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	<updated>2026-11-08T18:09:33Z</updated>
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	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Custom_Unit_Icons&amp;diff=5249</id>
		<title>Custom Unit Icons</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Custom_Unit_Icons&amp;diff=5249"/>
		<updated>2006-08-23T10:53:07Z</updated>

		<summary type="html">&lt;p&gt;Colorblind: /* About */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Custom Unit Icons==&lt;br /&gt;
&lt;br /&gt;
[[Image:Minimap icons.jpg]]&lt;br /&gt;
&lt;br /&gt;
===About===&lt;br /&gt;
&lt;br /&gt;
On the minimap the units are displayed as icons, which also appear when you zoom out. Mod developers can set icons for different types of units (such as in the picture above, with different icons for land, air, sea, and commanders), or go so far as to give every unit its own icon.&lt;br /&gt;
&lt;br /&gt;
The different types icons will be shown for friendly units, and enemy units within Line Of Sight. For enemy units in radar range Spring will use the &#039;default&#039; icon.&lt;br /&gt;
&lt;br /&gt;
===How to specify different types of icons===&lt;br /&gt;
&lt;br /&gt;
The custom icons specification, gamedata/icontypes.tdf, should look like this:&lt;br /&gt;
&lt;br /&gt;
 [icontypes]&lt;br /&gt;
 {&lt;br /&gt;
 	[default]&lt;br /&gt;
 	{&lt;br /&gt;
 		// Spring replaces missing or incorrect bitmaps by the radar dot. &lt;br /&gt;
 		size=1;&lt;br /&gt;
 		radiusadjust=1;&lt;br /&gt;
 		distance=1;&lt;br /&gt;
 	}&lt;br /&gt;
 	[type1]&lt;br /&gt;
 	{&lt;br /&gt;
 		bitmap=icons/type1.bmp;&lt;br /&gt;
 		size=2;&lt;br /&gt;
 		radiusadjust=0;&lt;br /&gt;
 		distance=3;&lt;br /&gt;
 	}&lt;br /&gt;
 	[type2]&lt;br /&gt;
 	{&lt;br /&gt;
 		bitmap=icons/type2.bmp;&lt;br /&gt;
 		size=2;&lt;br /&gt;
 		radiusadjust=0;&lt;br /&gt;
 		distance=0.5;&lt;br /&gt;
 	}&lt;br /&gt;
 	// other type definitions may follow &lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;bitmap&#039;&#039;&#039; is the location of the custom icon bitmap. If it is missing or incorrect, Spring replaces it with the standard radar dot. The bitmap will get blended with the team color, so there is no special team color channel.&lt;br /&gt;
In order to look nice, the bitmap will need to have an alpha channel for transparancy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;size&#039;&#039;&#039; is a number that acts as multiplier for the icon size. The bigger the number, the bigger the icon will be. Default is 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;radiusadjust&#039;&#039;&#039; is a boolean (0 or 1) that tells Spring whether or not the icon should scale with the unit radius. Default is 0 (false).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;distance&#039;&#039;&#039; is a number that acts as a multiplier for the distance at which the unit will show up as an icon. The bigger the number, the further away the camera has to be from the unit for it to turn into an icon. Default is 1.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;default&amp;quot; icon type is a bit special; every unit that misses an &#039;iconType&#039; tag (see below) or has one that doesn&#039;t match a type specified in gamedate/icontypes.tdf gets assigned to the &amp;quot;default&amp;quot; type. If the &amp;quot;default&amp;quot; type is not specified, Spring will create it with the default values.&lt;br /&gt;
&lt;br /&gt;
Furthermore, enemy units that are within radar range, but not in your Line Of Sight, will be shown as the default icon. Thus if there is a bitmap specified for the &amp;quot;default&amp;quot; icon type it will override the standard radar blip.&lt;br /&gt;
&lt;br /&gt;
=== How to assign icon types to units ===&lt;br /&gt;
&lt;br /&gt;
To assign units to a specific icon type, add the following line to their FBI file:&lt;br /&gt;
&lt;br /&gt;
 iconType=type1;&lt;br /&gt;
&lt;br /&gt;
You can replace &amp;quot;type1&amp;quot; with icontypes defined in gamedata/icontypes.tdf. If the tag &amp;quot;iconType&amp;quot; is missing, Spring sets it to the icontype &amp;quot;default&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Example files===&lt;br /&gt;
&lt;br /&gt;
You can grab &lt;br /&gt;
http://teake.home.fmf.nl/temp/unit_icons.zip&lt;br /&gt;
as a starting set for unit icons.&lt;br /&gt;
&lt;br /&gt;
The screenshot above was taken using these icons.&lt;/div&gt;</summary>
		<author><name>Colorblind</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Custom_Unit_Icons&amp;diff=5248</id>
		<title>Custom Unit Icons</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Custom_Unit_Icons&amp;diff=5248"/>
		<updated>2006-08-11T11:42:20Z</updated>

		<summary type="html">&lt;p&gt;Colorblind: /* About */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Custom Unit Icons==&lt;br /&gt;
&lt;br /&gt;
[[Image:Minimap icons.jpg]]&lt;br /&gt;
&lt;br /&gt;
===About===&lt;br /&gt;
&lt;br /&gt;
On the minimap the units are displayed as icons, which also appear when you zoom out. The default icon is the radar blip, but mod developers have the ability to assign different icons to units. The custom icon information is stored in gamedata/icontypes.tdf.&lt;br /&gt;
&lt;br /&gt;
===How to specify different types of icons===&lt;br /&gt;
&lt;br /&gt;
The custom icons specification, gamedata/icontypes.tdf, should look like this:&lt;br /&gt;
&lt;br /&gt;
 [icontypes]&lt;br /&gt;
 {&lt;br /&gt;
 	[default]&lt;br /&gt;
 	{&lt;br /&gt;
 		// Spring replaces missing or incorrect bitmaps by the radar dot. &lt;br /&gt;
 		size=1;&lt;br /&gt;
 		radiusadjust=1;&lt;br /&gt;
 		distance=1;&lt;br /&gt;
 	}&lt;br /&gt;
 	[type1]&lt;br /&gt;
 	{&lt;br /&gt;
 		bitmap=icons/type1.bmp;&lt;br /&gt;
 		size=2;&lt;br /&gt;
 		radiusadjust=0;&lt;br /&gt;
 		distance=3;&lt;br /&gt;
 	}&lt;br /&gt;
 	[type2]&lt;br /&gt;
 	{&lt;br /&gt;
 		bitmap=icons/type2.bmp;&lt;br /&gt;
 		size=2;&lt;br /&gt;
 		radiusadjust=0;&lt;br /&gt;
 		distance=0.5;&lt;br /&gt;
 	}&lt;br /&gt;
 	// other type definitions may follow &lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;bitmap&#039;&#039;&#039; is the location of the custom icon bitmap. If it is missing or incorrect, Spring replaces it with the standard radar dot. The bitmap will get blended with the team color, so there is no special team color channel.&lt;br /&gt;
In order to look nice, the bitmap will need to have an alpha channel for transparancy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;size&#039;&#039;&#039; is a number that acts as multiplier for the icon size. The bigger the number, the bigger the icon will be. Default is 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;radiusadjust&#039;&#039;&#039; is a boolean (0 or 1) that tells Spring whether or not the icon should scale with the unit radius. Default is 0 (false).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;distance&#039;&#039;&#039; is a number that acts as a multiplier for the distance at which the unit will show up as an icon. The bigger the number, the further away the camera has to be from the unit for it to turn into an icon. Default is 1.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;default&amp;quot; icon type is a bit special; every unit that misses an &#039;iconType&#039; tag (see below) or has one that doesn&#039;t match a type specified in gamedate/icontypes.tdf gets assigned to the &amp;quot;default&amp;quot; type. If the &amp;quot;default&amp;quot; type is not specified, Spring will create it with the default values.&lt;br /&gt;
&lt;br /&gt;
Furthermore, enemy units that are within radar range, but not in your Line Of Sight, will be shown as the default icon. Thus if there is a bitmap specified for the &amp;quot;default&amp;quot; icon type it will override the standard radar blip.&lt;br /&gt;
&lt;br /&gt;
=== How to assign icon types to units ===&lt;br /&gt;
&lt;br /&gt;
To assign units to a specific icon type, add the following line to their FBI file:&lt;br /&gt;
&lt;br /&gt;
 iconType=type1;&lt;br /&gt;
&lt;br /&gt;
You can replace &amp;quot;type1&amp;quot; with icontypes defined in gamedata/icontypes.tdf. If the tag &amp;quot;iconType&amp;quot; is missing, Spring sets it to the icontype &amp;quot;default&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Example files===&lt;br /&gt;
&lt;br /&gt;
You can grab &lt;br /&gt;
http://teake.home.fmf.nl/temp/unit_icons.zip&lt;br /&gt;
as a starting set for unit icons.&lt;br /&gt;
&lt;br /&gt;
The screenshot above was taken using these icons.&lt;/div&gt;</summary>
		<author><name>Colorblind</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Custom_Unit_Icons&amp;diff=5247</id>
		<title>Custom Unit Icons</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Custom_Unit_Icons&amp;diff=5247"/>
		<updated>2006-08-11T11:30:42Z</updated>

		<summary type="html">&lt;p&gt;Colorblind: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Custom Unit Icons==&lt;br /&gt;
&lt;br /&gt;
[[Image:Minimap icons.jpg]]&lt;br /&gt;
&lt;br /&gt;
===About===&lt;br /&gt;
&lt;br /&gt;
When you zoom out in Spring, units will get replaced with icons. The default icon is the radar blip, but mod developers have the ability to assign different icons to units. The custom icon information is stored in gamedata/icontypes.tdf.&lt;br /&gt;
&lt;br /&gt;
===How to specify different types of icons===&lt;br /&gt;
&lt;br /&gt;
The custom icons specification, gamedata/icontypes.tdf, should look like this:&lt;br /&gt;
&lt;br /&gt;
 [icontypes]&lt;br /&gt;
 {&lt;br /&gt;
 	[default]&lt;br /&gt;
 	{&lt;br /&gt;
 		// Spring replaces missing or incorrect bitmaps by the radar dot. &lt;br /&gt;
 		size=1;&lt;br /&gt;
 		radiusadjust=1;&lt;br /&gt;
 		distance=1;&lt;br /&gt;
 	}&lt;br /&gt;
 	[type1]&lt;br /&gt;
 	{&lt;br /&gt;
 		bitmap=icons/type1.bmp;&lt;br /&gt;
 		size=2;&lt;br /&gt;
 		radiusadjust=0;&lt;br /&gt;
 		distance=3;&lt;br /&gt;
 	}&lt;br /&gt;
 	[type2]&lt;br /&gt;
 	{&lt;br /&gt;
 		bitmap=icons/type2.bmp;&lt;br /&gt;
 		size=2;&lt;br /&gt;
 		radiusadjust=0;&lt;br /&gt;
 		distance=0.5;&lt;br /&gt;
 	}&lt;br /&gt;
 	// other type definitions may follow &lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;bitmap&#039;&#039;&#039; is the location of the custom icon bitmap. If it is missing or incorrect, Spring replaces it with the standard radar dot. The bitmap will get blended with the team color, so there is no special team color channel.&lt;br /&gt;
In order to look nice, the bitmap will need to have an alpha channel for transparancy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;size&#039;&#039;&#039; is a number that acts as multiplier for the icon size. The bigger the number, the bigger the icon will be. Default is 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;radiusadjust&#039;&#039;&#039; is a boolean (0 or 1) that tells Spring whether or not the icon should scale with the unit radius. Default is 0 (false).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;distance&#039;&#039;&#039; is a number that acts as a multiplier for the distance at which the unit will show up as an icon. The bigger the number, the further away the camera has to be from the unit for it to turn into an icon. Default is 1.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;default&amp;quot; icon type is a bit special; every unit that misses an &#039;iconType&#039; tag (see below) or has one that doesn&#039;t match a type specified in gamedate/icontypes.tdf gets assigned to the &amp;quot;default&amp;quot; type. If the &amp;quot;default&amp;quot; type is not specified, Spring will create it with the default values.&lt;br /&gt;
&lt;br /&gt;
Furthermore, enemy units that are within radar range, but not in your Line Of Sight, will be shown as the default icon. Thus if there is a bitmap specified for the &amp;quot;default&amp;quot; icon type it will override the standard radar blip.&lt;br /&gt;
&lt;br /&gt;
=== How to assign icon types to units ===&lt;br /&gt;
&lt;br /&gt;
To assign units to a specific icon type, add the following line to their FBI file:&lt;br /&gt;
&lt;br /&gt;
 iconType=type1;&lt;br /&gt;
&lt;br /&gt;
You can replace &amp;quot;type1&amp;quot; with icontypes defined in gamedata/icontypes.tdf. If the tag &amp;quot;iconType&amp;quot; is missing, Spring sets it to the icontype &amp;quot;default&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Example files===&lt;br /&gt;
&lt;br /&gt;
You can grab &lt;br /&gt;
http://teake.home.fmf.nl/temp/unit_icons.zip&lt;br /&gt;
as a starting set for unit icons.&lt;br /&gt;
&lt;br /&gt;
The screenshot above was taken using these icons.&lt;/div&gt;</summary>
		<author><name>Colorblind</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Custom_Unit_Icons&amp;diff=5246</id>
		<title>Custom Unit Icons</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Custom_Unit_Icons&amp;diff=5246"/>
		<updated>2006-08-11T11:29:31Z</updated>

		<summary type="html">&lt;p&gt;Colorblind: /* Example files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Custom Unit Icons==&lt;br /&gt;
&lt;br /&gt;
===About===&lt;br /&gt;
&lt;br /&gt;
When you zoom out in Spring, units will get replaced with icons. The default icon is the radar blip, but mod developers have the ability to assign different icons to units. The custom icon information is stored in gamedata/icontypes.tdf.&lt;br /&gt;
&lt;br /&gt;
===How to specify different types of icons===&lt;br /&gt;
&lt;br /&gt;
The custom icons specification, gamedata/icontypes.tdf, should look like this:&lt;br /&gt;
&lt;br /&gt;
 [icontypes]&lt;br /&gt;
 {&lt;br /&gt;
 	[default]&lt;br /&gt;
 	{&lt;br /&gt;
 		// Spring replaces missing or incorrect bitmaps by the radar dot. &lt;br /&gt;
 		size=1;&lt;br /&gt;
 		radiusadjust=1;&lt;br /&gt;
 		distance=1;&lt;br /&gt;
 	}&lt;br /&gt;
 	[type1]&lt;br /&gt;
 	{&lt;br /&gt;
 		bitmap=icons/type1.bmp;&lt;br /&gt;
 		size=2;&lt;br /&gt;
 		radiusadjust=0;&lt;br /&gt;
 		distance=3;&lt;br /&gt;
 	}&lt;br /&gt;
 	[type2]&lt;br /&gt;
 	{&lt;br /&gt;
 		bitmap=icons/type2.bmp;&lt;br /&gt;
 		size=2;&lt;br /&gt;
 		radiusadjust=0;&lt;br /&gt;
 		distance=0.5;&lt;br /&gt;
 	}&lt;br /&gt;
 	// other type definitions may follow &lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;bitmap&#039;&#039;&#039; is the location of the custom icon bitmap. If it is missing or incorrect, Spring replaces it with the standard radar dot. The bitmap will get blended with the team color, so there is no special team color channel.&lt;br /&gt;
In order to look nice, the bitmap will need to have an alpha channel for transparancy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;size&#039;&#039;&#039; is a number that acts as multiplier for the icon size. The bigger the number, the bigger the icon will be. Default is 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;radiusadjust&#039;&#039;&#039; is a boolean (0 or 1) that tells Spring whether or not the icon should scale with the unit radius. Default is 0 (false).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;distance&#039;&#039;&#039; is a number that acts as a multiplier for the distance at which the unit will show up as an icon. The bigger the number, the further away the camera has to be from the unit for it to turn into an icon. Default is 1.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;default&amp;quot; icon type is a bit special; every unit that misses an &#039;iconType&#039; tag (see below) or has one that doesn&#039;t match a type specified in gamedate/icontypes.tdf gets assigned to the &amp;quot;default&amp;quot; type. If the &amp;quot;default&amp;quot; type is not specified, Spring will create it with the default values.&lt;br /&gt;
&lt;br /&gt;
Furthermore, enemy units that are within radar range, but not in your Line Of Sight, will be shown as the default icon. Thus if there is a bitmap specified for the &amp;quot;default&amp;quot; icon type it will override the standard radar blip.&lt;br /&gt;
&lt;br /&gt;
=== How to assign icon types to units ===&lt;br /&gt;
&lt;br /&gt;
To assign units to a specific icon type, add the following line to their FBI file:&lt;br /&gt;
&lt;br /&gt;
 iconType=type1;&lt;br /&gt;
&lt;br /&gt;
You can replace &amp;quot;type1&amp;quot; with icontypes defined in gamedata/icontypes.tdf. If the tag &amp;quot;iconType&amp;quot; is missing, Spring sets it to the icontype &amp;quot;default&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Example files===&lt;br /&gt;
&lt;br /&gt;
You can grab &lt;br /&gt;
http://teake.home.fmf.nl/temp/unit_icons.zip&lt;br /&gt;
as a starting set for unit icons.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how it might look on the minimap:&lt;br /&gt;
&lt;br /&gt;
[[Image:Minimap icons.jpg]]&lt;/div&gt;</summary>
		<author><name>Colorblind</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:Minimap_icons.jpg&amp;diff=21950</id>
		<title>File:Minimap icons.jpg</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=File:Minimap_icons.jpg&amp;diff=21950"/>
		<updated>2006-08-11T11:28:38Z</updated>

		<summary type="html">&lt;p&gt;Colorblind: Unit icons on the minimap&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unit icons on the minimap&lt;/div&gt;</summary>
		<author><name>Colorblind</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Custom_Unit_Icons&amp;diff=5245</id>
		<title>Custom Unit Icons</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Custom_Unit_Icons&amp;diff=5245"/>
		<updated>2006-08-11T11:26:36Z</updated>

		<summary type="html">&lt;p&gt;Colorblind: /* Example files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Custom Unit Icons==&lt;br /&gt;
&lt;br /&gt;
===About===&lt;br /&gt;
&lt;br /&gt;
When you zoom out in Spring, units will get replaced with icons. The default icon is the radar blip, but mod developers have the ability to assign different icons to units. The custom icon information is stored in gamedata/icontypes.tdf.&lt;br /&gt;
&lt;br /&gt;
===How to specify different types of icons===&lt;br /&gt;
&lt;br /&gt;
The custom icons specification, gamedata/icontypes.tdf, should look like this:&lt;br /&gt;
&lt;br /&gt;
 [icontypes]&lt;br /&gt;
 {&lt;br /&gt;
 	[default]&lt;br /&gt;
 	{&lt;br /&gt;
 		// Spring replaces missing or incorrect bitmaps by the radar dot. &lt;br /&gt;
 		size=1;&lt;br /&gt;
 		radiusadjust=1;&lt;br /&gt;
 		distance=1;&lt;br /&gt;
 	}&lt;br /&gt;
 	[type1]&lt;br /&gt;
 	{&lt;br /&gt;
 		bitmap=icons/type1.bmp;&lt;br /&gt;
 		size=2;&lt;br /&gt;
 		radiusadjust=0;&lt;br /&gt;
 		distance=3;&lt;br /&gt;
 	}&lt;br /&gt;
 	[type2]&lt;br /&gt;
 	{&lt;br /&gt;
 		bitmap=icons/type2.bmp;&lt;br /&gt;
 		size=2;&lt;br /&gt;
 		radiusadjust=0;&lt;br /&gt;
 		distance=0.5;&lt;br /&gt;
 	}&lt;br /&gt;
 	// other type definitions may follow &lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;bitmap&#039;&#039;&#039; is the location of the custom icon bitmap. If it is missing or incorrect, Spring replaces it with the standard radar dot. The bitmap will get blended with the team color, so there is no special team color channel.&lt;br /&gt;
In order to look nice, the bitmap will need to have an alpha channel for transparancy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;size&#039;&#039;&#039; is a number that acts as multiplier for the icon size. The bigger the number, the bigger the icon will be. Default is 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;radiusadjust&#039;&#039;&#039; is a boolean (0 or 1) that tells Spring whether or not the icon should scale with the unit radius. Default is 0 (false).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;distance&#039;&#039;&#039; is a number that acts as a multiplier for the distance at which the unit will show up as an icon. The bigger the number, the further away the camera has to be from the unit for it to turn into an icon. Default is 1.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;default&amp;quot; icon type is a bit special; every unit that misses an &#039;iconType&#039; tag (see below) or has one that doesn&#039;t match a type specified in gamedate/icontypes.tdf gets assigned to the &amp;quot;default&amp;quot; type. If the &amp;quot;default&amp;quot; type is not specified, Spring will create it with the default values.&lt;br /&gt;
&lt;br /&gt;
Furthermore, enemy units that are within radar range, but not in your Line Of Sight, will be shown as the default icon. Thus if there is a bitmap specified for the &amp;quot;default&amp;quot; icon type it will override the standard radar blip.&lt;br /&gt;
&lt;br /&gt;
=== How to assign icon types to units ===&lt;br /&gt;
&lt;br /&gt;
To assign units to a specific icon type, add the following line to their FBI file:&lt;br /&gt;
&lt;br /&gt;
 iconType=type1;&lt;br /&gt;
&lt;br /&gt;
You can replace &amp;quot;type1&amp;quot; with icontypes defined in gamedata/icontypes.tdf. If the tag &amp;quot;iconType&amp;quot; is missing, Spring sets it to the icontype &amp;quot;default&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Example files===&lt;br /&gt;
&lt;br /&gt;
You can grab &lt;br /&gt;
http://teake.home.fmf.nl/temp/unit_icons.zip&lt;br /&gt;
as a starting set for unit icons.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how it might look:&lt;br /&gt;
&lt;br /&gt;
TAB-zoom:&lt;br /&gt;
&lt;br /&gt;
[[Image:http://teake.home.fmf.nl/temp/icons.jpg]]&lt;br /&gt;
&lt;br /&gt;
minimap:&lt;br /&gt;
&lt;br /&gt;
[[Image:http://teake.home.fmf.nl/temp/minimap_icons.jpg]]&lt;/div&gt;</summary>
		<author><name>Colorblind</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Custom_Unit_Icons&amp;diff=5244</id>
		<title>Custom Unit Icons</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Custom_Unit_Icons&amp;diff=5244"/>
		<updated>2006-08-11T11:16:22Z</updated>

		<summary type="html">&lt;p&gt;Colorblind: /* Example files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Custom Unit Icons==&lt;br /&gt;
&lt;br /&gt;
===About===&lt;br /&gt;
&lt;br /&gt;
When you zoom out in Spring, units will get replaced with icons. The default icon is the radar blip, but mod developers have the ability to assign different icons to units. The custom icon information is stored in gamedata/icontypes.tdf.&lt;br /&gt;
&lt;br /&gt;
===How to specify different types of icons===&lt;br /&gt;
&lt;br /&gt;
The custom icons specification, gamedata/icontypes.tdf, should look like this:&lt;br /&gt;
&lt;br /&gt;
 [icontypes]&lt;br /&gt;
 {&lt;br /&gt;
 	[default]&lt;br /&gt;
 	{&lt;br /&gt;
 		// Spring replaces missing or incorrect bitmaps by the radar dot. &lt;br /&gt;
 		size=1;&lt;br /&gt;
 		radiusadjust=1;&lt;br /&gt;
 		distance=1;&lt;br /&gt;
 	}&lt;br /&gt;
 	[type1]&lt;br /&gt;
 	{&lt;br /&gt;
 		bitmap=icons/type1.bmp;&lt;br /&gt;
 		size=2;&lt;br /&gt;
 		radiusadjust=0;&lt;br /&gt;
 		distance=3;&lt;br /&gt;
 	}&lt;br /&gt;
 	[type2]&lt;br /&gt;
 	{&lt;br /&gt;
 		bitmap=icons/type2.bmp;&lt;br /&gt;
 		size=2;&lt;br /&gt;
 		radiusadjust=0;&lt;br /&gt;
 		distance=0.5;&lt;br /&gt;
 	}&lt;br /&gt;
 	// other type definitions may follow &lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;bitmap&#039;&#039;&#039; is the location of the custom icon bitmap. If it is missing or incorrect, Spring replaces it with the standard radar dot. The bitmap will get blended with the team color, so there is no special team color channel.&lt;br /&gt;
In order to look nice, the bitmap will need to have an alpha channel for transparancy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;size&#039;&#039;&#039; is a number that acts as multiplier for the icon size. The bigger the number, the bigger the icon will be. Default is 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;radiusadjust&#039;&#039;&#039; is a boolean (0 or 1) that tells Spring whether or not the icon should scale with the unit radius. Default is 0 (false).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;distance&#039;&#039;&#039; is a number that acts as a multiplier for the distance at which the unit will show up as an icon. The bigger the number, the further away the camera has to be from the unit for it to turn into an icon. Default is 1.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;default&amp;quot; icon type is a bit special; every unit that misses an &#039;iconType&#039; tag (see below) or has one that doesn&#039;t match a type specified in gamedate/icontypes.tdf gets assigned to the &amp;quot;default&amp;quot; type. If the &amp;quot;default&amp;quot; type is not specified, Spring will create it with the default values.&lt;br /&gt;
&lt;br /&gt;
Furthermore, enemy units that are within radar range, but not in your Line Of Sight, will be shown as the default icon. Thus if there is a bitmap specified for the &amp;quot;default&amp;quot; icon type it will override the standard radar blip.&lt;br /&gt;
&lt;br /&gt;
=== How to assign icon types to units ===&lt;br /&gt;
&lt;br /&gt;
To assign units to a specific icon type, add the following line to their FBI file:&lt;br /&gt;
&lt;br /&gt;
 iconType=type1;&lt;br /&gt;
&lt;br /&gt;
You can replace &amp;quot;type1&amp;quot; with icontypes defined in gamedata/icontypes.tdf. If the tag &amp;quot;iconType&amp;quot; is missing, Spring sets it to the icontype &amp;quot;default&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Example files===&lt;br /&gt;
&lt;br /&gt;
You can grab &lt;br /&gt;
http://teake.home.fmf.nl/temp/unit_icons.zip&lt;br /&gt;
as a starting set for unit icons.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how it might look:&lt;br /&gt;
&lt;br /&gt;
TAB-zoom:&lt;br /&gt;
[[http://teake.home.fmf.nl/temp/icons.jpg]]&lt;br /&gt;
minimap:&lt;br /&gt;
[[http://teake.home.fmf.nl/temp/minimap_icons.jpg]]&lt;/div&gt;</summary>
		<author><name>Colorblind</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Custom_Unit_Icons&amp;diff=5243</id>
		<title>Custom Unit Icons</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Custom_Unit_Icons&amp;diff=5243"/>
		<updated>2006-08-11T11:03:37Z</updated>

		<summary type="html">&lt;p&gt;Colorblind: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Custom Unit Icons==&lt;br /&gt;
&lt;br /&gt;
===About===&lt;br /&gt;
&lt;br /&gt;
When you zoom out in Spring, units will get replaced with icons. The default icon is the radar blip, but mod developers have the ability to assign different icons to units. The custom icon information is stored in gamedata/icontypes.tdf.&lt;br /&gt;
&lt;br /&gt;
===How to specify different types of icons===&lt;br /&gt;
&lt;br /&gt;
The custom icons specification, gamedata/icontypes.tdf, should look like this:&lt;br /&gt;
&lt;br /&gt;
 [icontypes]&lt;br /&gt;
 {&lt;br /&gt;
 	[default]&lt;br /&gt;
 	{&lt;br /&gt;
 		// Spring replaces missing or incorrect bitmaps by the radar dot. &lt;br /&gt;
 		size=1;&lt;br /&gt;
 		radiusadjust=1;&lt;br /&gt;
 		distance=1;&lt;br /&gt;
 	}&lt;br /&gt;
 	[type1]&lt;br /&gt;
 	{&lt;br /&gt;
 		bitmap=icons/type1.bmp;&lt;br /&gt;
 		size=2;&lt;br /&gt;
 		radiusadjust=0;&lt;br /&gt;
 		distance=3;&lt;br /&gt;
 	}&lt;br /&gt;
 	[type2]&lt;br /&gt;
 	{&lt;br /&gt;
 		bitmap=icons/type2.bmp;&lt;br /&gt;
 		size=2;&lt;br /&gt;
 		radiusadjust=0;&lt;br /&gt;
 		distance=0.5;&lt;br /&gt;
 	}&lt;br /&gt;
 	// other type definitions may follow &lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;bitmap&#039;&#039;&#039; is the location of the custom icon bitmap. If it is missing or incorrect, Spring replaces it with the standard radar dot. The bitmap will get blended with the team color, so there is no special team color channel.&lt;br /&gt;
In order to look nice, the bitmap will need to have an alpha channel for transparancy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;size&#039;&#039;&#039; is a number that acts as multiplier for the icon size. The bigger the number, the bigger the icon will be. Default is 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;radiusadjust&#039;&#039;&#039; is a boolean (0 or 1) that tells Spring whether or not the icon should scale with the unit radius. Default is 0 (false).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;distance&#039;&#039;&#039; is a number that acts as a multiplier for the distance at which the unit will show up as an icon. The bigger the number, the further away the camera has to be from the unit for it to turn into an icon. Default is 1.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;default&amp;quot; icon type is a bit special; every unit that misses an &#039;iconType&#039; tag (see below) or has one that doesn&#039;t match a type specified in gamedate/icontypes.tdf gets assigned to the &amp;quot;default&amp;quot; type. If the &amp;quot;default&amp;quot; type is not specified, Spring will create it with the default values.&lt;br /&gt;
&lt;br /&gt;
Furthermore, enemy units that are within radar range, but not in your Line Of Sight, will be shown as the default icon. Thus if there is a bitmap specified for the &amp;quot;default&amp;quot; icon type it will override the standard radar blip.&lt;br /&gt;
&lt;br /&gt;
=== How to assign icon types to units ===&lt;br /&gt;
&lt;br /&gt;
To assign units to a specific icon type, add the following line to their FBI file:&lt;br /&gt;
&lt;br /&gt;
 iconType=type1;&lt;br /&gt;
&lt;br /&gt;
You can replace &amp;quot;type1&amp;quot; with icontypes defined in gamedata/icontypes.tdf. If the tag &amp;quot;iconType&amp;quot; is missing, Spring sets it to the icontype &amp;quot;default&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Example files===&lt;br /&gt;
&lt;br /&gt;
You can grab &lt;br /&gt;
http://teake.home.fmf.nl/temp/unit_icons.zip&lt;br /&gt;
as a starting set for unit icons.&lt;/div&gt;</summary>
		<author><name>Colorblind</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Custom_Unit_Icons&amp;diff=5242</id>
		<title>Custom Unit Icons</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Custom_Unit_Icons&amp;diff=5242"/>
		<updated>2006-08-10T16:24:47Z</updated>

		<summary type="html">&lt;p&gt;Colorblind: /* How to specify different types of icons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When you zoom out in Spring, units will get replaced with icons. The default icon is the radar blip, but mod developers have the ability to assign different icons to units. The custom icon information is stored in gamedata/icontypes.tdf.&lt;br /&gt;
&lt;br /&gt;
===How to specify different types of icons===&lt;br /&gt;
&lt;br /&gt;
The custom icons specification, gamedata/icontypes.tdf, should look like this:&lt;br /&gt;
&lt;br /&gt;
 [icontypes]&lt;br /&gt;
 {&lt;br /&gt;
 	[default]&lt;br /&gt;
 	{&lt;br /&gt;
 		// Spring replaces missing or incorrect bitmaps by the radar dot. &lt;br /&gt;
 		size=1;&lt;br /&gt;
 		radiusadjust=1;&lt;br /&gt;
 		distance=1;&lt;br /&gt;
 	}&lt;br /&gt;
 	[type1]&lt;br /&gt;
 	{&lt;br /&gt;
 		bitmap=icons/type1.bmp;&lt;br /&gt;
 		size=2;&lt;br /&gt;
 		radiusadjust=0;&lt;br /&gt;
 		distance=3;&lt;br /&gt;
 	}&lt;br /&gt;
 	[type2]&lt;br /&gt;
 	{&lt;br /&gt;
 		bitmap=icons/type2.bmp;&lt;br /&gt;
 		size=2;&lt;br /&gt;
 		radiusadjust=0;&lt;br /&gt;
 		distance=0.5;&lt;br /&gt;
 	}&lt;br /&gt;
 	// other type definitions may follow &lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;bitmap&#039;&#039;&#039; is the location of the custom icon bitmap. If it is missing or incorrect, Spring replaces it with the standard radar dot. The bitmap will get blended with the team color, so there is no special team color channel.&lt;br /&gt;
In order to look nice, the bitmap will need to have an alpha channel for transparancy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;size&#039;&#039;&#039; is a number that acts as multiplier for the icon size. The bigger the number, the bigger the icon will be. Default is 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;radiusadjust&#039;&#039;&#039; is a boolean (0 or 1) that tells Spring whether or not the icon should scale with the unit radius. Default is 0 (false).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;distance&#039;&#039;&#039; is a number that acts as a multiplier for the distance at which the unit will show up as an icon. The bigger the number, the further away the camera has to be from the unit for it to turn into an icon. Default is 1.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;default&amp;quot; icon type is a bit special; every unit that misses an &#039;iconType&#039; tag (see below) or has one that doesn&#039;t match a type specified in gamedate/icontypes.tdf gets assigned to the &amp;quot;default&amp;quot; type. If the &amp;quot;default&amp;quot; type is not specified, Spring will create it with the default values.&lt;br /&gt;
&lt;br /&gt;
Furthermore, enemy units that are within radar range, but not in your Line Of Sight, will be shown as the default icon. Thus if there is a bitmap specified for the &amp;quot;default&amp;quot; icon type it will override the standard radar blip.&lt;br /&gt;
&lt;br /&gt;
== How to assign icon types to units ==&lt;br /&gt;
&lt;br /&gt;
To assign units to a specific icon type, add the following line to their FBI file:&lt;br /&gt;
&lt;br /&gt;
 iconType=type1;&lt;br /&gt;
&lt;br /&gt;
You can replace &amp;quot;type1&amp;quot; with icontypes defined in gamedata/icontypes.tdf. If the tag &amp;quot;iconType&amp;quot; is missing, Spring sets it to the icontype &amp;quot;default&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Colorblind</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Custom_Unit_Icons&amp;diff=5241</id>
		<title>Custom Unit Icons</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Custom_Unit_Icons&amp;diff=5241"/>
		<updated>2006-07-01T16:17:01Z</updated>

		<summary type="html">&lt;p&gt;Colorblind: /* Custom Unit Icons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When you zoom out in Spring, units will get replaced with icons. The default icon is the radar blip, but mod developers have the ability to assign different icons to units. The custom icon information is stored in gamedata/icontypes.tdf.&lt;br /&gt;
&lt;br /&gt;
===How to specify different types of icons===&lt;br /&gt;
&lt;br /&gt;
The custom icons specification, gamedata/icontypes.tdf, should look like this:&lt;br /&gt;
&lt;br /&gt;
 [icontypes]&lt;br /&gt;
 {&lt;br /&gt;
 	[default]&lt;br /&gt;
 	{&lt;br /&gt;
 		// Spring replaces missing or incorrect bitmaps by the radar dot. &lt;br /&gt;
 		size=1;&lt;br /&gt;
 		radiusadjust=1;&lt;br /&gt;
 		distance=1;&lt;br /&gt;
 	}&lt;br /&gt;
 	[type1]&lt;br /&gt;
 	{&lt;br /&gt;
 		bitmap=icons/type1.bmp;&lt;br /&gt;
 		size=2;&lt;br /&gt;
 		radiusadjust=0;&lt;br /&gt;
 		distance=3;&lt;br /&gt;
 	}&lt;br /&gt;
 	[type2]&lt;br /&gt;
 	{&lt;br /&gt;
 		bitmap=icons/type2.bmp;&lt;br /&gt;
 		size=2;&lt;br /&gt;
 		radiusadjust=0;&lt;br /&gt;
 		distance=0.5;&lt;br /&gt;
 	}&lt;br /&gt;
 	// other type definitions may follow &lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;bitmap&#039;&#039;&#039; is the location of the custom icon bitmap. If it is missing or incorrect, Spring replaces it with the standard radar dot. The transparent color for the bitmap is black (0,0,0). The bitmap will get blended with the team color, so there is no special team color channel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;size&#039;&#039;&#039; is a number that acts as multiplier for the icon size. The bigger the number, the bigger the icon will be. Default is 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;radiusadjust&#039;&#039;&#039; is a boolean (0 or 1) that tells Spring whether or not the icon should scale with the unit radius. Default is 0 (false).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;distance&#039;&#039;&#039; is a number that acts as a multiplier for the distance at which the unit will show up as an icon. The bigger the number, the further away the camera has to be from the unit for it to turn into an icon. Default is 1.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;default&amp;quot; icon type is a bit special; every unit that misses an &#039;iconType&#039; tag (see below) or has one that doesn&#039;t match a type specified in gamedate/icontypes.tdf gets assigned to the &amp;quot;default&amp;quot; type. If the &amp;quot;default&amp;quot; type is not specified, Spring will create it with the default values.&lt;br /&gt;
&lt;br /&gt;
Furthermore, enemy units that are within radar range, but not in your Line Of Sight, will be shown as the default icon. Thus if there is a bitmap specified for the &amp;quot;default&amp;quot; icon type it will override the standard radar blip.&lt;br /&gt;
&lt;br /&gt;
== How to assign icon types to units ==&lt;br /&gt;
&lt;br /&gt;
To assign units to a specific icon type, add the following line to their FBI file:&lt;br /&gt;
&lt;br /&gt;
 iconType=type1;&lt;br /&gt;
&lt;br /&gt;
You can replace &amp;quot;type1&amp;quot; with icontypes defined in gamedata/icontypes.tdf. If the tag &amp;quot;iconType&amp;quot; is missing, Spring sets it to the icontype &amp;quot;default&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Colorblind</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Custom_Unit_Icons&amp;diff=5240</id>
		<title>Custom Unit Icons</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Custom_Unit_Icons&amp;diff=5240"/>
		<updated>2006-07-01T16:14:07Z</updated>

		<summary type="html">&lt;p&gt;Colorblind: /* How to specify different types of icons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When you zoom out in Spring, units will get replaced with icons. The default icon is the radar blip, but mod developers have the ability to assign different icons to units. The custom icon information is stored in gamedata/icontypes.tdf.&lt;br /&gt;
&lt;br /&gt;
== Custom Unit Icons ==&lt;br /&gt;
&lt;br /&gt;
When you zoom out in Spring, units will get replaced with icons. The default icon is the radar blip, but mod developers have the ability to assign different icons to units. The custom icon information is stored in gamedata/icontypes.tdf.&lt;br /&gt;
&lt;br /&gt;
== How to assign icon types to units ==&lt;br /&gt;
&lt;br /&gt;
To assign units to a specific icon type, add the following line to their FBI file:&lt;br /&gt;
&lt;br /&gt;
 iconType=type1;&lt;br /&gt;
&lt;br /&gt;
You can replace &amp;quot;type1&amp;quot; with icontypes defined in gamedata/icontypes.tdf. If the tag &amp;quot;iconType&amp;quot; is missing, Spring sets it to the icontype &amp;quot;default&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Colorblind</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Custom_Unit_Icons&amp;diff=5239</id>
		<title>Custom Unit Icons</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Custom_Unit_Icons&amp;diff=5239"/>
		<updated>2006-07-01T16:10:09Z</updated>

		<summary type="html">&lt;p&gt;Colorblind: /* How to assign icon types to units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When you zoom out in Spring, units will get replaced with icons. The default icon is the radar blip, but mod developers have the ability to assign different icons to units. The custom icon information is stored in gamedata/icontypes.tdf.&lt;br /&gt;
&lt;br /&gt;
=== How to specify different types of icons ===&lt;br /&gt;
&lt;br /&gt;
The custom icons specification, gamedata/icontypes.tdf, should look like this:&lt;br /&gt;
&lt;br /&gt;
 [icontypes]&lt;br /&gt;
 {&lt;br /&gt;
 	[default]&lt;br /&gt;
 	{&lt;br /&gt;
 		// Spring replaces missing or incorrect bitmaps by the radar  dot.&lt;br /&gt;
 		size=1;&lt;br /&gt;
 		radiusadjust=1;&lt;br /&gt;
 		distance=1;&lt;br /&gt;
 	}&lt;br /&gt;
 	[type1]&lt;br /&gt;
 	{&lt;br /&gt;
 		bitmap=icons/type1.bmp;&lt;br /&gt;
 		size=2;&lt;br /&gt;
 		radiusadjust=0;&lt;br /&gt;
 		distance=3;&lt;br /&gt;
 	}&lt;br /&gt;
 	[type2]&lt;br /&gt;
 	{&lt;br /&gt;
 		bitmap=icons/type2.bmp;&lt;br /&gt;
 		size=2;&lt;br /&gt;
 		radiusadjust=0;&lt;br /&gt;
 		distance=0.5;&lt;br /&gt;
 	}&lt;br /&gt;
 	// other type definitions may follow&lt;br /&gt;
 &lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;bitmap&#039;&#039;&#039; is the location of the custom icon bitmap. If it is missing or incorrect, Spring replaces it with the standard radar dot. The transparent color for the bitmap is black (0,0,0). The bitmap will get blended with the team color, so there is no special team color channel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;size&#039;&#039;&#039; is a number that acts as multiplier for the icon size. The bigger the number, the bigger the icon will be. Default is 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;radiusadjust&#039;&#039;&#039; is a boolean (0 or 1) that tells Spring whether or not the icon should scale with the unit radius. Default is 0 (false).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;distance&#039;&#039;&#039; is a number that acts as a multiplier for the distance at which the unit will show up as an icon. The bigger the number, the further away the camera has to be from the unit for it to turn into an icon. Default is 1.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;default&amp;quot; icon type is a bit special; every unit that misses an &#039;iconType&#039; tag (see below) or has one that doesn&#039;t match a type specified in gamedate/icontypes.tdf gets assigned to the &amp;quot;default&amp;quot; type. If the &amp;quot;default&amp;quot; type is not specified, Spring will create it with the default values.&lt;br /&gt;
&lt;br /&gt;
Furthermore, enemy units that are within radar range, but not in your Line Of Sight, will be shown as the default icon. Thus if there is a bitmap specified for the &amp;quot;default&amp;quot; icon type it will override the standard radar blip.&lt;br /&gt;
&lt;br /&gt;
=== How to assign icon types to units ===&lt;br /&gt;
&lt;br /&gt;
To assign units to a specific icon type, add the following line to their FBI file:&lt;br /&gt;
&lt;br /&gt;
 iconType=type1;&lt;br /&gt;
&lt;br /&gt;
You can replace &amp;quot;type1&amp;quot; with icontypes defined in gamedata/icontypes.tdf. If the tag &amp;quot;iconType&amp;quot; is missing, Spring sets it to the icontype &amp;quot;default&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Colorblind</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Custom_Unit_Icons&amp;diff=5238</id>
		<title>Custom Unit Icons</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Custom_Unit_Icons&amp;diff=5238"/>
		<updated>2006-07-01T16:09:45Z</updated>

		<summary type="html">&lt;p&gt;Colorblind: /* How to specify different types of icons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When you zoom out in Spring, units will get replaced with icons. The default icon is the radar blip, but mod developers have the ability to assign different icons to units. The custom icon information is stored in gamedata/icontypes.tdf.&lt;br /&gt;
&lt;br /&gt;
=== How to specify different types of icons ===&lt;br /&gt;
&lt;br /&gt;
The custom icons specification, gamedata/icontypes.tdf, should look like this:&lt;br /&gt;
&lt;br /&gt;
 [icontypes]&lt;br /&gt;
 {&lt;br /&gt;
 	[default]&lt;br /&gt;
 	{&lt;br /&gt;
 		// Spring replaces missing or incorrect bitmaps by the radar  dot.&lt;br /&gt;
 		size=1;&lt;br /&gt;
 		radiusadjust=1;&lt;br /&gt;
 		distance=1;&lt;br /&gt;
 	}&lt;br /&gt;
 	[type1]&lt;br /&gt;
 	{&lt;br /&gt;
 		bitmap=icons/type1.bmp;&lt;br /&gt;
 		size=2;&lt;br /&gt;
 		radiusadjust=0;&lt;br /&gt;
 		distance=3;&lt;br /&gt;
 	}&lt;br /&gt;
 	[type2]&lt;br /&gt;
 	{&lt;br /&gt;
 		bitmap=icons/type2.bmp;&lt;br /&gt;
 		size=2;&lt;br /&gt;
 		radiusadjust=0;&lt;br /&gt;
 		distance=0.5;&lt;br /&gt;
 	}&lt;br /&gt;
 	// other type definitions may follow&lt;br /&gt;
 &lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;bitmap&#039;&#039;&#039; is the location of the custom icon bitmap. If it is missing or incorrect, Spring replaces it with the standard radar dot. The transparent color for the bitmap is black (0,0,0). The bitmap will get blended with the team color, so there is no special team color channel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;size&#039;&#039;&#039; is a number that acts as multiplier for the icon size. The bigger the number, the bigger the icon will be. Default is 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;radiusadjust&#039;&#039;&#039; is a boolean (0 or 1) that tells Spring whether or not the icon should scale with the unit radius. Default is 0 (false).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;distance&#039;&#039;&#039; is a number that acts as a multiplier for the distance at which the unit will show up as an icon. The bigger the number, the further away the camera has to be from the unit for it to turn into an icon. Default is 1.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;default&amp;quot; icon type is a bit special; every unit that misses an &#039;iconType&#039; tag (see below) or has one that doesn&#039;t match a type specified in gamedate/icontypes.tdf gets assigned to the &amp;quot;default&amp;quot; type. If the &amp;quot;default&amp;quot; type is not specified, Spring will create it with the default values.&lt;br /&gt;
&lt;br /&gt;
Furthermore, enemy units that are within radar range, but not in your Line Of Sight, will be shown as the default icon. Thus if there is a bitmap specified for the &amp;quot;default&amp;quot; icon type it will override the standard radar blip.&lt;br /&gt;
&lt;br /&gt;
== How to assign icon types to units ==&lt;br /&gt;
&lt;br /&gt;
To assign units to a specific icon type, add the following line to their FBI file:&lt;br /&gt;
&lt;br /&gt;
 iconType=type1;&lt;br /&gt;
&lt;br /&gt;
You can replace &amp;quot;type1&amp;quot; with icontypes defined in gamedata/icontypes.tdf. If the tag &amp;quot;iconType&amp;quot; is missing, Spring sets it to the icontype &amp;quot;default&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Colorblind</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Custom_Unit_Icons&amp;diff=5237</id>
		<title>Custom Unit Icons</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Custom_Unit_Icons&amp;diff=5237"/>
		<updated>2006-07-01T16:09:24Z</updated>

		<summary type="html">&lt;p&gt;Colorblind: /* Custom unit icons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When you zoom out in Spring, units will get replaced with icons. The default icon is the radar blip, but mod developers have the ability to assign different icons to units. The custom icon information is stored in gamedata/icontypes.tdf.&lt;br /&gt;
&lt;br /&gt;
== How to specify different types of icons ==&lt;br /&gt;
&lt;br /&gt;
The custom icons specification, gamedata/icontypes.tdf, should look like this:&lt;br /&gt;
&lt;br /&gt;
 [icontypes]&lt;br /&gt;
 {&lt;br /&gt;
 	[default]&lt;br /&gt;
 	{&lt;br /&gt;
 		// Spring replaces missing or incorrect bitmaps by the radar  dot.&lt;br /&gt;
 		size=1;&lt;br /&gt;
 		radiusadjust=1;&lt;br /&gt;
 		distance=1;&lt;br /&gt;
 	}&lt;br /&gt;
 	[type1]&lt;br /&gt;
 	{&lt;br /&gt;
 		bitmap=icons/type1.bmp;&lt;br /&gt;
 		size=2;&lt;br /&gt;
 		radiusadjust=0;&lt;br /&gt;
 		distance=3;&lt;br /&gt;
 	}&lt;br /&gt;
 	[type2]&lt;br /&gt;
 	{&lt;br /&gt;
 		bitmap=icons/type2.bmp;&lt;br /&gt;
 		size=2;&lt;br /&gt;
 		radiusadjust=0;&lt;br /&gt;
 		distance=0.5;&lt;br /&gt;
 	}&lt;br /&gt;
 	// other type definitions may follow&lt;br /&gt;
 &lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;bitmap&#039;&#039;&#039; is the location of the custom icon bitmap. If it is missing or incorrect, Spring replaces it with the standard radar dot. The transparent color for the bitmap is black (0,0,0). The bitmap will get blended with the team color, so there is no special team color channel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;size&#039;&#039;&#039; is a number that acts as multiplier for the icon size. The bigger the number, the bigger the icon will be. Default is 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;radiusadjust&#039;&#039;&#039; is a boolean (0 or 1) that tells Spring whether or not the icon should scale with the unit radius. Default is 0 (false).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;distance&#039;&#039;&#039; is a number that acts as a multiplier for the distance at which the unit will show up as an icon. The bigger the number, the further away the camera has to be from the unit for it to turn into an icon. Default is 1.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;default&amp;quot; icon type is a bit special; every unit that misses an &#039;iconType&#039; tag (see below) or has one that doesn&#039;t match a type specified in gamedate/icontypes.tdf gets assigned to the &amp;quot;default&amp;quot; type. If the &amp;quot;default&amp;quot; type is not specified, Spring will create it with the default values.&lt;br /&gt;
&lt;br /&gt;
Furthermore, enemy units that are within radar range, but not in your Line Of Sight, will be shown as the default icon. Thus if there is a bitmap specified for the &amp;quot;default&amp;quot; icon type it will override the standard radar blip.&lt;br /&gt;
&lt;br /&gt;
== How to assign icon types to units ==&lt;br /&gt;
&lt;br /&gt;
To assign units to a specific icon type, add the following line to their FBI file:&lt;br /&gt;
&lt;br /&gt;
 iconType=type1;&lt;br /&gt;
&lt;br /&gt;
You can replace &amp;quot;type1&amp;quot; with icontypes defined in gamedata/icontypes.tdf. If the tag &amp;quot;iconType&amp;quot; is missing, Spring sets it to the icontype &amp;quot;default&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Colorblind</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Custom_Unit_Icons&amp;diff=5236</id>
		<title>Custom Unit Icons</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Custom_Unit_Icons&amp;diff=5236"/>
		<updated>2006-07-01T16:09:06Z</updated>

		<summary type="html">&lt;p&gt;Colorblind: /* Custom unit icons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Custom unit icons ==&lt;br /&gt;
When you zoom out in Spring, units will get replaced with icons. The default icon is the radar blip, but mod developers have the ability to assign different icons to units. The custom icon information is stored in gamedata/icontypes.tdf.&lt;br /&gt;
&lt;br /&gt;
== How to specify different types of icons ==&lt;br /&gt;
&lt;br /&gt;
The custom icons specification, gamedata/icontypes.tdf, should look like this:&lt;br /&gt;
&lt;br /&gt;
 [icontypes]&lt;br /&gt;
 {&lt;br /&gt;
 	[default]&lt;br /&gt;
 	{&lt;br /&gt;
 		// Spring replaces missing or incorrect bitmaps by the radar  dot.&lt;br /&gt;
 		size=1;&lt;br /&gt;
 		radiusadjust=1;&lt;br /&gt;
 		distance=1;&lt;br /&gt;
 	}&lt;br /&gt;
 	[type1]&lt;br /&gt;
 	{&lt;br /&gt;
 		bitmap=icons/type1.bmp;&lt;br /&gt;
 		size=2;&lt;br /&gt;
 		radiusadjust=0;&lt;br /&gt;
 		distance=3;&lt;br /&gt;
 	}&lt;br /&gt;
 	[type2]&lt;br /&gt;
 	{&lt;br /&gt;
 		bitmap=icons/type2.bmp;&lt;br /&gt;
 		size=2;&lt;br /&gt;
 		radiusadjust=0;&lt;br /&gt;
 		distance=0.5;&lt;br /&gt;
 	}&lt;br /&gt;
 	// other type definitions may follow&lt;br /&gt;
 &lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;bitmap&#039;&#039;&#039; is the location of the custom icon bitmap. If it is missing or incorrect, Spring replaces it with the standard radar dot. The transparent color for the bitmap is black (0,0,0). The bitmap will get blended with the team color, so there is no special team color channel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;size&#039;&#039;&#039; is a number that acts as multiplier for the icon size. The bigger the number, the bigger the icon will be. Default is 1.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;radiusadjust&#039;&#039;&#039; is a boolean (0 or 1) that tells Spring whether or not the icon should scale with the unit radius. Default is 0 (false).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;distance&#039;&#039;&#039; is a number that acts as a multiplier for the distance at which the unit will show up as an icon. The bigger the number, the further away the camera has to be from the unit for it to turn into an icon. Default is 1.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;default&amp;quot; icon type is a bit special; every unit that misses an &#039;iconType&#039; tag (see below) or has one that doesn&#039;t match a type specified in gamedate/icontypes.tdf gets assigned to the &amp;quot;default&amp;quot; type. If the &amp;quot;default&amp;quot; type is not specified, Spring will create it with the default values.&lt;br /&gt;
&lt;br /&gt;
Furthermore, enemy units that are within radar range, but not in your Line Of Sight, will be shown as the default icon. Thus if there is a bitmap specified for the &amp;quot;default&amp;quot; icon type it will override the standard radar blip.&lt;br /&gt;
&lt;br /&gt;
== How to assign icon types to units ==&lt;br /&gt;
&lt;br /&gt;
To assign units to a specific icon type, add the following line to their FBI file:&lt;br /&gt;
&lt;br /&gt;
 iconType=type1;&lt;br /&gt;
&lt;br /&gt;
You can replace &amp;quot;type1&amp;quot; with icontypes defined in gamedata/icontypes.tdf. If the tag &amp;quot;iconType&amp;quot; is missing, Spring sets it to the icontype &amp;quot;default&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Colorblind</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Custom_Unit_Icons&amp;diff=5235</id>
		<title>Custom Unit Icons</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Custom_Unit_Icons&amp;diff=5235"/>
		<updated>2006-06-25T09:57:44Z</updated>

		<summary type="html">&lt;p&gt;Colorblind: /* Custom unit icons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Custom unit icons ==&lt;br /&gt;
&lt;br /&gt;
=== What are they? ===&lt;br /&gt;
When you zoom out in Spring, units will get replaced with icons. The default icon is the radar blip, but mod developers have the ability to assign different icons to units. The custom icon information is stored in gamedata/icontypes.tdf.&lt;br /&gt;
&lt;br /&gt;
=== Icontypes.tdf ===&lt;br /&gt;
&lt;br /&gt;
The custom icons specification, gamedata/icontypes.tdf, should look like this:&lt;br /&gt;
&lt;br /&gt;
 [icontypes]&lt;br /&gt;
 {&lt;br /&gt;
 	[default]&lt;br /&gt;
 	{&lt;br /&gt;
 		// Spring replaces missing or incorrect bitmaps by the radar  dot.&lt;br /&gt;
 		size=1;&lt;br /&gt;
 		radiusadjust=1;&lt;br /&gt;
 	}&lt;br /&gt;
 	[type1]&lt;br /&gt;
 	{&lt;br /&gt;
 		bitmap=icons/type1.bmp;&lt;br /&gt;
 		size=2;&lt;br /&gt;
 		radiusadjust=0;&lt;br /&gt;
 	}&lt;br /&gt;
 	[type2]&lt;br /&gt;
 	{&lt;br /&gt;
 		bitmap=icons/type2.bmp;&lt;br /&gt;
 		size=2;&lt;br /&gt;
 		radiusadjust=0;&lt;br /&gt;
 	}&lt;br /&gt;
 	// other type definitions may follow&lt;br /&gt;
 &lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&amp;quot;bitmap&amp;quot; is the location of the custom icon bitmap. If it is missing or incorrect, Spring replaces it with the standard radar dot. The transparent color for the bitmap is black (0,0,0). The bitmap will get blended with the team color, so there is no special team color channel.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;size&amp;quot; is a number that acts multiplier for the icon size. Default is 1.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;radiusadjust&amp;quot; is a boolean (0 or 1) that tells Spring whether or not the icon should scale with the unit radius. Default is 0 (false).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;default&amp;quot; icon type is a bit special; every unit that misses an &#039;iconType&#039; tag (see below) or has one that doesn&#039;t match a type specified in gamedate/icontypes.tdf gets assigned to the &amp;quot;default&amp;quot; type. If the &amp;quot;default&amp;quot; type is not specified, Spring will create it with the default values.&lt;br /&gt;
&lt;br /&gt;
=== Icon unit tag ===&lt;br /&gt;
&lt;br /&gt;
To assign units to a specific icon type, add the following line to their FBI file:&lt;br /&gt;
&lt;br /&gt;
 iconType=type1;&lt;br /&gt;
&lt;br /&gt;
You can replace &amp;quot;type1&amp;quot; with icontypes defined in gamedata/icontypes.tdf. If the tag &amp;quot;iconType&amp;quot; is missing, Spring sets it to the icontype &amp;quot;default&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Colorblind</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Custom_Unit_Icons&amp;diff=5234</id>
		<title>Custom Unit Icons</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Custom_Unit_Icons&amp;diff=5234"/>
		<updated>2006-06-24T14:21:09Z</updated>

		<summary type="html">&lt;p&gt;Colorblind: /* Custom unit icons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Custom unit icons ==&lt;br /&gt;
&lt;br /&gt;
=== What are they? ===&lt;br /&gt;
When you zoom out in Spring, units will get replaced with icons. The default icon is the radar blip, but mod developers have the ability to assign different icons to units. The custom icon information is stored in gamedata/icontypes.tdf.&lt;br /&gt;
&lt;br /&gt;
=== Icontypes.tdf ===&lt;br /&gt;
&lt;br /&gt;
The custom icons specification, gamedata/icontypes.tdf, should look like this:&lt;br /&gt;
&lt;br /&gt;
The explosion script is structured like this:&lt;br /&gt;
&lt;br /&gt;
 [icontypes]&lt;br /&gt;
 {&lt;br /&gt;
 	[default]&lt;br /&gt;
 	{&lt;br /&gt;
 		// Spring replaces missing or incorrect bitmaps by the radar  dot.&lt;br /&gt;
 		size=1;&lt;br /&gt;
 		radiusadjust=1;&lt;br /&gt;
 	}&lt;br /&gt;
 	[type1]&lt;br /&gt;
 	{&lt;br /&gt;
 		bitmap=icons/type1.bmp;&lt;br /&gt;
 		size=2;&lt;br /&gt;
 		radiusadjust=0;&lt;br /&gt;
 	}&lt;br /&gt;
 	[type2]&lt;br /&gt;
 	{&lt;br /&gt;
 		bitmap=icons/type2.bmp;&lt;br /&gt;
 		size=2;&lt;br /&gt;
 		radiusadjust=0;&lt;br /&gt;
 	}&lt;br /&gt;
 	// other type definitions may follow&lt;br /&gt;
 &lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&amp;quot;bitmap&amp;quot; is the location of the custom icon bitmap. If it is missing or incorrect, Spring replaces it with the standard radar dot. The transparent color for the bitmap is black (0,0,0).&lt;br /&gt;
&lt;br /&gt;
&amp;quot;size&amp;quot; is a number that acts multiplier for the icon size. Default is 1.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;radiusadjust&amp;quot; is a boolean (0 or 1) that tells Spring whether or not the icon should scale with the unit radius. Default is 0 (false).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;default&amp;quot; icon type is a bit special; every unit that misses an &#039;iconType&#039; tag (see below) or has one that doesn&#039;t match a type specified in gamedate/icontypes.tdf gets assigned to the &amp;quot;default&amp;quot; type. If the &amp;quot;default&amp;quot; type is not specified, Spring will create it with the default values.&lt;br /&gt;
&lt;br /&gt;
=== Icon unit tag ===&lt;br /&gt;
&lt;br /&gt;
To assign units to a specific icon type, add the following line to their FBI file:&lt;br /&gt;
&lt;br /&gt;
 iconType=type1;&lt;br /&gt;
&lt;br /&gt;
You can replace &amp;quot;type1&amp;quot; with icontypes defined in gamedata/icontypes.tdf. If the tag &amp;quot;iconType&amp;quot; is missing, Spring sets it to the icontype &amp;quot;default&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Colorblind</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Custom_Unit_Icons&amp;diff=5233</id>
		<title>Custom Unit Icons</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Custom_Unit_Icons&amp;diff=5233"/>
		<updated>2006-06-24T14:20:46Z</updated>

		<summary type="html">&lt;p&gt;Colorblind: /* Custom unit icons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Custom unit icons ==&lt;br /&gt;
&lt;br /&gt;
=== What are they? ===&lt;br /&gt;
When you zoom out in Spring, units will get replaced with icons. The default icon is the radar blip, but mod developers have the ability to assign different icons to units. The custom icon information is stored in gamedata/icontypes.tdf.&lt;br /&gt;
&lt;br /&gt;
=== Icontypes.tdf ===&lt;br /&gt;
&lt;br /&gt;
The custom icons specification, gamedata/icontypes.tdf, should look like this:&lt;br /&gt;
&lt;br /&gt;
The explosion script is structured like this:&lt;br /&gt;
&lt;br /&gt;
 [icontypes]&lt;br /&gt;
 {&lt;br /&gt;
 	[default]&lt;br /&gt;
 	{&lt;br /&gt;
 		// Spring replaces missing or incorrect bitmaps by the radar  dot.&lt;br /&gt;
 		size=1;&lt;br /&gt;
 		radiusadjust=1;&lt;br /&gt;
 	}&lt;br /&gt;
 	[type1]&lt;br /&gt;
 	{&lt;br /&gt;
 		bitmap=icons/type1.bmp;&lt;br /&gt;
 		size=2;&lt;br /&gt;
 		radiusadjust=0;&lt;br /&gt;
 	}&lt;br /&gt;
 	[type2]&lt;br /&gt;
 	{&lt;br /&gt;
 		bitmap=icons/type2.bmp;&lt;br /&gt;
 		size=2;&lt;br /&gt;
 		radiusadjust=0;&lt;br /&gt;
 	}&lt;br /&gt;
 	// other type definitions may follow&lt;br /&gt;
 &lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&amp;quot;bitmap&amp;quot; is the location of the custom icon bitmap. If it is missing or incorrect, Spring replaces it with the standard radar dot. The transparent color is black (0,0,0).&lt;br /&gt;
&lt;br /&gt;
&amp;quot;size&amp;quot; is a number that acts multiplier for the icon size. Default is 1.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;radiusadjust&amp;quot; is a boolean (0 or 1) that tells Spring whether or not the icon should scale with the unit radius. Default is 0 (false).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;default&amp;quot; icon type is a bit special; every unit that misses an &#039;iconType&#039; tag (see below) or has one that doesn&#039;t match a type specified in gamedate/icontypes.tdf gets assigned to the &amp;quot;default&amp;quot; type. If the &amp;quot;default&amp;quot; type is not specified, Spring will create it with the default values.&lt;br /&gt;
&lt;br /&gt;
=== Icon unit tag ===&lt;br /&gt;
&lt;br /&gt;
To assign units to a specific icon type, add the following line to their FBI file:&lt;br /&gt;
&lt;br /&gt;
 iconType=type1;&lt;br /&gt;
&lt;br /&gt;
You can replace &amp;quot;type1&amp;quot; with icontypes defined in gamedata/icontypes.tdf. If the tag &amp;quot;iconType&amp;quot; is missing, Spring sets it to the icontype &amp;quot;default&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Colorblind</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Custom_Unit_Icons&amp;diff=5232</id>
		<title>Custom Unit Icons</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Custom_Unit_Icons&amp;diff=5232"/>
		<updated>2006-06-24T14:02:27Z</updated>

		<summary type="html">&lt;p&gt;Colorblind: /* What are they? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Custom unit icons ==&lt;br /&gt;
&lt;br /&gt;
=== What are they? ===&lt;br /&gt;
When you zoom out in Spring, units will get replaced with icons. The default icon is the radar blip, but mod developers have the ability to assign different icons to units. The custom icon information is stored in gamedata/icontypes.tdf.&lt;br /&gt;
&lt;br /&gt;
=== Icontypes.tdf ===&lt;br /&gt;
&lt;br /&gt;
The custom icons specification, gamedata/icontypes.tdf, should look like this:&lt;br /&gt;
&lt;br /&gt;
The explosion script is structured like this:&lt;br /&gt;
&lt;br /&gt;
 [icontypes]&lt;br /&gt;
 {&lt;br /&gt;
 	[default]&lt;br /&gt;
 	{&lt;br /&gt;
 		// Spring replaces missing or incorrect bitmaps by the radar  dot.&lt;br /&gt;
 		size=1;&lt;br /&gt;
 		radiusadjust=1;&lt;br /&gt;
 	}&lt;br /&gt;
 	[type1]&lt;br /&gt;
 	{&lt;br /&gt;
 		bitmap=icons/type1.bmp;&lt;br /&gt;
 		size=2;&lt;br /&gt;
 		radiusadjust=0;&lt;br /&gt;
 	}&lt;br /&gt;
 	[type2]&lt;br /&gt;
 	{&lt;br /&gt;
 		bitmap=icons/type2.bmp;&lt;br /&gt;
 		size=2;&lt;br /&gt;
 		radiusadjust=0;&lt;br /&gt;
 	}&lt;br /&gt;
 	// other type definitions may follow&lt;br /&gt;
 &lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&amp;quot;bitmap&amp;quot; is the location of the custom icon bitmap. If it is missing or incorrect, Spring replaces it with the standard radar dot.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;size&amp;quot; is a number that acts multiplier for the icon size. Default is 1.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;radiusadjust&amp;quot; is a boolean (0 or 1) that tells Spring whether or not the icon should scale with the unit radius. Default is 0 (false).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;default&amp;quot; icon type is a bit special; every unit that misses an &#039;iconType&#039; tag (see below) or has one that doesn&#039;t match a type specified in gamedate/icontypes.tdf gets assigned to the &amp;quot;default&amp;quot; type. If the &amp;quot;default&amp;quot; type is not specified, Spring will create it with the default values.&lt;br /&gt;
&lt;br /&gt;
=== Icon unit tag ===&lt;br /&gt;
&lt;br /&gt;
To assign units to a specific icon type, add the following line to their FBI file:&lt;br /&gt;
&lt;br /&gt;
 iconType=type1;&lt;br /&gt;
&lt;br /&gt;
You can replace &amp;quot;type1&amp;quot; with icontypes defined in gamedata/icontypes.tdf. If the tag &amp;quot;iconType&amp;quot; is missing, Spring sets it to the icontype &amp;quot;default&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Colorblind</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Custom_Unit_Icons&amp;diff=5231</id>
		<title>Custom Unit Icons</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Custom_Unit_Icons&amp;diff=5231"/>
		<updated>2006-06-24T14:02:10Z</updated>

		<summary type="html">&lt;p&gt;Colorblind: /* Icontypes.tdf */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Custom unit icons ==&lt;br /&gt;
&lt;br /&gt;
=== What are they? ===&lt;br /&gt;
When you zoom in Spring, units will get replaced with icons. The default icon is the radar blip, but mod developers have the ability to assign different icons to units. The custom icon information is stored in gamedata/icontypes.tdf.&lt;br /&gt;
&lt;br /&gt;
=== Icontypes.tdf ===&lt;br /&gt;
&lt;br /&gt;
The custom icons specification, gamedata/icontypes.tdf, should look like this:&lt;br /&gt;
&lt;br /&gt;
The explosion script is structured like this:&lt;br /&gt;
&lt;br /&gt;
 [icontypes]&lt;br /&gt;
 {&lt;br /&gt;
 	[default]&lt;br /&gt;
 	{&lt;br /&gt;
 		// Spring replaces missing or incorrect bitmaps by the radar  dot.&lt;br /&gt;
 		size=1;&lt;br /&gt;
 		radiusadjust=1;&lt;br /&gt;
 	}&lt;br /&gt;
 	[type1]&lt;br /&gt;
 	{&lt;br /&gt;
 		bitmap=icons/type1.bmp;&lt;br /&gt;
 		size=2;&lt;br /&gt;
 		radiusadjust=0;&lt;br /&gt;
 	}&lt;br /&gt;
 	[type2]&lt;br /&gt;
 	{&lt;br /&gt;
 		bitmap=icons/type2.bmp;&lt;br /&gt;
 		size=2;&lt;br /&gt;
 		radiusadjust=0;&lt;br /&gt;
 	}&lt;br /&gt;
 	// other type definitions may follow&lt;br /&gt;
 &lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&amp;quot;bitmap&amp;quot; is the location of the custom icon bitmap. If it is missing or incorrect, Spring replaces it with the standard radar dot.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;size&amp;quot; is a number that acts multiplier for the icon size. Default is 1.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;radiusadjust&amp;quot; is a boolean (0 or 1) that tells Spring whether or not the icon should scale with the unit radius. Default is 0 (false).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;default&amp;quot; icon type is a bit special; every unit that misses an &#039;iconType&#039; tag (see below) or has one that doesn&#039;t match a type specified in gamedate/icontypes.tdf gets assigned to the &amp;quot;default&amp;quot; type. If the &amp;quot;default&amp;quot; type is not specified, Spring will create it with the default values.&lt;br /&gt;
&lt;br /&gt;
=== Icon unit tag ===&lt;br /&gt;
&lt;br /&gt;
To assign units to a specific icon type, add the following line to their FBI file:&lt;br /&gt;
&lt;br /&gt;
 iconType=type1;&lt;br /&gt;
&lt;br /&gt;
You can replace &amp;quot;type1&amp;quot; with icontypes defined in gamedata/icontypes.tdf. If the tag &amp;quot;iconType&amp;quot; is missing, Spring sets it to the icontype &amp;quot;default&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Colorblind</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Custom_Unit_Icons&amp;diff=5230</id>
		<title>Custom Unit Icons</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Custom_Unit_Icons&amp;diff=5230"/>
		<updated>2006-06-24T14:01:55Z</updated>

		<summary type="html">&lt;p&gt;Colorblind: /* Icontypes.tdf */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Custom unit icons ==&lt;br /&gt;
&lt;br /&gt;
=== What are they? ===&lt;br /&gt;
When you zoom in Spring, units will get replaced with icons. The default icon is the radar blip, but mod developers have the ability to assign different icons to units. The custom icon information is stored in gamedata/icontypes.tdf.&lt;br /&gt;
&lt;br /&gt;
=== Icontypes.tdf ===&lt;br /&gt;
&lt;br /&gt;
The custom icons specification, gamedata/icontypes.tdf, should look like this:&lt;br /&gt;
&lt;br /&gt;
The explosion script is structured like this:&lt;br /&gt;
&lt;br /&gt;
 [icontypes]&lt;br /&gt;
 {&lt;br /&gt;
 	[default]&lt;br /&gt;
 	{&lt;br /&gt;
 		// Spring replaces missing or incorrect bitmaps by the radar  dot.&lt;br /&gt;
 		size=1;&lt;br /&gt;
 		radiusadjust=1;&lt;br /&gt;
 	}&lt;br /&gt;
 	[type1]&lt;br /&gt;
 	{&lt;br /&gt;
 		bitmap=icons/type1.bmp;&lt;br /&gt;
 		size=2;&lt;br /&gt;
 		radiusadjust=0;&lt;br /&gt;
 	}&lt;br /&gt;
 	[type2]&lt;br /&gt;
 	{&lt;br /&gt;
 		bitmap=icons/type2.bmp;&lt;br /&gt;
 		size=2;&lt;br /&gt;
 		radiusadjust=0;&lt;br /&gt;
 	}&lt;br /&gt;
 	// other type definitions may follow&lt;br /&gt;
 &lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&amp;quot;bitmap&amp;quot; is the location of the custom icon bitmap. If it is missing or incorrect, Spring replaces it with the standard radar dot.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;size&amp;quot; is a number that acts multiplier for the icon size. Default is 1.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;radiusadjust&amp;quot; is a boolean (0 or 1) that tells Spring whether or not the icon should scale with the unit radius. Default is 0 (false).&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;default&amp;quot; icon type is a bit special; every unit that misses an &#039;iconType&#039; tag (see below) or has one that doesn&#039;t match a type specified in gamedate/icontypes.tdf gets assigned to the &amp;quot;default&amp;quot; type. If the &amp;quot;default&amp;quot; type is specified, Spring will create it with the default values.&lt;br /&gt;
&lt;br /&gt;
=== Icon unit tag ===&lt;br /&gt;
&lt;br /&gt;
To assign units to a specific icon type, add the following line to their FBI file:&lt;br /&gt;
&lt;br /&gt;
 iconType=type1;&lt;br /&gt;
&lt;br /&gt;
You can replace &amp;quot;type1&amp;quot; with icontypes defined in gamedata/icontypes.tdf. If the tag &amp;quot;iconType&amp;quot; is missing, Spring sets it to the icontype &amp;quot;default&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Colorblind</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Custom_Unit_Icons&amp;diff=5229</id>
		<title>Custom Unit Icons</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Custom_Unit_Icons&amp;diff=5229"/>
		<updated>2006-06-24T13:59:52Z</updated>

		<summary type="html">&lt;p&gt;Colorblind: /* Icon unit tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Custom unit icons ==&lt;br /&gt;
&lt;br /&gt;
=== What are they? ===&lt;br /&gt;
When you zoom in Spring, units will get replaced with icons. The default icon is the radar blip, but mod developers have the ability to assign different icons to units. The custom icon information is stored in gamedata/icontypes.tdf.&lt;br /&gt;
&lt;br /&gt;
=== Icontypes.tdf ===&lt;br /&gt;
&lt;br /&gt;
The custom icons specification, gamedata/icontypes.tdf, should look like this:&lt;br /&gt;
&lt;br /&gt;
The explosion script is structured like this:&lt;br /&gt;
&lt;br /&gt;
 [icontypes]&lt;br /&gt;
 {&lt;br /&gt;
 	[default]&lt;br /&gt;
 	{&lt;br /&gt;
 		// Spring replaces missing or incorrect bitmaps by the radar  dot.&lt;br /&gt;
 		size=1;&lt;br /&gt;
 		radiusadjust=1;&lt;br /&gt;
 	}&lt;br /&gt;
 	[type1]&lt;br /&gt;
 	{&lt;br /&gt;
 		bitmap=icons/type1.bmp;&lt;br /&gt;
 		size=2;&lt;br /&gt;
 		radiusadjust=0;&lt;br /&gt;
 	}&lt;br /&gt;
 	[type2]&lt;br /&gt;
 	{&lt;br /&gt;
 		bitmap=icons/type2.bmp;&lt;br /&gt;
 		size=2;&lt;br /&gt;
 		radiusadjust=0;&lt;br /&gt;
 	}&lt;br /&gt;
 	// other type definitions may follow&lt;br /&gt;
 &lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&amp;quot;bitmap&amp;quot; is the location of the custom icon bitmap. If it is missing or incorrect, Spring replaces it with the standard radar dot.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;size&amp;quot; is a number that acts multiplier for the icon size. Default is 1.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;radiusadjust&amp;quot; is a boolean (0 or 1) that tells Spring whether or not the icon should scale with the unit radius. Default is 0 (false).&lt;br /&gt;
&lt;br /&gt;
=== Icon unit tag ===&lt;br /&gt;
&lt;br /&gt;
To assign units to a specific icon type, add the following line to their FBI file:&lt;br /&gt;
&lt;br /&gt;
 iconType=type1;&lt;br /&gt;
&lt;br /&gt;
You can replace &amp;quot;type1&amp;quot; with icontypes defined in gamedata/icontypes.tdf. If the tag &amp;quot;iconType&amp;quot; is missing, Spring sets it to the icontype &amp;quot;default&amp;quot;.&lt;/div&gt;</summary>
		<author><name>Colorblind</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Custom_Unit_Icons&amp;diff=5228</id>
		<title>Custom Unit Icons</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Custom_Unit_Icons&amp;diff=5228"/>
		<updated>2006-06-24T13:58:55Z</updated>

		<summary type="html">&lt;p&gt;Colorblind: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Custom unit icons ==&lt;br /&gt;
&lt;br /&gt;
=== What are they? ===&lt;br /&gt;
When you zoom in Spring, units will get replaced with icons. The default icon is the radar blip, but mod developers have the ability to assign different icons to units. The custom icon information is stored in gamedata/icontypes.tdf.&lt;br /&gt;
&lt;br /&gt;
=== Icontypes.tdf ===&lt;br /&gt;
&lt;br /&gt;
The custom icons specification, gamedata/icontypes.tdf, should look like this:&lt;br /&gt;
&lt;br /&gt;
The explosion script is structured like this:&lt;br /&gt;
&lt;br /&gt;
 [icontypes]&lt;br /&gt;
 {&lt;br /&gt;
 	[default]&lt;br /&gt;
 	{&lt;br /&gt;
 		// Spring replaces missing or incorrect bitmaps by the radar  dot.&lt;br /&gt;
 		size=1;&lt;br /&gt;
 		radiusadjust=1;&lt;br /&gt;
 	}&lt;br /&gt;
 	[type1]&lt;br /&gt;
 	{&lt;br /&gt;
 		bitmap=icons/type1.bmp;&lt;br /&gt;
 		size=2;&lt;br /&gt;
 		radiusadjust=0;&lt;br /&gt;
 	}&lt;br /&gt;
 	[type2]&lt;br /&gt;
 	{&lt;br /&gt;
 		bitmap=icons/type2.bmp;&lt;br /&gt;
 		size=2;&lt;br /&gt;
 		radiusadjust=0;&lt;br /&gt;
 	}&lt;br /&gt;
 	// other type definitions may follow&lt;br /&gt;
 &lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&amp;quot;bitmap&amp;quot; is the location of the custom icon bitmap. If it is missing or incorrect, Spring replaces it with the standard radar dot.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;size&amp;quot; is a number that acts multiplier for the icon size. Default is 1.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;radiusadjust&amp;quot; is a boolean (0 or 1) that tells Spring whether or not the icon should scale with the unit radius. Default is 0 (false).&lt;br /&gt;
&lt;br /&gt;
=== Icon unit tag ===&lt;br /&gt;
&lt;br /&gt;
To assign units to a specific icon type, add the following line to their FBI file:&lt;br /&gt;
&lt;br /&gt;
 iconType=type1;&lt;br /&gt;
&lt;br /&gt;
You can replace &amp;quot;type1&amp;quot; with icontypes defined in gamedata/icontypes.tdf.&lt;/div&gt;</summary>
		<author><name>Colorblind</name></author>
	</entry>
	<entry>
		<id>https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Game_and_Unit_development&amp;diff=7871</id>
		<title>Game and Unit development</title>
		<link rel="alternate" type="text/html" href="https://springrts-wiki.p2004a.com/mediawiki/index.php?title=Game_and_Unit_development&amp;diff=7871"/>
		<updated>2006-06-24T13:48:21Z</updated>

		<summary type="html">&lt;p&gt;Colorblind: /* specific information */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Mod devlopement=&lt;br /&gt;
Mods, next to Maps, is the content used in Spring.&amp;lt;br&amp;gt;&lt;br /&gt;
A mod is simply a combined file containing a small structure of files and directories holding all the data required.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Mod_Development | Mod Development]] wiki is a starting page, linking to very useful information on the files included in a mod, their hierarchy and more.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Almost the entire mod developing is the creation of units. Which isn&#039;t an easy job.&amp;lt;br&amp;gt;&lt;br /&gt;
Information about the creation of units are everywere, but not combined.&amp;lt;br&amp;gt;&lt;br /&gt;
This is a gathered list of all Tutorials and helpfull forums threads I could find:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===general===&lt;br /&gt;
*http://taspring.clan-sy.com/wiki/Create_units - old Wiki&amp;lt;br&amp;gt;&lt;br /&gt;
*http://taspring.clan-sy.com/wiki/Mod_Development - general mod info&amp;lt;br&amp;gt;&lt;br /&gt;
*http://taspring.clan-sy.com/wiki/Mod_specification - general mod info&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===s3o units===&lt;br /&gt;
* http://lassie.student.utwente.nl/vliet/springtut.pdf - Maestro&#039;s tutorial of Upspring and textures.&lt;br /&gt;
* http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4715 - Argh&#039;s unit creation * tutorial. (covers most aspects exept scripting)&lt;br /&gt;
* http://taspring.clan-sy.com/w/index.php?title=Basic_s3o_unit_making_guide - Mongus Unit creation guide&amp;lt;br&amp;gt;&lt;br /&gt;
* http://taspring.clan-sy.com/wiki/Simple_Mod_Tutorial - SinbadEV&#039;s Guide&amp;lt;br&amp;gt;&lt;br /&gt;
* http://taspring.clan-sy.com/wiki/Units:CreateModel - Das Bruces guide&amp;lt;br&amp;gt;&lt;br /&gt;
* http://taspring.clan-sy.com/phpbb/viewtopic.php?t=4519 - about s3o textures&amp;lt;br&amp;gt;&lt;br /&gt;
* http://taspring.clan-sy.com/phpbb/viewtopic.php?t=2660 - the main s3o thread&amp;lt;br&amp;gt;&lt;br /&gt;
* http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3766 - another genearal s3o thread&amp;lt;br&amp;gt;&lt;br /&gt;
* http://taspring.clan-sy.com/phpbb/viewtopic.php?t=3641 - s3o errors thread&amp;lt;br&amp;gt;&lt;br /&gt;
* http://taspring.clan-sy.com/phpbb/viewtopic.php?p=75495 - various things about unit making. (Also contains an illustrated alpha-channel tut)&lt;br /&gt;
&lt;br /&gt;
===3do units===&lt;br /&gt;
* [http://www.tauniverse.com/forum/forumdisplay.php?s=&amp;amp;forumid=13 TAU Unit Discusion Forums]&lt;br /&gt;
* [http://www.tadesigners.com TA Designers] has some tutorials, and most utilities.&lt;br /&gt;
* [http://www.tadesigners.com/guides/Maestro/TA-DesignGuideTOC.shtml A unit design guide] made by Maestro And Team S.TA.R..&lt;br /&gt;
* [http://membres.lycos.fr/furtivefox/ Furtive Fox] left long ago Well, so I assume, but his site is still up with good tutorials, but in French.&lt;br /&gt;
* Maestro has nice tutorials hidden on his [http://www.angelfire.com/mh/maestro/ site], such as this [http://www.angelfire.com/mh/maestro/efitex.htm Texture Guide].&lt;br /&gt;
* Nexus was planning to do some [http://www.tauniverse.com/forum/forumdisplay.php?s=&amp;amp;forumid=112 workshop &amp;amp; modding classes], maybe one day it&#039;ll happen.&lt;br /&gt;
* [http://www.fileuniverse.com FileUniverse] has nearly all known utilities and tutorials, but it can be overwhelming if you don&#039;t know what you&#039;re looking for.&lt;br /&gt;
* [http://www.planetannihilation.com/madta/ta_downloads.asp M.A.D. TA] also host a few utilities and tutorials.&lt;br /&gt;
* Storm&#039;s [http://urc.tauniverse.com/UHT/08.htm Ultimate Help Topic] (mostly offline)&lt;br /&gt;
* [http://www.fileuniverse.com/uploads/tadesign.zip TA Design Guide] : the most complete and awesome reference guide I ever saw. Explain all script functions, all weapons .tdf tags, all units .fbi tags, and much more. &#039;&#039;&#039;A must have&#039;&#039;&#039;.&lt;br /&gt;
* [http://www.tadesigners.com/guides/Maestro/maeweap0.htm Mastreo&#039;s Weapons Reference]&lt;br /&gt;
* [http://www.fileuniverse.com/uploads/Rhino%20Tutorial.zip Wizzball&#039;s Rhino3D modelling Tutorial]&lt;br /&gt;
* [http://fileuniverse.com/?page=download&amp;amp;unity=/uploads/MADTA-scriptank.zip&amp;amp;ID=122 How to script a basic tank tutorial]&lt;br /&gt;
&lt;br /&gt;
===specific information===&lt;br /&gt;
*[[Units:FBI]]&lt;br /&gt;
*[[All_Weapons_variable_values:_min%2C_max%2C_default%2C_type|Units:FBI (2)]]&lt;br /&gt;
*[[Units:Buildpics]]&lt;br /&gt;
*[[Units:High-poly]]&lt;br /&gt;
*[[Units:Download TDF]]&lt;br /&gt;
*[[Units:Textures]]&lt;br /&gt;
*[[Units:Weapons]]&lt;br /&gt;
*[[Units:WeaponMainDir]]&lt;br /&gt;
*[[Units:Design]]&lt;br /&gt;
*[[Mod Development:Armor]]&lt;br /&gt;
*[[Mod Development:Spawn]]&lt;br /&gt;
*[[Mod Development:Cursors]]&lt;br /&gt;
*[[Mod Development:Archives]]&lt;br /&gt;
*[[Mod Development:Sidepics]]&lt;br /&gt;
*[[CustomExplosionGenerators|Mod Development:Custom explosions]]&lt;br /&gt;
*[[CustomUnitIcons|Mod Development:Custom unit icons]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Unit development]]&lt;/div&gt;</summary>
		<author><name>Colorblind</name></author>
	</entry>
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