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This is a sub-page of Crashday.
All these textures never made it into the final version of the game.
Game logos#
Crashday logo#
For the splash screen, the game uses the "titleback.tga" texture from the "textures/logos" folder as the game logo. However, the folder also contains a "crashday.dds" texture.
This texture is the game logo, but unlike "titleback.tga", it's not stretched, and there's some empty space around the logo. Although "crashday.dds" is hardcoded into the game's code, the player will never see this texture.

Early titleback#
In "textures/medium_detail_textures/logos" you'll find the "titleback.tga" file, which in the final version is responsible for the title screen logo.
The "medium_detail_textures" folder itself obviously contains medium-quality textures for the corresponding game settings, but this texture is completely different from the final version. The texture in "medium_detail_textures" is a game screenshot compressed to 512x512.

By the way, even if you lower the texture settings to "Medium", you will still see the logo in high quality, but not the texture from the screenshot.
Unused ambiences#
Each map in the game has its own time of day (a.k.a. ambience). The "textures/ambience" folder contains some associated textures not used by the game.
Environment reflection texture#
The "env.tga" texture is a texture simulating reflections (e.g. chrome). However, this texture isn't used in any way. Instead, the game uses a region from the ambience texture atlas.
Cloudy afternoon#
The "cloudy.tga" and "cloudyh.tga" textures are responsible for the main ambience texture and the texture that simulates a glare on a reflective surface, respectively. The ambience texture itself is a modified "Noon Time" texture. Only the textures remain from the ambience itself; there is no definition file *.amb.

Sunset#
This ambience is related to "sunset.tga" and "sunseth.tga" textures. This is a similar case to "Cloudy Afternoon," only this time the texture is a modified "Early Evening" ambience. There's no *.amb file either.

Backgrounds#
The "textures/backgrnd" folder contains a bunch of unused files that were intended for game menus in earlier versions. However, due to further UI design simplification, these textures became irrelevant, and the developers forgot to remove them.
Track editor#
The final version uses the "backdark.dds" texture for the save and map settings page in the track editor, but there are also two other unused variations of this texture.


The "back1.dds" texture represents the background in its original brightness (without darkening).
The "backedit.dds" texture is a copy of the current background, but with a large dark gray square in the center of the image.
Early 2003-2004 leftovers#
Among the remaining files, there are also those used in the "early days" of the game's development. These textures are obviously not used in any way.

Among these leftovers are the "titlstr.dds" and "titlstr1.dds" textures, but they are just a black background with 512x64 dimensions. Nothing special.
There are also texture shader files "maintitlecars.tex" and "title.tex", but the textures themselves are not present.
Career-related graphics#
Career mode is also not short of unused images. They are all located in the "textures/career" folder.
Career events#
For unused career events and minigames, textures responsible for the event preview were also prepared.





"intro" textures 1 through 3 were intended for tutorial events that never made it to release. They are still listed in the event ".txt" files in the "career" folder, but the same can't be said for the 4th "intro" variation, which is a preview of an early version of the "The Right One For The Job?" event.
The "minimass1.dds" and "minimass2.dds" textures are for the unused "Mass Destruction" minigame and are an early version of the texture for the "Offroad Madness" career event (or internally - "professionals4").
UI elements#

All of these textures were intended to be used in the UI to some degree, but they were replaced by other icons from the "textures/intrface" folder. Notably, among the unused icons is a separate icon for the "secret" function.
It's also worth mentioning the textures of locked events. Icons from the "textures/intrface" folder are used instead.
Track editor#
Early icons#
The "icons2.dds" texture is an early version of the build mode selection icons in the track editor.
Arrows#
Checkpoints connection#
During the early stages of development in 2003-2004, the track editor featured a connecting line between checkpoints, showing the order of checkpoints and their paths from one to the next. This idea didn't make it to release, but the texture for the connecting line exists in the game files.
Drop object#
This texture was intended for the background of a dynamic object while it was being placed on the map. This texture is not used in the final version of the game.
Starting checkpoint#
This texture was intended to represent the starting checkpoint on the map, but in the end the starting checkpoint is displayed the same way as all the others - with a triangle representing the direction of the checkpoint.
Fonts#
Unused font#
The "textures/fonts" folder contains files for the "font3" font. All three necessary files are present: texture (.tga), shader (.tex), and character width information (.wid).
The font itself is the italic "Zurich Bold Condensed BT".
This font cannot be seen in-game without modifying the files. Here's what the font looks like in-game:
Leftover TTF files#
There are also two TTF (TrueType Font) files with fonts that were used at some stages of development:
- Zurich BdXCn BT.ttf (Zurich Bold Condensed BT) - used in development during 2004.
- FranklinGothicMedium.ttf (Franklin Gothic Medium) - used in development during 2003.
Leftover width character file#
The "fonttest.bin" file contains information about the font's character width. Its structure is identical to that of .wid files. The values within the file correspond to the "Franklin Gothic Medium" font.
Special effects#
In the "textures/gfx" folder you can find textures for various uses: particles, overlays and other effects.
Garage camera#
The "garcam.tga" texture was intended for a vignette effect when selecting a car in the garage. In the release, the game instead uses the "blinds2.dds" texture from the "textures/intrface" folder with mirroring.
Specular-related textures#
HUD#
Now get ready to see how the developers completely left all the HUD textures that were used during development in 2002-2003.
2002 leftovers#
arrow.dds |
enrgl.dds |
enrgr.dds |
gammsg.dds |
gradl.dds |
info.dds |
|---|---|---|---|---|---|
items.dds |
spec.dds |
speed.dds |
stripl.dds |
stripr.dds |
timer.dds |
|---|---|---|---|---|---|
Overlay filters#
Among other textures, the "filter.dds" and "filter1.dds" textures deserve special mention. They can be seen in action in the 2002 and 2003 trailers. They were used to simulate noise during gameplay, creating a "television effect".
There is also a "filter2.dds" texture, but it is a black texture, which means there is no noise effect.

2003 leftovers#
ab.dds |
crosshair.dds |
mg.dds |
miss.dds |
needle.dds |
playerdot.dds |
playerinfo.dds |
|---|---|---|---|---|---|---|
pos.dds |
rpmgrn.dds |
score.dds |
time.dds |
tvlogo.dds |
weapon.dds |
wreck.dds |
|---|---|---|---|---|---|---|
Countdown textures#
These textures are not used because the countdown starts from 3.
Interface#
Icons#
State#
Player's equipment#
The icons listed below were planned for placement in the vehicle selection menu as a convenient way to reflect the player's equipment status. These icons were created at the stage of the game's development when mines were being considered as weapons and upgradeable nitro for vehicles.
Mines:
Minigun:
Missiles:
Afterburner:
Miscellaneous#
icons.dds |
|---|
Although the "icons4.tga" texture is used by the game (during time freezes), the camera icon on the atlas cannot be seen in the game.
Register cards#
Register cards were used during the game's development, and their functionality was similar to switching tabs. Register cards are not used anywhere in the game.
reg_ANI_0.tga |
reg_ANI_1.tga |
reg_ANI_2.tga |
|---|---|---|
reg_ANI_3.tga |
reg_ANI_4.tga |
reg_ANI_5.tga |
|---|---|---|
Car transmssion select#
The "automat.dds" and "manual.dds" textures were supposed to be used to select the gearbox type for a car in a race.
Color-related graphics#
Color palette#

Color icon#
Color markers#
Car logo placeholder#
The "colprev.dds" texture is used to display the car logo when it's selected. This texture is never displayed in-game because it's overrided by "carlogo.tga" in the car folder. The placeholder can be seen if you delete "carlogo.tga" in the car folder.
Gamepad keys tip#
The "gc_pad.tga" texture shows the default gamepad key assignments in German language.
Miscellaneous#
bl2white.dds |
circle.dds |
blglow.dds |
polaroid.dds |
selbck.dds |
shadow.dds |
teamflag.dds |
|---|---|---|---|---|---|---|
Demo splash screens#
These splash screens were used for the demo version of the game, but are still present in the final game files.



Stunt boxes#
This texture is used only for the SDK tool - "StuntEdit" to create stunt definitions for tiles (track pieces).
It's used to designate so-called "stunt boxes" in the tool - areas of the tile that the car must pass through in a specified seconds for the game to count it as a stunt.
Replays#
Replay picture#
The game never shows the "reppic.dds" texture because it always generates a preview for replays. But even if a replay doesn't have a preview, the game displays it in black.
reppic.dds |
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Hide/show HUD#
This feature allowed you to hide/show the HUD during replays, but this feature was cut from the final version of the game.
btnhud.dds |
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Move forward#
This feature allowed us to rewind time in a replay. In the final version, we can only use time control to slow-mo and pause the replay.
btnfwd.dds |
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