Arena Texture Database

The Arena Texture Database allows you to change most of the arena textures on a ring by ring basis. It's got many sections and tabs which we'll cover in this section.

The list on the left is universal to all sections. This is your main data list. You will need to start here every time you want to add a new ring to the database. Press the "Add" button to generate a "New MatData", then select this new item in the list. From there you can change all the settings found in the different tabs and sections of the Arena Texture Database.

**Ring Selection Tab:**

Ring: This will set the ring for the selected data item. This should always be the first thing you set upon creating a new entry. That's why it's got it's own section.

**Deathmatch Textures Tab:**

Cage Texture: This is the tiling texture that will be used for the steel cage in steel cage matches. Cage texture images can be found in the .\RingMats\Cages\ directory.

Cage Texture Size: This is the tiling frequency. You will need to play with this in order to get your cage texture looking proper in game. The default tiling frequency should not always be assumed to work for other textures.

Pipe Color:This is the color of the pipes that run along the corners, top, and bottom of your cage.

Cage Always Causes Bleeding: If checked, the cage used by this ring will always cause bleeding when a wrestler is thrown into it. This is useful for barbed wire cage textures and the like.

Barbed Wire Texture:This is the texture that will be applied to the ropes in a Barbed Wire match. Barbed Wire texture images can be found in the .\RingMats\BarbedWire\ directory.

Glass Break Effect: If this is checked the game will play a glass break effect when wrestlers are thrown into the ropes. This is useful for ropes that are covered in light tubes (please note, that light tubes attached to the ropes in this manner WILL NOT break, it's just an effect to help with immersion a little bit).

**Ringside Textures & Ringside Textures Cont. Tabs:**

These two tabs are where you select the actual arena textures. Textures will need to follow a naming convention. This convention can be seen in the default files provided with the ModPack. Generally, the convention is as follows:

<Arena Name>.png followed by a varying number of other files with the names <Arena Name>\_<Texture Part>.png

When selecting the texture for the arena, you should select the file that does not contain the \_<Texture Part> part of the file name. Arena Texture Images can be found in the .\RingMats\ArenaMats\<Arena ID>\ folder. The arena IDs are as follows:

* AR00 = Big Garden Arena
* AR01 = SCS Stadium
* AR02 = Arena De Universo
* AR03 = Spike Dome
* AR04 = Yurakuen Hall
* AR05 = Dojo
* AR06 = Dodecagon
* AR07 = City Gym
* AR08 = Outdoor Arena
* AR09 = USA Grand Dome

Each arena has a few options that can be enabled and disabled like mats or fences. If the box for these items is checked they will appear, if it is not checked the objects will not appear.

**Name Plates Tab:**

This tab is very busy, so bear with me as I go through these.

Blue Plate/Red Plate Image: This is the image that will be used for the name plate. The images MUST be a png file with the dimensions 772x144 in order to load properly.

Blue Plate / Red Plate X/Y Locations: These set the location on screen of the plate. These should really only be used for fine tuning placement, and you should use the Position Mode settings for larger adjustments.

Shows Logo:If checked the logo assigned to the promotion/stable of the wrestler will be displayed on the plate, if it is unchecked the logo will not be displayed.

Name Color / Nickname Color:This is broken down into a box with two colors. The top color is the main color of the text, the bottom color is the outline color. Just click on the portion of the box that corresponds to the part of the text you'd like to change the color of.

Name Font / Nickname Font: This will be the font the text is displayed in. The bold or Italics check boxes determine if the text should be either bold or italicized. If you're having trouble with missing fonts, the following should fix your problem:

> "*If your font list is missing fonts, here's the fix...*
>
>

> *go here:*
>
>

```
%appdata%\..\Local\Microsoft\Windows\Fonts\

```

> *Find your font file and right click it and hit "Install for All Users" Then reload your game.*"
>
>

Name / Nickname Transparency: This will set how opaque or transparent the text is on the nameplate. Setting one to 0 will effectively turn that text off.

Name Location X/Y / Title (Nickname) Location X/Y: This sets the position on screen that each of the text elements appears. This should only really be used for fine tuning your placement, other adjustments should be done using the Position Mode settings.

Blue Anchor/Red Anchor: This sets the text anchors for the blue and red nameplate text respectively.

Position Settings: These options allow you to move the selected element using the arrow keys during an entrance. If a position mode setting is selected, as soon as the element appears on screen it will be movable with the arrow keys.This allows you to quickly move elements into position in real time. You should make sure to set this back to "Off" when not setting up name plates. There is one addition Position Mode setting here: TV Logo. This is used in conjunction with the Logo Watermarks mod.

**Match Info Text Tab:**

This will set the Pre- Match Info Text for the ring. While you'll always be able to set this for a ring, the text will only appear if you're using the Pre-Match Info Text mod.The options are much the same as the text options for nameplates, but instead of being smashed into one box, the main color and outline color are in two separate boxes here. Please note that the outline will not display on the preview.

**Dodecagon Textures Tab:**

This is the only part of the Arena Texture Database that is NOT ring specific. This data will apply the MMA cage and it's corresponding venue. The options work pretty much exactly the same way as the other texture selection options in this mod.