This guide is directed as a simple "How To" on modifying textures in AudioSurf. The contents of the guide will hopefully be simple enough for all to understand. The process is fairly simple and you can use any software to create your graphics.
PrepareYou won't actually need much in terms of software. You could go as far as use Paint to make your graphics.
You will however need at least
IrfanView, which is a very light file viewing program (and is incredibly decent in general)
If you have some knowledge on how to set an image file into grayscale mode (and I don't just mean desaturating the picture either... I mean RGB/CMYK/Grayscale
Here's an example from Photoshop

Texture Creation RulesSo you want to design a tunnel that works perfectly on the track? You want graphical effects that actually look right instead of being oversized? Not a problem if you stick to some rules.
The main things you have to remember is the fact that dimensions and size of your work don't really matter too much, but they must be square and must consider the user.
Here's a list of the textures and what they all mean exactly (in case you missed Dylan's post in the other thread)
hit1.png: flash when a block passes your car - white background
hit2.jpg: flash when a block passes your car - black background
particles1.png: white background fireworks
particles2.jpg: black background fireworks
particles3.jpg: mono fireworks
ring1A.png: 128x128 white background tunnels (normal)
ring1B.png: 256x256 white background tunnels (enhanced/premium)
ring2A.jpg: 128x128 black background tunnels (normal)
ring2B.jpg: 256x256 black background tunnels (enhanced/premium)
Tunnels
Using this guide as a template, you can build your tunnels around it. Build your tunnel around this grid, but don't stick to it, as originality doesn't come from sticking to the same routine.
In your graphics program, you should be able to set this as the bottom layer, while working on your tunnel graphic with some transparancy

I have the tunnel transparancy set to 65%, which lets you see things correctly. If you already have Photoshop (or anything that can read a Photoshop file with its layers intact), you can use this file to help aid you.
http://icarius.pwp.blueyonder.co.uk/texture/template.psdParticlesParticles are easier. since they are just 4 graphics at half the dimensions of the actual image. So, for a 128x128 image, you are working at 64x64 for each graphic.
Here's a template graphic

And here's a photoshop file
http://icarius.pwp.blueyonder.co.uk/texture/parttemplate.psdPNG, JPG and SavingIf you're a considerate designer, unlike myself who just pushed his designs specfically for Black and Gray, you will want to have your files in both PNG and JPG so everyone can use them.
Copy your wonderful new design (make sure it is flattened, ready and with no lines all over them from possible template designs) and paste them in Irfan View.
Now that you are in Irfan View. All you need to do is save your work.
MAKE SURE, FOR THE LOVE OF GOD YOU BACK UP THE ORIGINALSMake a new folder, copy and paste them all into that folder and you're set.
File > Save.
Make sure you have the following setup.
For JPGs

For PNGs

All being well, you should be able to go into Audiosurf and your new glorious textures will be in game and ready.