spriteTypes = {

	frameAnimatedSpriteType = {
		name = "GFX_empty_research_slot_glow"
		texturefile = "gfx/interface/empty_research_slot_glow.dds"
		noOfFrames = 2
		animation_rate_fps = 1
		looping = yes
		play_on_show = yes
		pause_on_loop = 0.0
		alwaystransparent = yes
		effectFile = "gfx/FX/buttonstate_blendframes.lua"
	}

	spriteType = {
		name = "GFX_research_speed_icon"
		textureFile = "gfx/interface/research_speed_icon.dds"
	}

	spriteType = {
		name = "GFX_focus_bonuses_icon"
		textureFile = "gfx/interface/focus_bonuses_icon.dds"
	}

	spriteType = {
		name = "GFX_engineering_techtree_bg"
		textureFile = "gfx/interface/techtree/engineering_techtree_bg.dds"
		alwaystransparent = yes
	}

	spriteType = {
		name = "GFX_industry_techtree_bg"
		textureFile = "gfx/interface/techtree/industry_techtree_bg.dds"
		alwaystransparent = yes
	}

	# NCNS Doctrine Backgrounds
	spriteType = {
		name = "GFX_doctrine_background_air_design"
		textureFile = "gfx/interface/doctrines/backgrounds/doctrine_background_air_design.dds"
		alwaystransparent = yes
	}
	spriteType = {
		name = "GFX_doctrine_background_air_bomber_bg"
		textureFile = "gfx/interface/doctrines/backgrounds/doctrine_background_air_bombings.dds"
		alwaystransparent = yes
	}
	spriteType = {
		name = "GFX_doctrine_background_air_strike_bg"
		textureFile = "gfx/interface/doctrines/backgrounds/doctrine_background_air_cas.dds"
		alwaystransparent = yes
	}
	spriteType = {
		name = "GFX_doctrine_background_multirole"
		textureFile = "gfx/interface/doctrines/backgrounds/doctrine_background_air_multirole_fighter.dds"
		alwaystransparent = yes
	}
	spriteType = {
		name = "GFX_doctrine_background_air_fighter_bg"
		textureFile = "gfx/interface/doctrines/backgrounds/doctrine_background_air_fighter.dds"
		alwaystransparent = yes
	}
	spriteType = {
		name = "GFX_doctrine_background_air_operations_bg"
		textureFile = "gfx/interface/doctrines/backgrounds/doctrine_background_air_operations.dds"
		alwaystransparent = yes
	}
	spriteType = {
		name = "GFX_doctrine_background_infantry"
		textureFile = "gfx/interface/doctrines/backgrounds/doctrine_background_infantry.dds"
		alwaystransparent = yes
	}
	spriteType = {
		name = "GFX_doctrine_background_motorised"
		textureFile = "gfx/interface/doctrines/backgrounds/doctrine_background_motorised.dds"
		alwaystransparent = yes
	}
	spriteType = {
		name = "GFX_doctrine_background_mechnized"
		textureFile = "gfx/interface/doctrines/backgrounds/doctrine_background_mechnized.dds"
		alwaystransparent = yes
	}
	spriteType = {
		name = "GFX_doctrine_background_mbt"
		textureFile = "gfx/interface/doctrines/backgrounds/doctrine_background_mbt.dds"
		alwaystransparent = yes
	}
	spriteType = {
		name = "GFX_doctrine_background_artillery"
		textureFile = "gfx/interface/doctrines/backgrounds/doctrine_background_artillery.dds"
		alwaystransparent = yes
	}
	spriteType = {
		name = "GFX_doctrine_background_airassault"
		textureFile = "gfx/interface/doctrines/backgrounds/doctrine_background_airassault.dds"
		alwaystransparent = yes
	}
	spriteType = {
		name = "GFX_doctrine_background_operational_theory"
		textureFile = "gfx/interface/doctrines/backgrounds/doctrine_background_operational_theory.dds"
		alwaystransparent = yes
	}
	spriteType = {
		name = "GFX_doctrine_background_structure_doctrine"
		textureFile = "gfx/interface/doctrines/backgrounds/doctrine_background_structure_doctrine.dds"
		alwaystransparent = yes
	}
	spriteType = {
		name = "GFX_doctrine_background_training"
		textureFile = "gfx/interface/doctrines/backgrounds/doctrine_background_training.dds"
		alwaystransparent = yes
	}
	spriteType = {
		name = "GFX_doctrine_background_dedicated_doctrine"
		textureFile = "gfx/interface/doctrines/backgrounds/doctrine_background_dedicated_doctrine.dds"
		alwaystransparent = yes
	}
	spriteType = {
		name = "GFX_doctrine_background_leadership"
		textureFile = "gfx/interface/doctrines/backgrounds/doctrine_background_leadership.dds"
		alwaystransparent = yes
	}
	spriteType = {
		name = "GFX_doctrine_background_technology"
		textureFile = "gfx/interface/doctrines/backgrounds/doctrine_background_technology.dds"
		alwaystransparent = yes
	}
	spriteType = {
		name = "GFX_doctrine_background_marines"
		textureFile = "gfx/interface/doctrines/backgrounds/doctrine_background_marines.dds"
		alwaystransparent = yes
	}
	spriteType = {
		name = "GFX_doctrine_background_marine_assault"
		textureFile = "gfx/interface/doctrines/backgrounds/doctrine_background_marine_assault.dds"
		alwaystransparent = yes
	}
	spriteType = {
		name = "GFX_doctrine_background_airborne"
		textureFile = "gfx/interface/doctrines/backgrounds/doctrine_background_airborne.dds"
		alwaystransparent = yes
	}
	spriteType = {
		name = "GFX_doctrine_background_airborne_operations"
		textureFile = "gfx/interface/doctrines/backgrounds/doctrine_background_airborne_operations.dds"
		alwaystransparent = yes
	}
	spriteType = {
		name = "GFX_doctrine_background_rangers"
		textureFile = "gfx/interface/doctrines/backgrounds/doctrine_background_rangers.dds"
		alwaystransparent = yes
	}
	spriteType = {
		name = "GFX_doctrine_background_capitalships"
		textureFile = "gfx/interface/doctrines/backgrounds/doctrine_background_capitalships.dds"
		alwaystransparent = yes
	}
	spriteType = {
		name = "GFX_doctrine_background_escortships"
		textureFile = "gfx/interface/doctrines/backgrounds/doctrine_background_escortships.dds"
		alwaystransparent = yes
	}
	spriteType = {
		name = "GFX_doctrine_background_submarines"
		textureFile = "gfx/interface/doctrines/backgrounds/doctrine_background_submarines.dds"
		alwaystransparent = yes
	}
	spriteType = {
		name = "GFX_doctrine_background_naval_operations"
		textureFile = "gfx/interface/doctrines/backgrounds/doctrine_background_naval_operations.dds"
		alwaystransparent = yes
	}
	# Non-NCNS Doctrine Backgrounds
	spriteType = {
		name = "GFX_strategic_destruction_bg"
		textureFile = "gfx/interface/strategic_destruction_bg.dds"
		alwaystransparent = yes
	}

	spriteType = {
		name = "GFX_operational_destruction_bg"
		textureFile = "gfx/interface/operational_destruction_bg.dds"
		alwaystransparent = yes
	}

	spriteType = {
		name = "GFX_battlefield_destruction_bg"
		textureFile = "gfx/interface/battlefield_destruction_bg.dds"
		alwaystransparent = yes
	}

	spriteType = {
		name = "GFX_air_superiority_bg"
		textureFile = "gfx/interface/air_superiority_bg.dds"
		alwaystransparent = yes
	}

	spriteType = {
		name = "GFX_cold_war_techtree_bg"
		textureFile = "gfx/interface/techtree/cold_war_techtree_bg.dds"
		alwaystransparent = yes
	}
	spriteType = {
		name = "GFX_terror_guerilla_techtree_bg"
		textureFile = "gfx/interface/techtree/terror_guerilla_techtree_bg.dds"
		alwaystransparent = yes
	}
	spriteType = {
		name = "GFX_network_centric_techtree_bg"
		textureFile = "gfx/interface/techtree/network_centric_techtree_bg.dds"
		alwaystransparent = yes
	}
	spriteType = {
		name = "GFX_hybrid_1_techtree_bg"
		textureFile = "gfx/interface/techtree/hybrid_1_techtree_bg.dds"
		alwaystransparent = yes
	}
	spriteType = {
		name = "GFX_hybrid_2_techtree_bg"
		textureFile = "gfx/interface/techtree/hybrid_2_techtree_bg.dds"
		alwaystransparent = yes
	}

	spriteType = {
		name = "GFX_submarine_techtree_bg"
		textureFile = "gfx/interface/techtree/submarine_techtree_bg.dds"
		alwaystransparent = yes
	}

	spriteType = {
		name = "GFX_carrier_techtree_bg"
		textureFile = "gfx/interface/techtree/carrier_techtree_bg.dds"
		alwaystransparent = yes
	}

	spriteType = {
		name = "GFX_bba_tech_tree_bg"
		textureFile = "gfx/interface/techtree/aircraft_techtree_bg.dds"
		alwaystransparent = yes
	}

	spriteType = {
		name = "GFX_navy_techtree_bg"
		textureFile = "gfx/interface/techtree/naval_techtree_bg.dds"
		alwaystransparent = yes
	}

	spriteType = {
		name = "GFX_naval_module_techtree_bg"
		textureFile = "gfx/interface/techtree/naval_module_techtree_bg.dds"
		alwaystransparent = yes
	}

	spriteType = {
		name = "GFX_space_techtree_bg"
		textureFile = "gfx/interface/techtree/space_techtree_bg.dds"
		alwaystransparent = yes
	}

	spriteType = {
		name = "GFX_missile_techtree_bg"
		textureFile = "gfx/interface/techtree/missile_techtree_bg.dds"
		alwaystransparent = yes
	}

	spriteType = {
		name = "GFX_trade_interdiction_bg"
		textureFile = "gfx/interface/trade_interdiction_bg.dds"
		alwaystransparent = yes
	}

	spriteType = {
		name = "GFX_jeune_ecole_two"
		textureFile = "gfx/interface/jeune_ecole_two.dds"
		alwaystransparent = yes
	}

	spriteType = {
		name = "GFX_fleet_in_being_bg"
		textureFile = "gfx/interface/fleet_in_being_bg.dds"
		alwaystransparent = yes
	}

	spriteType = {
		name = "GFX_base_strike_bg"
		textureFile = "gfx/interface/base_strike_bg.dds"
		alwaystransparent = yes
	}

	spriteType = {
		name = "GFX_marines_bg"
		textureFile = "gfx/interface/bg_marines.dds"
		alwaystransparent = yes
	}
	
	spriteType = {
		name = "GFX_rangers_bg"
		textureFile = "gfx/interface/bg_rangers.dds"
		alwaystransparent = yes		
	}

	spriteType = {
		name = "GFX_airborne_bg"
		textureFile = "gfx/interface/bg_airborne.dds"
		alwaystransparent = yes
	}

	spriteType = {
		name = "GFX_air_assault_bg"
		textureFile = "gfx/interface/bg_air_assault.dds"
		alwaystransparent = yes
	}

	spriteType = {
		name = "GFX_mass_assault_bg"
		textureFile = "gfx/interface/mass_assault_bg.dds"
		alwaystransparent = yes
	}

	spriteType = {
		name = "GFX_mob_warfare_bg"
		textureFile = "gfx/interface/mob_warfare_bg.dds"
		alwaystransparent = yes
	}

	spriteType = {
		name = "GFX_grand_battleplan_bg"
		textureFile = "gfx/interface/grand_battleplan_bg.dds"
		alwaystransparent = yes
	}

	spriteType = {
		name = "GFX_sup_firepower_bg"
		textureFile = "gfx/interface/sup_firepower_bg.dds"
		alwaystransparent = yes
	}

	corneredTileSpriteType = {
		name = "GFX_fullborder_tiled"
		size= { x=190 y=190 }
		textureFile = "gfx/interface/fullborder_tiled.dds"
		borderSize = { x=64 y=64 }
		tilingCenter = yes
		effectFile = "gfx/FX/buttonstate_nodowneffect.lua"
		alwaystransparent = yes
	}

	corneredTileSpriteType = {
		name = "GFX_border_tiled"
		size= { x=16 y=64 }
		textureFile = "gfx/interface/border_tiled.dds"
		borderSize = { x=0 y=0 }
		tilingCenter = yes
		effectFile = "gfx/FX/buttonstate_nodowneffect.lua"
	}

	spriteType = {
		name = "GFX_air_techtree_bg"
		textureFile = "gfx/interface/techtree/helicopter_techtree_bg.dds"
	}

	spriteType = {
		name = "GFX_artillery_techtree_bg"
		textureFile = "gfx/interface/techtree/artillery_techtree_bg.dds"
	}

	spriteType = {
		name = "GFX_support_techtree_bg"
		textureFile = "gfx/interface/techtree/support_techtree_bg.dds"
	}

	spriteType = {
		name = "GFX_fixed_wing_techtree_bg"
		textureFile = "gfx/interface/techtree/fixed_wing_techtree_bg.dds"
	}

	spriteType = {
		name = "GFX_infantry_techtree_bg"
		textureFile = "gfx/interface/techtree/infantry_techtree_bg.dds"
	}

	spriteType = {
		name = "GFX_bombertechtree_bg"
		textureFile = "gfx/interface/techtree/bomber_techtree_bg.dds"
	}

	spriteType = {
		name = "GFX_armortech_bg"
		textureFile = "gfx/interface/techtree/armour_techtree_bg.dds"
	}

	spriteType = {
		name = "GFX_armour_legacy_techtree_bg"
		textureFile = "gfx/interface/techtree/armour_legacy_techtree_bg.dds"
		alwaystransparent = yes
	}

	spriteType = {
		name = "GFX_research_folder_strip"
		textureFile = "gfx/interface/research_folder_strip.dds"
		noOfFrames = 12
	}

	spriteType = {
		name = "GFX_research_progressbar_frame"
		textureFile = "gfx/interface/research_progressbar_frame.dds"
	}

	progressbartype = {
		name = "Gfx_research_progressbar"
		color = { 1.0 1.0 1.0 }
		colortwo = { 1.0 1.0 1.0 }
		textureFile1 = "gfx/interface/research_progressbar.dds"
		textureFile2 = "gfx/interface/research_progressbar_bg.dds"
		size = { x = 94 y = 4 }
		effectFile = "gfx/FX/progress_startend.lua"
	}

	spriteType = {
		name = "GFX_research_line_bg"
		textureFile = "gfx/interface/research_line_bg.dds"
	}

	frameAnimatedSpriteType = {
		name = "GFX_tutorial_research_folder_icon_glow"
		texturefile = "gfx/interface/tutorial/research_folder_icon_glow.dds"
		noOfFrames = 2
		animation_rate_fps = 1.5
		looping = yes
		play_on_show = yes
		pause_on_loop = 0.0
		alwaystransparent = yes
		effectFile = "gfx/FX/buttonstate_blendframes.lua"
	}

	frameAnimatedSpriteType = {
		name = "GFX_tutorial_research_small_item_icon_glow"
		texturefile = "gfx/interface/tutorial/research_folder_small_item_icon_glow.dds"
		noOfFrames = 2
		animation_rate_fps = 1.5
		looping = yes
		play_on_show = yes
		pause_on_loop = 0.0
		alwaystransparent = yes
		effectFile = "gfx/FX/buttonstate_blendframes.lua"
	}

}
