&gt;
&lt;br /&gt;
*Linux Multimedia Studio, a Linux AND Windows music making program.&lt;br /&gt;
**http://lmms.sourceforge.net/&lt;br /&gt;
&lt;br /&gt;
For many more free programs, look at http://sourceforge.net/ and http://portableapps.com/&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Good_free_programs_for_Sandbox&amp;diff=1894</id>
		<title>Good free programs for Sandbox</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Good_free_programs_for_Sandbox&amp;diff=1894"/>
				<updated>2012-10-14T00:40:48Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: /* 3D Modelling or Related */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==2D Art==&lt;br /&gt;
&lt;br /&gt;
*Artweaver, a 2d paint program like photoshop. It supports layers. Some texture artist like to paint on the flat 2D uv map image for textuing and other texturing usage.&lt;br /&gt;
**http://www.artweaver.de/index.php?en_version&lt;br /&gt;
&lt;br /&gt;
*Inkscape, a vector graphics editor &lt;br /&gt;
**http://inkscape.org/&lt;br /&gt;
&lt;br /&gt;
*GIMP, or the GNU Image Manipulation Program, a photo editing program that can be used for texture making. &lt;br /&gt;
**http://www.gimp.org/&lt;br /&gt;
&lt;br /&gt;
*Paint.net, a different alternative to Photoshop or the GIMP. &lt;br /&gt;
**http://www.getpaint.net/&lt;br /&gt;
&lt;br /&gt;
*NeoTextureEdit, a procedural texture generator. &lt;br /&gt;
**http://neotextureedit.sourceforge.net/&lt;br /&gt;
&lt;br /&gt;
*FXGen, another procedural generator.&lt;br /&gt;
**http://sourceforge.net/projects/fxgen/&lt;br /&gt;
&lt;br /&gt;
*Allegorithmic MaPZone, another free texture generator.&lt;br /&gt;
**http://www.mapzoneeditor.com/&lt;br /&gt;
&lt;br /&gt;
*Spiral Graphics Wood Workshop, a free texture creator which specializes in wood textures. &lt;br /&gt;
**http://www.spiralgraphics.biz/ww_overview.htm&lt;br /&gt;
&lt;br /&gt;
==3D Art==&lt;br /&gt;
===Modelling/Animation===&lt;br /&gt;
*Wings3d, a great modeler with a outstanding uv mapper.&lt;br /&gt;
**http://www.wings3d.com/&lt;br /&gt;
&lt;br /&gt;
*Misfit Model 3D, to add bones and animations for your NPC or other models, plus to save your model as a md3 file with the animation data. be sure to get the lastest beta version&lt;br /&gt;
**http://www.misfitcode.com/misfitmodel3d/&lt;br /&gt;
&lt;br /&gt;
*CharactorFx, for adding bones and animation to your models. It&amp;#039;s a little older program but works great and saves to md2 files.&lt;br /&gt;
**http://www.insanesoftware.de/&lt;br /&gt;
&lt;br /&gt;
*Blender, a 3D modeling program with support for animation and UV texturing with a large community behind it.&lt;br /&gt;
**http://www.blender.org/&lt;br /&gt;
&lt;br /&gt;
*Arbaro, a tree generator written in Java which can export Wavefront OBJ files, which are supported by Sandbox.&lt;br /&gt;
**http://arbaro.sourceforge.net/&lt;br /&gt;
&lt;br /&gt;
*Pixologic Sculptris, a sculpting-based 3D modelling program.&lt;br /&gt;
**http://www.pixologic.com/sculptris/&lt;br /&gt;
&lt;br /&gt;
*MD3Compile, a very quick and easy converter for md2,3ds files to a md3 file. I use it for converting my static 3ds models into a md3 file plus to rebuild my 3ds model&amp;#039;s normals.&lt;br /&gt;
**http://www.quakeunity.com/file=481&lt;br /&gt;
&lt;br /&gt;
===Painting===&lt;br /&gt;
*Tattoo 3D, This was my first 3D texturing program. It great for fast texturing but limited on more powerfull functions as it a older program. Free to use for non-commerical work.&lt;br /&gt;
**http://www.terabit-software.co.uk/&lt;br /&gt;
&lt;br /&gt;
*Blacksmith 3D, You can paint your models in realtime 3D. The &amp;quot;freeware&amp;quot; 3D painter limits your export image size to 1024 x1024 which is more than enough for Sandbox&lt;br /&gt;
**http://www.blacksmith3d.com/blacksmith3D-3d-paint-software.php&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
*Notepad Plus (++), unique text tool built mainly for scripting of many different types. This can be used to edit/make CFGs in Sandbox.&lt;br /&gt;
**http://notepad-plus.sourceforge.net/uk/site.htm&lt;br /&gt;
&lt;br /&gt;
*Audacity, a program useful for editing audio or converting audio files such as mp3 wav ogg&lt;br /&gt;
**http://audacity.sourceforge.net/download/&lt;br /&gt;
&lt;br /&gt;
*Linux Multimedia Studio, a Linux AND Windows music making program.&lt;br /&gt;
**http://lmms.sourceforge.net/&lt;br /&gt;
&lt;br /&gt;
For many more free programs, look at http://sourceforge.net/ and http://portableapps.com/&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	<entry>
		<id>https://www.sandboxgamemaker.com/wiki/index.php?title=Good_free_programs_for_Sandbox&amp;diff=1893</id>
		<title>Good free programs for Sandbox</title>
		<link rel="alternate" type="text/html" href="https://www.sandboxgamemaker.com/wiki/index.php?title=Good_free_programs_for_Sandbox&amp;diff=1893"/>
				<updated>2012-10-14T00:38:56Z</updated>
		
		<summary type="html">&lt;p&gt;Chocolatepie33: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==2D Art==&lt;br /&gt;
&lt;br /&gt;
*Artweaver, a 2d paint program like photoshop. It supports layers. Some texture artist like to paint on the flat 2D uv map image for textuing and other texturing usage.&lt;br /&gt;
**http://www.artweaver.de/index.php?en_version&lt;br /&gt;
&lt;br /&gt;
*Inkscape, a vector graphics editor &lt;br /&gt;
**http://inkscape.org/&lt;br /&gt;
&lt;br /&gt;
*GIMP, or the GNU Image Manipulation Program, a photo editing program that can be used for texture making. &lt;br /&gt;
**http://www.gimp.org/&lt;br /&gt;
&lt;br /&gt;
*Paint.net, a different alternative to Photoshop or the GIMP. &lt;br /&gt;
**http://www.getpaint.net/&lt;br /&gt;
&lt;br /&gt;
*NeoTextureEdit, a procedural texture generator. &lt;br /&gt;
**http://neotextureedit.sourceforge.net/&lt;br /&gt;
&lt;br /&gt;
*FXGen, another procedural generator.&lt;br /&gt;
**http://sourceforge.net/projects/fxgen/&lt;br /&gt;
&lt;br /&gt;
*Allegorithmic MaPZone, another free texture generator.&lt;br /&gt;
**http://www.mapzoneeditor.com/&lt;br /&gt;
&lt;br /&gt;
*Spiral Graphics Wood Workshop, a free texture creator which specializes in wood textures. &lt;br /&gt;
**http://www.spiralgraphics.biz/ww_overview.htm&lt;br /&gt;
&lt;br /&gt;
==3D Modelling or Related==&lt;br /&gt;
*Wings3d, a great modeler with a outstanding uv mapper.&lt;br /&gt;
**http://www.wings3d.com/&lt;br /&gt;
&lt;br /&gt;
*Tattoo 3D, This was my first 3D texturing program. It great for fast texturing but limited on more powerfull functions as it a older program. Free to use for non-commerical work.&lt;br /&gt;
**http://www.terabit-software.co.uk/&lt;br /&gt;
&lt;br /&gt;
*Blacksmith 3D, You can paint your models in realtime 3D. The &amp;quot;freeware&amp;quot; 3D painter limits your export image size to 1024 x1024 which is more than enough for Sandbox&lt;br /&gt;
**http://www.blacksmith3d.com/blacksmith3D-3d-paint-software.php&lt;br /&gt;
&lt;br /&gt;
*Misfit Model 3D, to add bones and animations for your NPC or other models, plus to save your model as a md3 file with the animation data. be sure to get the lastest beta version&lt;br /&gt;
**http://www.misfitcode.com/misfitmodel3d/&lt;br /&gt;
&lt;br /&gt;
*CharactorFx, for adding bones and animation to your models. It&amp;#039;s a little older program but works great and saves to md2 files.&lt;br /&gt;
**http://www.insanesoftware.de/&lt;br /&gt;
&lt;br /&gt;
*MD3Compile, a very quick and easy converter for md2,3ds files to a md3 file. I use it for converting my static 3ds models into a md3 file plus to rebuild my 3ds model&amp;#039;s normals.&lt;br /&gt;
**http://www.quakeunity.com/file=481&lt;br /&gt;
&lt;br /&gt;
*Blender, a 3D modeling program with support for animation and UV texturing with a large community behind it.&lt;br /&gt;
**http://www.blender.org/&lt;br /&gt;
&lt;br /&gt;
*Arbaro, a tree generator written in Java which can export Wavefront OBJ files, which are supported by Sandbox.&lt;br /&gt;
**http://arbaro.sourceforge.net/&lt;br /&gt;
&lt;br /&gt;
*Pixologic Sculptris, a sculpting-based 3D modelling program.&lt;br /&gt;
**http://www.pixologic.com/sculptris/&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
*Notepad Plus (++), unique text tool built mainly for scripting of many different types. This can be used to edit/make CFGs in Sandbox.&lt;br /&gt;
**http://notepad-plus.sourceforge.net/uk/site.htm&lt;br /&gt;
&lt;br /&gt;
*Audacity, a program useful for editing audio or converting audio files such as mp3 wav ogg&lt;br /&gt;
**http://audacity.sourceforge.net/download/&lt;br /&gt;
&lt;br /&gt;
*Linux Multimedia Studio, a Linux AND Windows music making program.&lt;br /&gt;
**http://lmms.sourceforge.net/&lt;br /&gt;
&lt;br /&gt;
For many more free programs, look at http://sourceforge.net/ and http://portableapps.com/&lt;/div&gt;</summary>
		<author><name>Chocolatepie33</name></author>	</entry>

	</feed>