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		<updated>2026-04-15T01:09:40Z</updated>
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				<updated>2010-05-31T22:03:29Z</updated>
		
		<summary type="html">&lt;p&gt;VitoMiliano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;&amp;lt;Action(newaccount)&amp;gt;&amp;gt;&lt;/div&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/PolycountOldTOC</id>
		<title>PolycountOldTOC</title>
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				<updated>2006-06-09T06:41:38Z</updated>
		
		<summary type="html">&lt;p&gt;VitoMiliano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;s&amp;gt; This was thrilling to compile. &amp;lt;/s&amp;gt; This is ongoing thrills to convert to nice clean wiki formatting.&lt;br /&gt;
&lt;br /&gt;
r13 has ranked pages to be converted in priority order.  Pages that are crossed out and have a link next to them are ones that I have copy and pasted into the wiki.  '''THEY ARE NOT DONE BEING CONVERTED YET.'''  New pages should be made in a new hierarchy; &amp;quot;Old Site Whatever&amp;quot; is not where things should stay.  Most are in disgusting auto-HTML-to-wiki markup, some are in a terrible wiki-but-not text format.  You (whoever is doing this) must go through each page and verify each link.  If a link is dead, Google search to try and find it again.  If it's really gone, check the internet archive for it and make a page for it here, including salvaging any images you can.  Some links go to other Polycount pages; find the wiki page that replaced that link and correct the link (unless it's a later priority, in which case leave it or make a placeholder wiki page and note that in the list).  You also need to go through and clean up all the wiki formatting: it's been converted automatically from the original HTML, so it is really digusting, or it's just plain text, in which case it needs to be formatted in the first place.  Some pages have duplicate information.  Others are totally outdated and need to be rewritten.  Still others need to be combined with existing resources on the site or with other pages.  These pages should be nice and clean and mostly plain text so we can put them on the main Polycount site again.  That is all.&lt;br /&gt;
&lt;br /&gt;
Please keep things in the list format.  Dynamic pages that will be difficult to redirect properly are in italics.&lt;br /&gt;
&lt;br /&gt;
= General Links =&lt;br /&gt;
* Poll (poll/poll.shtml)  &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* ''News archives'' (news/newsarchives.asp)&lt;br /&gt;
* ''News search'' (news/newsarchives.asp?function=search&amp;amp;advanced=1)&lt;br /&gt;
* &amp;lt;s&amp;gt; Contact (contacts/index.shtml)  {1} &amp;lt;/s&amp;gt; [[OldSiteContact]]&lt;br /&gt;
* Polycount for PalmOS (news/pqa.zip)  &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* Links (links/index.shtml)     {2}&lt;br /&gt;
* &amp;lt;s&amp;gt; Credits (credits/index.shtml)  {1}  this should be merged with the contact page &amp;lt;/s&amp;gt; [[OldSiteCredits]]&lt;br /&gt;
= Download Database =&lt;br /&gt;
* ''UT2004 Models, UT2004 Vehicles, UT2003 Models, Quake 3 Models, UT Models, JKA Models, JK2 Models, GTA3 Models, Serious Sam Models, Quake 2 Models, Q3 Map Models, TA Team Models, TA Head Models, Elite Force Models, Half-Life Models, Heretic2 Models, [[CounterStrike]] Models, The Sims Models, Kingpin Models'' (downloads/ and downloads/index.asp?game=##&amp;amp;sort=date&amp;amp;order=DESC)  {2}&lt;br /&gt;
= Other Models and Skins =&lt;br /&gt;
* Q3 Weapon Models (q3weapons/q3weapons-index.shtml)  {3}&lt;br /&gt;
* HL Weapon Models (hlweapons/hlweapons-index.shtml)  {3}&lt;br /&gt;
* UT2003 Accessories (dynamic.gamespy.com/~polycount/skins/ut2003skin-index.shtml wtf?) {3}&lt;br /&gt;
* Quake 2 Accessories (skins/q2skin-index.shtml)  {3}&lt;br /&gt;
* Quake 3 Accessories (skins/q3skin-index.shtml)  {3}&lt;br /&gt;
* Unreal T Accessories (skins/utskin-index.shtml)  {3}&lt;br /&gt;
* Half-Life Accessories (skins/hlskin-index.shtml)  {3}&lt;br /&gt;
* Rune Accessories (skins/runeskin-index.shtml) {3}&lt;br /&gt;
* Sims Accessories (skins/simskin-index.shtml)  {3}&lt;br /&gt;
* Accessory Top-Picks (skins/top-picks/top-picks.shtml)   {3}  potentially &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* Top-Packs (skins/top-picks/top-packs/top-packs.shtml   {3}   potentially &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
= Resources =&lt;br /&gt;
* &amp;lt;s&amp;gt; Resources (resources/index.shtml) {1} we should be able to get alot of the heavy lifting here from the community &amp;lt;/s&amp;gt; [[OldSiteResources]]&lt;br /&gt;
&lt;br /&gt;
Under Resources, there are these directories and significant files.  Directories without any sub-content just have an index.shtml file in them listing resources elsewhere on the net.  Most directories also have lots of other directories with supporting files, like images and stuff, which aren't listed for brevity.&lt;br /&gt;
&lt;br /&gt;
* avp2 {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tutorials&lt;br /&gt;
*** talonengine&lt;br /&gt;
**** talonenginetut.shtml&lt;br /&gt;
* bandw  {3} {i} wtf is this? Black and White&lt;br /&gt;
* chat-rooms {2}&lt;br /&gt;
** chat-index.shtml&lt;br /&gt;
** 2design &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
*** 2design.shtml&lt;br /&gt;
* model_design&lt;br /&gt;
** model_design.shtml&lt;br /&gt;
* modjobs &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
** modjobs.shtml&lt;br /&gt;
* drakan {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** gfx&lt;br /&gt;
*** JSheffield.zip&lt;br /&gt;
* eliteforce {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
** tutorials&lt;br /&gt;
*** q3-ef&lt;br /&gt;
**** Q3AEF.shtml&lt;br /&gt;
* &amp;lt;s&amp;gt; FAQ-genera {1}  probably needs reviewl &amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt; faq-general-index.shtml&amp;lt;/s&amp;gt; [[OldSiteResourcesFaqGeneral]]&lt;br /&gt;
* &amp;lt;s&amp;gt; general {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneral]]&lt;br /&gt;
** misc {i}  sunstorm?&lt;br /&gt;
*** sunstorm.shtml&lt;br /&gt;
* &amp;lt;s&amp;gt; tools {1} &amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt; infografica.shtml &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralToolsInfografica]]&lt;br /&gt;
** &amp;lt;s&amp;gt; polychop &amp;lt;/s&amp;gt; &lt;br /&gt;
*** &amp;lt;s&amp;gt; gdmag.pdf &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralToolsPolyChop]]&lt;br /&gt;
* tutorials {2}&lt;br /&gt;
** ALPHAWolf_Tut01&lt;br /&gt;
*** Low&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Poly&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Characters.shtml&lt;br /&gt;
* cswingstut&lt;br /&gt;
** cswingstut.shtml&lt;br /&gt;
* Hitman&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Daz_Tut01&lt;br /&gt;
** Digital&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Painting.shtml&lt;br /&gt;
* Model-unwrap&lt;br /&gt;
** model-unwrap.shtml&lt;br /&gt;
** model-unwrap-pic1.shtml&lt;br /&gt;
** model-unwrap-pic2.shtml&lt;br /&gt;
** model-unwrap-pic3.shtml&lt;br /&gt;
** model-unwrap-pic4.shtml&lt;br /&gt;
** model-unwrap-pic5.shtml&lt;br /&gt;
* NURBS-mapping&lt;br /&gt;
** Nurbs-mapping.shtml&lt;br /&gt;
** tutorial.html&lt;br /&gt;
** vrml1.html&lt;br /&gt;
** vrml2.html&lt;br /&gt;
** vrml3.html&lt;br /&gt;
* Shine_Tut03&lt;br /&gt;
** Poly&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Reduce.shtml&lt;br /&gt;
* Shine_Tut04&lt;br /&gt;
** Making a Head.shtml&lt;br /&gt;
* Shine_Tut05&lt;br /&gt;
** Setup Bones Part1.shtml&lt;br /&gt;
* Surface&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Tools&lt;br /&gt;
** Surface Tools for Low Poly Modeling2.doc&lt;br /&gt;
** Surface&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Tools.shtml&lt;br /&gt;
** Surface&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Tools-mts.shtml&lt;br /&gt;
* UVWunwrap&lt;br /&gt;
** UVWunwrap.shtml&lt;br /&gt;
* ASC_Export_Tut01.shtml&lt;br /&gt;
** Shine_Tut01.shtml&lt;br /&gt;
** Shine_Tut02.shtml&lt;br /&gt;
* &amp;lt;s&amp;gt; video_tutorials {1} &amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt; video-tut-list.shtml &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralVideoTutorials]]&lt;br /&gt;
* &amp;lt;s&amp;gt; apps.shtml {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralApplications]]&lt;br /&gt;
** &amp;lt;s&amp;gt; genmisc.shtml  {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralMiscellaneous]]&lt;br /&gt;
** index.shtml&lt;br /&gt;
** &amp;lt;s&amp;gt; lightwave.shtml   {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralLightwave]]&lt;br /&gt;
** &amp;lt;s&amp;gt; max.shtml  {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralMax]]&lt;br /&gt;
** &amp;lt;s&amp;gt; maya.shtml  {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralMaya]]&lt;br /&gt;
** &amp;lt;s&amp;gt; milkshape.shtml  {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralMilkshape]]&lt;br /&gt;
** &amp;lt;s&amp;gt; misc.shtml  {1} &amp;lt;/s&amp;gt; &amp;quot;Sorry, I had something here, but it turned out to be illegal.&amp;quot;&lt;br /&gt;
** &amp;lt;s&amp;gt; modelanim.shtml  {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralModelingAndAnimation]]&lt;br /&gt;
** nst.shtml  {3}&lt;br /&gt;
** q2m.shtml   {3}&lt;br /&gt;
** &amp;lt;s&amp;gt; skinning.shtml   {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralSkinning]]&lt;br /&gt;
** &amp;lt;s&amp;gt; tools.shtml  {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralTools]]&lt;br /&gt;
** tutindex.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* gfx (looks like game logos for pages maybe) {i}  i suspect it is, thats what i think its a dup of that other directory&lt;br /&gt;
* &amp;lt;s&amp;gt;glossary (24 pages of definitions plus images) {1} &amp;lt;/s&amp;gt; http://nathan.perilith.com/~vito/oldpolycount/glossary/&lt;br /&gt;
* &amp;lt;s&amp;gt; glossary2 (only one glossary page, but lots of examples files)   {1} can we consolidate these? &amp;lt;/s&amp;gt; http://nathan.perilith.com/~vito/oldpolycount/glossary2/glossary.html&lt;br /&gt;
* gta3 {3}&lt;br /&gt;
* halflife {2}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
** tutorials (directory with 20 pages of modeling tutorials plus example content)&lt;br /&gt;
* heretic2 {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* jk2 {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tutorials&lt;br /&gt;
*** Model&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Tutorial (eight files under here making this up)&lt;br /&gt;
*** jk2_model_construction.shtml&lt;br /&gt;
* kingpin {3}&lt;br /&gt;
** tools&lt;br /&gt;
*** framelist.shtml&lt;br /&gt;
*** tools.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
** Kingpin-animations.html&lt;br /&gt;
* lithtech {3}&lt;br /&gt;
** tutorials&lt;br /&gt;
*** lithtech_primer.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* manual (how to review a model?)  {i}  it may go &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* nolf {3}&lt;br /&gt;
* quake {2}&lt;br /&gt;
** FAQ.shtml&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* &amp;lt;s&amp;gt; quake2 {1} &amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt; tools &amp;lt;/s&amp;gt;&lt;br /&gt;
*** &amp;lt;s&amp;gt; Prefabs &amp;lt;/s&amp;gt;&lt;br /&gt;
**** &amp;lt;s&amp;gt; Alx_Prefabs-info.shtml &amp;lt;/s&amp;gt; [[OldSiteResourcesQuake2ToolsPrefabsAlx]]&lt;br /&gt;
**** &amp;lt;s&amp;gt; Hunter_Prefabs-info.shtml &amp;lt;/s&amp;gt; [[OldSiteResourcesQuake2ToolsPrefabsHunter]]&lt;br /&gt;
** &amp;lt;s&amp;gt; Testbox &amp;lt;/s&amp;gt;&lt;br /&gt;
*** &amp;lt;s&amp;gt; testbox.shtml &amp;lt;/s&amp;gt; [[OldSiteResourcesQuake2ToolsTestbox]]&lt;br /&gt;
* &amp;lt;s&amp;gt; tutorials &amp;lt;/s&amp;gt; &lt;br /&gt;
** &amp;lt;s&amp;gt; NGLV &amp;lt;/s&amp;gt; [[OldSiteResourcesQuake2TutorialsNglv]]&lt;br /&gt;
** &amp;lt;s&amp;gt; NST_Tut01 &amp;lt;/s&amp;gt; [[OldSiteResourcesQuake2TutorialsNstTut1]]&lt;br /&gt;
** &amp;lt;s&amp;gt; Custom VWEP.shtml &amp;lt;/s&amp;gt; [[OldSiteResourcesQuake2TutorialsCustomVwep]]&lt;br /&gt;
** &amp;lt;s&amp;gt; NST_Retro&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Map.shtml &amp;lt;/s&amp;gt; [[OldSiteResourcesQuake2TutorialsNstRetroMap]]&lt;br /&gt;
** &amp;lt;s&amp;gt; Weapon Skin Linking.shtml &amp;lt;/s&amp;gt; [[OldSiteResourcesQuake2WeaponSkinLinking]]&lt;br /&gt;
* &amp;lt;s&amp;gt; FAQ.shtml &amp;lt;/s&amp;gt; [[OldSiteResourcesQuake2Faq]]&lt;br /&gt;
** &amp;lt;s&amp;gt; FAQ-stecki.shtml &amp;lt;/s&amp;gt; [[OldSiteResourcesQuake2PpmTroubleshooting]]&lt;br /&gt;
** &amp;lt;s&amp;gt; index.shtml &amp;lt;/s&amp;gt; [[OldSiteResourcesQuake2]]&lt;br /&gt;
** &amp;lt;s&amp;gt; md2text.txt &amp;lt;/s&amp;gt; [[OldSiteResourcesQuake2Md2ReadmeTemplate]]&lt;br /&gt;
** &amp;lt;s&amp;gt; q2frameslist.shtml &amp;lt;/s&amp;gt; [[OldSiteResourcesQuake2FramesList]]&lt;br /&gt;
** &amp;lt;s&amp;gt; tools.shtml &amp;lt;/s&amp;gt; [[OldSiteResourcesQuake2Tools]]&lt;br /&gt;
** &amp;lt;s&amp;gt; tutorials.shtml &amp;lt;/s&amp;gt; [[OldSiteResourcesQuake2Tutorials]]&lt;br /&gt;
* quake3 {1}&lt;br /&gt;
** &amp;lt;s&amp;gt; Model_Doc &amp;lt;/s&amp;gt;&lt;br /&gt;
*** &amp;lt;s&amp;gt; Model_manual_ps.htm &amp;lt;/s&amp;gt; [[OldSiteResourcesQuake3ModelManual]]&lt;br /&gt;
* &amp;lt;s&amp;gt; Shader_Doc &amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt; Q3&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Ashader_manual.htm &amp;lt;/s&amp;gt; [[OldSiteResourcesQuake3ShaderManual]]&lt;br /&gt;
* tools&lt;br /&gt;
** tutorials (lots of files below these, ugh)&lt;br /&gt;
*** josh&lt;br /&gt;
*** max-to-q3&lt;br /&gt;
*** MAX-to-q3data&lt;br /&gt;
*** Skin-shader&lt;br /&gt;
*** Sound&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Pak&lt;br /&gt;
*** Steed-Tut&lt;br /&gt;
* index.shtml&lt;br /&gt;
** md3text.txt&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* rune {3}&lt;br /&gt;
** tutorials&lt;br /&gt;
*** lodsettings&lt;br /&gt;
**** runetut-lodsettings.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
* sims {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* ssam {3}&lt;br /&gt;
* thps {3} {i}&lt;br /&gt;
* tribes {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* unreal {2}&lt;br /&gt;
** tools&lt;br /&gt;
** tutorials (lots of files in these subdirs)&lt;br /&gt;
*** lodsettings&lt;br /&gt;
*** mage&lt;br /&gt;
*** pix&lt;br /&gt;
*** sounds&lt;br /&gt;
*** umod&lt;br /&gt;
*** umod-backup&lt;br /&gt;
*** UTut01.shtml&lt;br /&gt;
*** UTut02.shtml&lt;br /&gt;
*** UTut03.shtml&lt;br /&gt;
*** UTut04.shtml&lt;br /&gt;
*** UTut05.shtml&lt;br /&gt;
*** UTut06.shtml&lt;br /&gt;
*** Utut07.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
** UTtut-mainpage.shtml&lt;br /&gt;
** UTtut-part5.shtml&lt;br /&gt;
* ut2003 {1}&lt;br /&gt;
** tutorials&lt;br /&gt;
*** backups (this might just be backup content, not sure, something about Intertwined)&lt;br /&gt;
*** ut2mod&lt;br /&gt;
*** pushing_tutorial.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
Also what I'd consider resources are:&lt;br /&gt;
&lt;br /&gt;
* Good, Bad and Ugly (skins/gbu/* with eight article directories under it)  {2}&lt;br /&gt;
* Skin news archives (skins/archived-news/* with 30 pages of news under it)  {i}  no idea&lt;br /&gt;
* Articles (ten article directories below that:) {2}&lt;br /&gt;
** animation-tips&lt;br /&gt;
** BnW&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;interview&lt;br /&gt;
** chiq_interview_012602&lt;br /&gt;
** chrisbruce_072002&lt;br /&gt;
** Gwot062k2&lt;br /&gt;
** max3preview&lt;br /&gt;
** q3-model-preview&lt;br /&gt;
** Steed-gdc99&lt;br /&gt;
** Steed-Interview&lt;br /&gt;
** Steed-Interview-2&lt;br /&gt;
* Subdermal (six pages and a contest) {2}&lt;br /&gt;
&lt;br /&gt;
= Not Linked To =&lt;br /&gt;
* [[AskDev]] (ask a developer column?) &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;  this didnt pan out. a dev house wanted to help just answer questions. But pulled out right as we set it all up.&lt;br /&gt;
* docs/gamespace_release.zip &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* misc&lt;br /&gt;
** Discreet_QCon2k1 {3}  {i} needs review&lt;br /&gt;
** e32k4 {3}  {i} needs review&lt;br /&gt;
** gfx {i} is this just a directory full of original polycount gfx?&lt;br /&gt;
** id-model-renders {3}&lt;br /&gt;
** pimps {3}  {i} needs review&lt;br /&gt;
** 12-3action.htm {3}  {i} needs review&lt;br /&gt;
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** lead_action_designer.doc &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
** micro-forte-syd-jobdoc.shtml &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
** stuff.htm {3}  {i} needs review&lt;br /&gt;
** Unreal_Coach_jobpost_053104.doc &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* modeloftheweek  &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* modelpacks  {3}&lt;br /&gt;
* paintchat {2}  conditional that we can get it working again, free/cheap.  if not... &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* previews  &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
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* reviewlists  &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* skindom (woah nelly tons of stuff here)  {3}&lt;br /&gt;
* cutedoll.shtml (contest?) {3}  archive purposes only&lt;br /&gt;
* info (actual static model info files, non-db) {2} after database&lt;br /&gt;
* reviews (actual static model review files, non-db) {2} after database&lt;/div&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/OldSiteResourcesQuake3ShaderManual</id>
		<title>OldSiteResourcesQuake3ShaderManual</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/OldSiteResourcesQuake3ShaderManual"/>
				<updated>2006-06-09T06:41:10Z</updated>
		
		<summary type="html">&lt;p&gt;VitoMiliano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
'''NOTE:''' The Quake 3 Arena Shader Manual is also&lt;br /&gt;
 available for download in .PDF format at the following&lt;br /&gt;
 link: [http://dl.fileplanet.com/dl/dl.asp?q2pmp/Q3AShader_manual_pdf.zip Quake 3 Arena Shader Manual in .PDF format]  Quake III Arena&lt;br /&gt;
&lt;br /&gt;
Shader Manual&lt;br /&gt;
&lt;br /&gt;
Revision #12&lt;br /&gt;
&lt;br /&gt;
By Paul Jaquays and Brian Hook&lt;br /&gt;
&lt;br /&gt;
(with additional material by John Carmack, Christian Antkow, Kevin Cloud, &amp;amp; Adrian Carmack)&lt;br /&gt;
&lt;br /&gt;
 1          Preface: Making Your Own Shaders&lt;br /&gt;
The Manual for the [[Q3Radiant]] editor program contains a section called '''''Creating New Assets''''' that has the necessary information for setting up the files to create your own custom Quake III Arena shaders.  It is recommended that you study the scripts in this document and in the individual shader scripts. Pay careful attention to syntax and punctuation. This is where you are most likely to make mistakes.&lt;br /&gt;
&lt;br /&gt;
 2         Introduction&lt;br /&gt;
The graphic engine for ''Quake III Arena'' has taken a step forward by putting much more direct control over the surface qualities of textures into the hands of designers and artists.  In writing this manual, we have tried to define the concepts and tools that are used to modify textures in a way that, it is hoped, will be graspable by users who already have basic knowledge of computer graphics but are not necessarily computer programmers.  It is not a tutorial, nor was it intended to be one.&lt;br /&gt;
&lt;br /&gt;
= 2.1        What is a Shader? =&lt;br /&gt;
Shaders are short text scripts that define the properties of a surface as it appears and functions in a game world (or compatible editing tool).  By convention, the documents that contain these scripts usually has the same name as the texture set which contains the textures being modified (e.g; base, hell, castle, etc,).  Several specific script documents have also been created to handle special cases, like liquids, sky and special effects.&lt;br /&gt;
&lt;br /&gt;
For ''Quake III Arena,'' Shader scripts are located in quake3/baseq3/scripts.&lt;br /&gt;
&lt;br /&gt;
 A ''Quake III Arena''  shader file consists of a series of surface attribute and rendering instructions formatted within braces (“{“ and “}”).  Below you can see a simple example of syntax and format for a single process, including the Q3MAP keywords or “Surface Parameters”, which follow the first bracket and a single bracketed  “stage”:&lt;br /&gt;
&lt;br /&gt;
 textures/liquids/lava&lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
&lt;br /&gt;
       deformVertexes wave sin 0 3 0 0.1&lt;br /&gt;
&lt;br /&gt;
       tessSize 64&lt;br /&gt;
&lt;br /&gt;
        {&lt;br /&gt;
&lt;br /&gt;
       map textures/common/lava.tga&lt;br /&gt;
&lt;br /&gt;
       }&lt;br /&gt;
&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
= 2.2         Shader Name &amp;amp; File Conventions =&lt;br /&gt;
The first line is the shader name.  Shader names can be up to 63 characters long.  The names are often a mirror of a pathname to a .tga file without the extension or basedir (/quake3/baseq3 in our case), but they do not need to be.&lt;br /&gt;
&lt;br /&gt;
Shaders that are only going to be referenced by the game code, not modeling tools, often are just a single world, like “projectionShadow” or “viewBlood”.&lt;br /&gt;
&lt;br /&gt;
Shaders that are used on characters or other polygon models need to mirror a .tga file, which allows the modelers to build with normal textures, then have the special effects show up when the model is loaded into the game.&lt;br /&gt;
&lt;br /&gt;
Shaders that are placed on surfaces in the map editor commonly mirror a .tga file, but the “qer_editorimage” shader parameter can force the editor to use an arbitrary image for display.&lt;br /&gt;
&lt;br /&gt;
Shader pathnames have a case sensitivity issue – on windows, they ''aren’t'' case sensitive, but on unix they ''are''.  Try to always use lowercase for filenames, and always use forward slashes “/” for directory separators.&lt;br /&gt;
&lt;br /&gt;
= 2.3        Shader Types =&lt;br /&gt;
The keywords that affect shaders are divided into two classes.  The first class of keywords are global parameters.  Some global parameters ( '''“surfaceparms.”''' And all '''“q3map_” keywords''') are processed by Q3MAP, and change physical attributes of the surface that uses the shader. These attributes can affect the player. To see changes in these parameters one must re-bsp the map.&lt;br /&gt;
&lt;br /&gt;
The remaining global keywords, and all Stage Specific Keywords are processed by the renderer.  They are appearance changes only and have no effect on game play or game mechanics. Changes to any of these attributes will take effect as soon as the game goes to another level or vid_restarts (type command '''vid_restart''' in the game console).&lt;br /&gt;
&lt;br /&gt;
Shader keywords are ''not'' case sensitive.&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT NOTE:''' some of the shader commands may be order dependent, so it’s good practice to place all global shader commands (keywords defined in this section) at the very beginning of the shader and to place shader stages at the end (see various examples).&lt;br /&gt;
&lt;br /&gt;
= 2.4        Key Concepts =&lt;br /&gt;
Ideally, a designer or artist who is manipulating textures with shader files has a basic understanding of wave forms and knows about mixing colored light (high school physics sort of stuff).  If not, there are some concepts you need to have a grasp on to make shaders work for you.&lt;br /&gt;
&lt;br /&gt;
== 2.4.1          Surface Effects vs. Content Effects vs. Deformation Effects ==&lt;br /&gt;
Shaders not only modify the visible aspect of textures on a geometry brush, curve, patch or mesh model, but they can also have an effect on both the content, “shape,” and apparent movement of those things.  A surface effect does nothing to modify the shape or content of the brush.  Surface effects include glows, transparencies and rgb (red, green, blue) value changes. Content shaders affect the way the brush operates in the game world. Examples include water, fog, nonsolid, and structural.  Deformation effects change the actual shape of the affected brush or curve, and may make it appear to move.&lt;br /&gt;
&lt;br /&gt;
== 2.4.2          Power Has a Price ==&lt;br /&gt;
The shader script gives the designer, artist and programmer a great deal of easily accessible power over the appearance of and potential special effects that may be applied to surfaces in the game world.  But it is power that comes with a price tag attached, and the cost is measured in performance speed.  Each shader phase that affects the appearance of a texture causes the ''Q3:A'' engine to make another processing pass and redraw the world.  Think of it as if you were adding all the shader-affected triangles to the total r_speed count for each stage in the shader script. A shader-manipulated texture that is seen through another shader manipulated texture (e.g.; a light in fog) has the effect of ''adding'' the total number of passes together for the affected triangles.  A light that required two passes seen through a fog that requires one pass will be treated as having to redraw that part of the world three times.&lt;br /&gt;
&lt;br /&gt;
== 2.4.3          RGB Color ==&lt;br /&gt;
RGB means “Red, Green, Blue.” Mixing red, green and blue light in differing intensities creates the colors in computers and television monitors.  This is called ''additive color'' (as opposed to the mixing of pigments in paint or colored ink in the printing process, which is subtractive color).  In ''Quake III Arena'' and most higher-end computer art programs (and the color selector in Windows), the intensities of the individual Red, Green and Blue components are expressed as number values. When mixed together on a screen, number values of equal intensity in each component color create a completely neutral (gray) color.  The lower the number value (towards 0), the darker the shade.  The higher the value, the lighter the shade or the more saturated the color until it reaches a maximum value of 255 (in the art programs).  All colors possible on the computer can be expressed as a formula of three numbers. The value for complete black is 0 0 0. The value for complete white is 255 255 255. However, the ''Quake III Arena'' graphics engine requires that the color range be  “normalized” into a range between 0.0 and 1.0.&lt;br /&gt;
&lt;br /&gt;
== 2.4.4          Normalization: a Scale of 0 to 1 ==&lt;br /&gt;
The mathematics in ''Quake III Arena'' use a scale of 0.0 to 1.0 instead of 0 to 255. Most computer art programs that can express RGB values as numbers use the 0 to 255 scale.  To convert numbers, divide each of the art program’s values for the component colors by 255.  The resulting three values are your ''Quake III Arena'' formula for that color component.  The same holds true for texture coordinates.&lt;br /&gt;
&lt;br /&gt;
== 2.4.5          Texture Sizes ==&lt;br /&gt;
TGA texture files are measured in pixels (picture elements).  Textures are measured in powers of 2, with 16 x16 pixels being the smallest (typically) texture in use.  Most will be larger. Textures need not be square, so long as both dimensions are powers of 2. Examples include: 32x256, 16x32, 128x16.&lt;br /&gt;
&lt;br /&gt;
== 2.4.6          Color Math ==&lt;br /&gt;
In ''Quake III Arena'' , colors are changed by mathematical equations worked on the textures by way of the scripts or “programlets”  in the shader file.  An equation that adds to or multiplies the number values in a texture causes it to become darker.  Equations that subtract from or modulate number values in a texture cause it to become lighter.  Either equation can change the hue and saturation of a color.&lt;br /&gt;
&lt;br /&gt;
== 2.4.7          Measurements ==&lt;br /&gt;
The measurements used in the shaders are in either game units, color units, or texture units.&lt;br /&gt;
&lt;br /&gt;
 ·          '''Game unit:''' A game unit is used by deformations to specify sizes relative to the world.  Game units are the same scale we have had since way back in the ''Wolfenstein'' days – 8 units equals one foot. The default texture scale used by the [[Q3Radiant]] map editor results in two texels for each game unit, but that can be freely changed.&lt;br /&gt;
&lt;br /&gt;
 ·         '''Color units''': Colors scale the values generated by the texture units to produce lighting effects.  A value of 0.0 will be completely black, and a value of 1.0 will leave the texture unchanged. Colors are sometimes specified with a single value to be used across all red, green, and blue channels, or sometimes as separate values for each channel.&lt;br /&gt;
&lt;br /&gt;
 ·         '''Texture units:''' This is the normalized (see above) dimensions of the original texture image  (or a previously modified texture at a given stage in the shader pipeline).  A full texture, regardless of its original size in texels, has a normalized measurement of 1.0 x 1.0.  For normal repeating textures, it is possible to have value greater than 1.0 or less than 0.0, resulting in repeating of the texture.  The coordinates are usually assigned by the level editor or modeling tools, but you still need to be aware of this for scrolling or turbulent movement of the texture at runtime.&lt;br /&gt;
&lt;br /&gt;
== 2.4.8           Waveform Functions ==&lt;br /&gt;
Many of the shader functions use waveforms to modulate measurements over time.  Where appropriate, additional information is provided with wave modulated keyword functions to describe the effect of a particular waveform on that process. Currently there are five waveforms in use in ''Q3A'' shaders:&lt;br /&gt;
&lt;br /&gt;
'''Sin''': Sin stands for sine wave, a regular smoothly flowing wave ranging from –1 to 1.&lt;br /&gt;
&lt;br /&gt;
'''Triangle:''' Triangle is a wave with a sharp ascent and a sharp decay, ranging from 0 to 1. It will make a choppy looking wave forms.&lt;br /&gt;
&lt;br /&gt;
'''Square''': A square wave simply switches from –1 to 1 with no in-between.&lt;br /&gt;
&lt;br /&gt;
'''Sawtooth:''' In the sawtooth wave, the ascent is like a triangle wave from 0 to 1, but the decay cuts off sharply back to 0.&lt;br /&gt;
&lt;br /&gt;
'''Inversesawtooth:''' This is the reverse of the sawtooth … instant ascent to the peak value (1), then a triangle wave descent to the valley value (0).  The phase on this goes from 1.0 to 0.0 instead of 0.0 to 1.0.  This wave is particularly useful for additive cross-fades.&lt;br /&gt;
&lt;br /&gt;
'''Waveforms all have the following properties''':&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;base&amp;gt;''' Where the wave form begins. Amplitude is measured from this base value.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;amplitude&amp;gt;''' This is the height of the wave created, measured from the base'''.''' You will probably need to test and tweak this value to get it correct for each new shader stage. The greater the amplitude, the higher the wave peaks and the deeper the valleys.&lt;br /&gt;
&lt;br /&gt;
''' '''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;phase&amp;gt;''' This is a normalized value between 0.0 and 1.0.  Changing phase to a non-zero value affects the point on the wave at which the wave form initially begins to be plotted. Example: In  Sin or Triangle wave, a phase of 0.25 means it begins one fourth (25%) of the way along the curve, or more simply put, it begins at the peak of the wave.  A phase of 0.5 would begin at the point the wave re-crosses the base line.  A phase of 0.75 would be at the lowest point of the valley.  If only one wave form is being used in a shader, a phase shift will probably not be noticed and phase should have a value of zero (0).  However, including two or more stages of the same process in a single shader, but with the phases shifted can be used to create interesting visual effects.   Example:  using rgbGen in two stages with different colors and a 0.5 difference in phase would cause the manipulated texture to modulate between two distinct colors.   Phase changes can also be used when you have two uses of the same effect near each other, and you don’t want them to be synchronized. You would write a separate shader for each, changing only the phase value.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;freq&amp;gt;''' Frequency. This value is expressed as repetitions or cycles of the wave per second.  A value of 1 would cycle once per second.  A value of 10 would cycle 10 times per second.  A value of 0.1 would cycle once every 10 seconds.&lt;br /&gt;
&lt;br /&gt;
 3         General Shader Keywords&lt;br /&gt;
'''IMPORTANT NOTE:''' Once again, be aware that some of the shader commands may be order dependent, so it’s good practice to place all global shader commands (keywords defined in this section) at the very beginning of the shader and to place shader stages at the end (see various examples).&lt;br /&gt;
&lt;br /&gt;
These Keywords are global to a shader and affect all stages.  They are also ignored by Q3MAP.&lt;br /&gt;
&lt;br /&gt;
= 3.1        skyParms &amp;lt;farbox&amp;gt; &amp;lt;cloudheight&amp;gt; &amp;lt;nearbox&amp;gt; =&lt;br /&gt;
Specifies how to use the surface as a sky, including an optional far box (stars, moon, etc), optional cloud layers with any shader attributes, and an optional near box (mountains in front of the clouds, etc).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;Farbox&amp;gt;''' Specifies a set of files to use as an environment box behind all cloud layers.  Specify “-“ for no farbox, or a file base name.  A base name of  “env/test” would look for files “env/test_rt.tga”, “env/test_lf.tga”, “env/test_ft.tga”, “env/test_bk.tga”, “env/test_up.tga”, “env/test_dn.tga” to use as the right / left / front / back / up / down sides.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;cloudheight&amp;gt;''' controls apparent curvature of the cloud layers – lower numbers mean more curvature (and thus more distortion at the horizons).  Higher height values create “flatter” skies with less horizon distortion.  Think of height as the radius of a sphere on which the clouds are mapped. Good ranges are 64 to 256.  The default value is 128.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;nearbox&amp;gt;'''   Specified as farbox, to be alpha blended on top of the clouds.  This has not been tested in a long time, so it probably doesn’t actually work.  Set to “-“ to ignore.&lt;br /&gt;
&lt;br /&gt;
Design Notes:&lt;br /&gt;
&lt;br /&gt;
 ·         If you are making a map where the sky is seen by looking up most of the time, use a lower cloudheight value.  Under those circumstances the tighter curve looks more dynamic. If you are making a map where the sky is seen by looking out windows most of the time or has a map area that is open to the sky on one or more sides, use a higher height to make the clouds seem more natural.&lt;br /&gt;
&lt;br /&gt;
 ·         It is possible to create a sky with up to 8 cloud layers, but that also means 8 processing passes and a potentially large processing hit.&lt;br /&gt;
&lt;br /&gt;
 ·          Be aware that the skybox does not wrap around the entire world. The “floor” or bottom face of the skybox is not drawn by the game. If a player in the game can see that face, they will see the “hall of mirrors” effect.&lt;br /&gt;
&lt;br /&gt;
 '''Example: Sky script'''&lt;br /&gt;
&lt;br /&gt;
 textures/skies/xtoxicsky_dm9&lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
&lt;br /&gt;
       qer_editorimage textures/skies/toxicsky.tga&lt;br /&gt;
&lt;br /&gt;
       surfaceparm noimpact&lt;br /&gt;
&lt;br /&gt;
       surfaceparm nolightmap&lt;br /&gt;
&lt;br /&gt;
 q3map_globaltexture&lt;br /&gt;
&lt;br /&gt;
 q3map_lightsubdivide 256&lt;br /&gt;
&lt;br /&gt;
       q3map_surfacelight 400&lt;br /&gt;
&lt;br /&gt;
       surfaceparm sky&lt;br /&gt;
&lt;br /&gt;
       q3map_sun   1 1 0.5 150 30 60&lt;br /&gt;
&lt;br /&gt;
       skyparms full 512 -&lt;br /&gt;
&lt;br /&gt;
       {&lt;br /&gt;
&lt;br /&gt;
             map textures/skies/inteldimclouds.tga&lt;br /&gt;
&lt;br /&gt;
             tcMod scroll 0.1 0.1&lt;br /&gt;
&lt;br /&gt;
              tcMod scale 3 2&lt;br /&gt;
&lt;br /&gt;
       }&lt;br /&gt;
&lt;br /&gt;
       {&lt;br /&gt;
&lt;br /&gt;
             map textures/skies/intelredclouds.tga&lt;br /&gt;
&lt;br /&gt;
              blendFunc add&lt;br /&gt;
&lt;br /&gt;
             tcMod scroll 0.05 0.05&lt;br /&gt;
&lt;br /&gt;
             tcMod scale 3 3&lt;br /&gt;
&lt;br /&gt;
       }&lt;br /&gt;
&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
= 3.2        cull &amp;lt;side&amp;gt; =&lt;br /&gt;
Every surface of a polygon has two sides, a front and a back.  Typically, we only see the front or “out” side. For example, a solid block you only show the front side.  In many applications we see both. For example, in water, you can see both front and a back. The same is true for things like grates and screens.&lt;br /&gt;
&lt;br /&gt;
To “cull” means to remove. The value parameter determines the type of face culling to apply.  The default value is cull ''front'' if this keyword is not specified.  However for items that should be inverted then the value ''back'' should be used.  To disable culling, the value  ''disable'' or ''none'' should be used. Only one cull instruction can be set for the shader.&lt;br /&gt;
&lt;br /&gt;
== 3.2.1          cull front ==&lt;br /&gt;
The front or “outside” of the polygon is not drawn in the world.  This is the default value.  It is used if the keyword “'''cull'''” appears in the content instructions without a '''&amp;lt;side&amp;gt;''' value or if the keyword cull does not appear at all in the shader.&lt;br /&gt;
&lt;br /&gt;
== 3.2.2          cull back ==&lt;br /&gt;
Cull back removes the back or “inside” of a polygon from being drawn in the world.&lt;br /&gt;
&lt;br /&gt;
== 3.2.3          cull disable, cull none ==&lt;br /&gt;
Neither side of the polygon is removed.  Both sides are drawn in the game. Very useful for making panels or barriers that have no depth, such as grates, screens, metal wire fences and so on and for liquid volumes that the player can see from within.  Also used for energy fields, sprites, and weapon effects (e.g.; plasma).&lt;br /&gt;
&lt;br /&gt;
Design Notes: For things like grates and screens, put the texture with the cull none property on one face only. On the other faces, use a non-drawing texture.&lt;br /&gt;
&lt;br /&gt;
= 3.3        deformVertexes =&lt;br /&gt;
This function performs a general deformation on the surface’s vertexes, changing the actual shape of the surface before drawing the shader passes.  You can stack multiple deformVertexes commands to modify positions in more complex ways, making an object move in two dimensions, for instance.&lt;br /&gt;
&lt;br /&gt;
== 3.3.1          deformVertexes wave &amp;lt;div&amp;gt; &amp;lt;func&amp;gt; &amp;lt;base&amp;gt;  &amp;lt;amplitude&amp;gt; &amp;lt;phase&amp;gt; &amp;lt;freq&amp;gt; ==&lt;br /&gt;
Designed for water surfaces, modifying the values differently at each point.  It accepts the standard wave functions of the type '''sin''', '''triangle''', '''square, sawtooth''' or '''inversesawtooth'''.  The “div” parameter is used to control the wave “spread” – a value equal to the tessSize of the surface is a good default value (tessSize is subdivision size, in game units, used for the shader when seen in the game world) .&lt;br /&gt;
&lt;br /&gt;
== 3.3.2          deformVertexes normal &amp;lt;div&amp;gt; &amp;lt;func&amp;gt; &amp;lt;base&amp;gt; &amp;lt;amplitude ~0.1-~0.5&amp;gt; &amp;lt;frequency ~1.0-~4.0&amp;gt; ==&lt;br /&gt;
This deformation affects the normals of a vertex without actually moving it, which will effect later shader options like lighting and especially environment mapping.  If the shader stages don’t use normals in any of their calculations, there will be no visible effect.&lt;br /&gt;
&lt;br /&gt;
Design Notes:  Putting values of  0.1 t o 0.5 in Amplitude and 1.0 to 4.0 in the Frequency can produce some satisfying results.  Some things that have been done with it:  A small fluttering bat, falling leaves, rain, flags.&lt;br /&gt;
&lt;br /&gt;
== 3.3.3          deformVertexes bulge &amp;lt;bulgeWidth&amp;gt;  &amp;lt;bulgeHeight&amp;gt; &amp;lt;bulgeSpeed&amp;gt; ==&lt;br /&gt;
This forces a bulge to move along the given '''s''' and '''t''' directions.  Designed for use on curved pipes.&lt;br /&gt;
&lt;br /&gt;
'''Specific parameter definitions for deform keywords:'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;div&amp;gt; ''' This is roughly defined as the size of the waves that occur. It is measured in game units. Smaller values create a greater density of smaller wave forms occurring in a given area.  Larger values create a lesser density of waves, or otherwise put, the appearance of larger waves.  To look correct this value should closely correspond to the value (in pixels) set for tessSize (tessellation size) of the texture.  A value of 100.0 is a good default value (which means your tessSize should be close to that for things to look “wavelike”).&lt;br /&gt;
&lt;br /&gt;
''' '''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;func&amp;gt;''' This is the type of wave form being created.  Sin stands for sine wave, a regular smoothly flowing wave.  Triangle is a wave with a sharp ascent and a sharp decay. It will make a choppy looking wave forms.  A square wave is simply on or off for the period of the frequency with no in between. The sawtooth wave has the ascent of a triangle wave, but has the decay cut off sharply like a square wave.  An inversesawtooth wave reverses this.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;base&amp;gt;'''  This is the distance, in game units that the apparent surface of the texture is displaced from the actual surface of the brush as placed in the editor.  A positive value appears above the brush surface. A negative value appears below the brush surface.  An example of this is the Quad effect, which essentially is a shell with a positive base value to stand it away from the model surface and a 0 (zero) value for amplitude.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;amplitude&amp;gt;''' The distance that the deformation moves away from the base value.  See Wave Forms in the introduction for a description of amplitude.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;phase&amp;gt;''' See Wave Forms in the introduction for a description of phase)&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;frequency&amp;gt;''' See Wave Forms in the introduction for a description of frequency)&lt;br /&gt;
&lt;br /&gt;
Design Note:  The div and amplitude parameters, when used in conjunction with liquid volumes like water should take into consideration how much the water will be moving.  A large ocean area would have have massive swells (big div values) that rose and fell dramatically (big amplitude values). While a small, quiet pool may move very little.&lt;br /&gt;
&lt;br /&gt;
== 3.3.4          deformVertexes move &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;z&amp;gt; &amp;lt;func&amp;gt; &amp;lt;base&amp;gt;  &amp;lt;amplitude&amp;gt; &amp;lt;phase&amp;gt; &amp;lt;freq&amp;gt; ==&lt;br /&gt;
This keyword is used to make a brush, curve patch or md3 model appear to move together as a unit.  The &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; and &amp;lt;z&amp;gt; values are the distance and direction in game units the object appears to move relative to it’s point of origin in the map.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;func&amp;gt; &amp;lt;base&amp;gt; &amp;lt;amplitude&amp;gt; &amp;lt;phase&amp;gt; and &amp;lt;freq&amp;gt; values are the same as found in other wave form manipulations.&lt;br /&gt;
&lt;br /&gt;
The product of the function modifies the values x, y, and z. Therefore, if you have an amplitude of 5 and an x value of 2, the object will travel 10 units from its point of origin along the x axis. This results in a total of 20 units of motion along the x axis, since the amplitude is the variation both above and below the base.&lt;br /&gt;
&lt;br /&gt;
It must be noted that an object made with this shader does not actually change position, it only appears to.&lt;br /&gt;
&lt;br /&gt;
'''Design Note:'''  If an object is made up of surfaces with different shaders, all must have matching deformVertexes move values or the object will appear to tear itself apart.&lt;br /&gt;
&lt;br /&gt;
== 3.3.5          [[DeformVertexes]] autosprite ==&lt;br /&gt;
This function can be used to make any given triangle quad (pair of triangles that form a square rectangle) automatically behave like a sprite without having to make it a separate entity.  This means that the “sprite” on which the texture is placed will rotate to always appear at right angles to the player’s view as a sprite would. Any four-sided brush side, flat patch, or pair of triangles in an .md3 model can have the '''autosprite''' effect on it.  '''The brush face containing a texture with this shader keyword must be square.'''&lt;br /&gt;
&lt;br /&gt;
'''Design Note''': This is best used on objects that would appear the same regardless of viewing angle.  An example might be a glowing light flare.&lt;br /&gt;
&lt;br /&gt;
== 3.3.6          [[DeformVertexes]] autosprite2 ==&lt;br /&gt;
Is a slightly modified “sprite” that only rotates around the middle of its longest axis.  This allows you to make a pillar of fire that you can walk around, or an energy beam stretched across the room.&lt;br /&gt;
&lt;br /&gt;
= 3.4         fogparms &amp;lt;red value&amp;gt; &amp;lt;green value&amp;gt; &amp;lt;blue value&amp;gt; &amp;lt;distance to Opaque&amp;gt; =&lt;br /&gt;
Note: you must also specify “surfaceparm fog” to cause q3map to identify the surfaces inside the volume.  Fogparms only describes how to render the fog on the surfaces.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;red value&amp;gt; &amp;lt;green value&amp;gt; &amp;lt;blue value&amp;gt;''' These are normalized values. A good computer art program should give you the RGB values for a color. To obtain the values that define fog color for Quake III Arena , divide the desired color’s Red, Green and Blue values by 255 to obtain three normalized numbers within the 0.0 to 1.0 range.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;distance to opaque&amp;gt;''' This is the distance, in  game units, until the fog becomes totally opaque, as measured from the point of view of the observer.  By making the height of the fog brush shorter than the distance to opaque ,  the apparent density of the fog can be reduced (because it never reaches the depth at which full opacity occurs)..&lt;br /&gt;
&lt;br /&gt;
 ·         The fog volume can only have one surface visible (from outside the fog).&lt;br /&gt;
&lt;br /&gt;
 ·         Fog must be made of one brush. It cannot be made of adjacent brushes.&lt;br /&gt;
&lt;br /&gt;
 ·         Fog brushes must be axial.  This means that only square or rectangular brushes may contain fog, and those must have their edges drawn along the axes of the map grid (all 90 degree angles).&lt;br /&gt;
&lt;br /&gt;
 ·&lt;br /&gt;
&lt;br /&gt;
'''Design Notes: '''&lt;br /&gt;
&lt;br /&gt;
 ·         If a water texture contains a fog parameter, it must be treated as if it were a fog texture when in use.&lt;br /&gt;
&lt;br /&gt;
 ·         If a room is to be filled completely with a fog volume, it can only be entered through one surface (and still have the fog function correctly).&lt;br /&gt;
&lt;br /&gt;
  ·         Additional shader passes may be placed on a fog brush, as with other brushes.&lt;br /&gt;
&lt;br /&gt;
= 3.5        nopicmip =&lt;br /&gt;
This causes the texture to ignore user-set values for the  '''r_picmip''' cvar command.  The image will always be high resolution.  Example:  Used to keep images and text in the heads up display from blurring when user optimizes the game graphics.&lt;br /&gt;
&lt;br /&gt;
= 3.6        nomipmap: =&lt;br /&gt;
This implies nopicmip, but also prevents the generation of any lower resolution mipmaps for use by the 3d card.  This will cause the texture to alias when it gets smaller, but there are some cases where you would rather have this than a blurry image.  Sometimes thin slivers of triangles force things to very low mipmap levels, which leave a few constant pixels on otherwise scrolling special effects.&lt;br /&gt;
&lt;br /&gt;
= 3.7        polygonOffset =&lt;br /&gt;
Surfaces rendered with the '''polygonOffset''' keyword are rendered slightly off the polygon’s surface.  This is typically used for wall markings and “decals.” The distance between the offset and the polygon is fixed.  It is not a variable in Quake III Arena.&lt;br /&gt;
&lt;br /&gt;
= 3.8        portal =&lt;br /&gt;
Specifies that this texture is the surface for a portal or mirror.  In the game map, a portal entity must be placed directly in front of the texture (within 64 game units).  All this does is set “sort portal”, so it isn’t needed if you specify that explicitly.&lt;br /&gt;
&lt;br /&gt;
= 3.9        sort &amp;lt;value&amp;gt; =&lt;br /&gt;
Use this keyword to fine-tune the depth sorting of shaders as they are compared against other shaders in the game world. The basic concept is that if there is a question or a problem with shaders drawing in the wrong order against each other, this allows the designer to create a hierarchy of which shader draws in what order.&lt;br /&gt;
&lt;br /&gt;
The default behavior is to put all blended shaders in sort “additive” and all other shaders in sort “opaque”, so you only need to specify this when you are trying to work around a sorting problem with multiple transparent surfaces in a scene.&lt;br /&gt;
&lt;br /&gt;
The value here can be either a numerical value or one of the keywords in the following list (listed in order of ascending priority):&lt;br /&gt;
&lt;br /&gt;
'''portal (1):''' This surface is a portal, it draws over every other shader seen inside the portal, but before anything in the main view.&lt;br /&gt;
&lt;br /&gt;
'''Sky (2):''' Typically, the sky is the farthest surface in the game world.  Drawing this after other opaque surfaces can be an optimization on some cards.  This currently has the wrong value for this purpose, so it doesn’t do much of anything.&lt;br /&gt;
&lt;br /&gt;
'''Opaque (3):''' This surface is opaque (rarely needed since this is the default with no blendfunc)&lt;br /&gt;
&lt;br /&gt;
'''Banner (6) :''' Transparent, but very close to walls.&lt;br /&gt;
&lt;br /&gt;
'''Underwater (8):''' Draw behind normal transparent surfaces.&lt;br /&gt;
&lt;br /&gt;
'''Additive (9):'''  normal transparent surface (default for shaders with blendfuncs)&lt;br /&gt;
&lt;br /&gt;
'''nearest (16):''' this shader should always sort closest to the viewer, e.g. muzzle flashes and blend blobs&lt;br /&gt;
&lt;br /&gt;
 4         Q3MAP Specific Shader Keywords&lt;br /&gt;
These keywords change the physical nature of the textures and the brushes that are marked with them. Changing any of these values will require the map to be re-compiled. These are global and affect the entire shader.&lt;br /&gt;
&lt;br /&gt;
= 4.1        tessSize &amp;lt;amount&amp;gt; =&lt;br /&gt;
For consistency’s sake, this really should have been called q3map_tessSize. But it wasn’t. The tessSize shader controls the tessellation size (how finely a surface is chopped up in to triangles), in game units, of the surface.  This is only applicable to solid brushes, not curves, and is generally only used on surfaces that are flagged with the '''deformVertexes''' keyword.  Abuse of this can create a huge number of triangles.  This happens during q3map processing, so maps must be reprocessed for changes to take effect.&lt;br /&gt;
&lt;br /&gt;
'''Design Note:''' It can also be used on tesselating surfaces to make sure that tesselations are large, and thus, less costly in terms of triangles created.&lt;br /&gt;
&lt;br /&gt;
= 4.2        q3map_backshader &amp;lt;shadername&amp;gt; =&lt;br /&gt;
This allows a brush to use a different shader when you are inside it looking out. By way of example, this would allow a water brush (or other) surfaces to have a different sort order (see '''''sort''''' above) or appearance when seen from the inside.&lt;br /&gt;
&lt;br /&gt;
= 4.3         q3map_globaltexture =&lt;br /&gt;
Use this shader in the global keyword commands whenever the '''tcMod scale''' function is used in one of the later render stages. Many problems with getting shader effects to work across multiple adjacent brushes are a result of the way q3map optimizes texture precision. This option resolves that, but at the expense of some precision of the textures when they are far away from the origin of the map.&lt;br /&gt;
&lt;br /&gt;
= 4.4        q3map_sun &amp;lt;red&amp;gt; &amp;lt;green&amp;gt; &amp;lt;blue&amp;gt; &amp;lt;intensity&amp;gt; &amp;lt;degrees&amp;gt; &amp;lt;elevation&amp;gt; =&lt;br /&gt;
This keyword in a sky shader will create the illusion of light cast into a map by a single, infinitely distance light source (sun, moon, hellish fire, etc.).  This is only processed during the lighting phase of q3map.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;red&amp;gt; &amp;lt;green&amp;gt; &amp;lt;blue&amp;gt;''' Color is described by three normalized rgb values.  Color will be normalized to a 0.0 to 1.0 range, so it doesn’t matter what range you use.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;intensity&amp;gt;''' is the brightness of the generated light.  A value of 100 is a fairly bright sun.  The intensity of the light falls off with angle but not distance.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;degrees&amp;gt;''' is the angle relative to the directions on the map file.  A setting of 0 degrees equals east. 90 is north, 180 is west and 270 is south.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;elevation&amp;gt;''' is the distance, measured in degrees from the horizon (z value of zero in the map file).  An elevation of 0 is sunrise/sunset. An elevation of 90 is noon&lt;br /&gt;
&lt;br /&gt;
'''DESIGN NOTE: ''' Sky shaders should probably still have a '''q3map_surfacelight''' value.  The “sun” gives a strong directional light, but doesn’t necessarily give the fill light needed to soften and illuminate shadows.  Skies with clouds should probably have a weaker '''q3map_sun''' value and a higher  '''q3map_surfacelight''' value.  Heavy clouds diffuse light and weaken shadows.  The opposite is true of a cloudless or nearly cloudless sky.  In such cases, the “sun” or “moon” will cast stronger, shadows that have a greater degree of contrast.&lt;br /&gt;
&lt;br /&gt;
'''Design Trick:''' Not certain what color formula you want to use for the sun’s light? Try this. Create a light entity.  Use the [[Q3Radiant]] editor’s color selection tools to pick a color.  The light’s _color key’s value will be the normalized RGB formula. Copy it from the value line in the editor (CTRL+c) and paste it into your shader.&lt;br /&gt;
&lt;br /&gt;
= 4.5        q3map_surfaceLight &amp;lt;light value&amp;gt; =&lt;br /&gt;
The texture gives off light equal to the '''&amp;lt;light value&amp;gt;''' set for it.  The relative surface area of the texture in the world affects the actual amount of light that appears to be radiated.  To give off what appears to be the same amount of light, a smaller texture must be significantly brighter than a larger texture. Unless the qer_lightimage keyword is used to select a different source for the texture’s light color information, the color of the light will be the averaged color of the texture.&lt;br /&gt;
&lt;br /&gt;
= 4.6         q3map_lightimage &amp;lt; texturepath/texturename&amp;gt; =&lt;br /&gt;
The keyword '''q3map_lightimage''' generates lighting from the average color of the TGA image specified by the  q3map_lightimage.&lt;br /&gt;
&lt;br /&gt;
The keyword sequence for generating light on a '''q3map_surfacelight''' should be ordered as follows:&lt;br /&gt;
&lt;br /&gt;
1) '''q3map_lightimage''' ; (the texture providing the light and the color of the light)&lt;br /&gt;
&lt;br /&gt;
2) '''qer_editorimage''' ; (the editor-only image used to select the source map for the texture)&lt;br /&gt;
&lt;br /&gt;
3) the average color of the light emitted from the shader is calculated from the '''lightimage.''')&lt;br /&gt;
&lt;br /&gt;
The reason '''q3map_lightimage''' is specified for the light in the example below, is because the blend map is predominantly yellow, and the designer wanted more yellow light to be emitted from the light.&lt;br /&gt;
&lt;br /&gt;
'''Example: Taking light from another source texture'''&lt;br /&gt;
&lt;br /&gt;
 textures/eerie/ironcrosslt2_10000&lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
&lt;br /&gt;
 q3map_lightimage textures/gothic_light/ironcrosslt2.blend.tga&lt;br /&gt;
&lt;br /&gt;
 // this TGA is the source for the color of the blended light&lt;br /&gt;
&lt;br /&gt;
  qer_editorimage textures/gothic_light/ironcrosslt2.tga&lt;br /&gt;
&lt;br /&gt;
 //base TGA (used because the shader is used with several&lt;br /&gt;
&lt;br /&gt;
 // different light values&lt;br /&gt;
&lt;br /&gt;
 q3map_surfacelight 10000&lt;br /&gt;
&lt;br /&gt;
 //emitted light value of 10,000&lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
&lt;br /&gt;
 map $lightmap&lt;br /&gt;
&lt;br /&gt;
 //source texture is affected by the lightmap&lt;br /&gt;
&lt;br /&gt;
 rgbGen identity&lt;br /&gt;
&lt;br /&gt;
 // this command handles the overbright bits created by “sunlight”&lt;br /&gt;
&lt;br /&gt;
 // in the game&lt;br /&gt;
&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
&lt;br /&gt;
 map textures/gothic_light/ironcrosslt2.tga&lt;br /&gt;
&lt;br /&gt;
 blendFunc filter&lt;br /&gt;
&lt;br /&gt;
 rgbGen identity&lt;br /&gt;
&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
&lt;br /&gt;
 map textures/gothic_light/ironcrosslt2.blend.tga&lt;br /&gt;
&lt;br /&gt;
 blendFunc add&lt;br /&gt;
&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
= 4.7        q3map_lightsubdivide &amp;lt;value&amp;gt; =&lt;br /&gt;
This allows the user to define how large, or small to make the subdivisions (triangles) in a textured surface, particularly aimed at light-emitting textures like skies.  It defaults to 120 game units, but can be made larger (256 or 512) for sky boxes or smaller for light surfaces at the bottoms of cracks.  This can be a dominant factor in processing time for q3map lighting.&lt;br /&gt;
&lt;br /&gt;
= 4.8        surfaceparm &amp;lt;parm&amp;gt; =&lt;br /&gt;
All surfaceparm keywords are preceded by the word surfaceparm as follows: '''surfaceparm fog''' or '''surfaceparm noimpact.'''&lt;br /&gt;
&lt;br /&gt;
== 4.8.1          alphashadow ==&lt;br /&gt;
This keyword applied to a texture on a brush, patch or model will cause the lighting phase of the q3map process to use the texture’s alpha channel as a mask for casting static shadows in the game world.&lt;br /&gt;
&lt;br /&gt;
'''Design Note:''' Alphashadow does not work well with fine line detail on a texture.  Fine lines may not cast acceptable shadows.  It appears to work best with well-defined silhouettes and wider lines within the texture.  Most of our tattered banners use this to cast tattered shadows.&lt;br /&gt;
&lt;br /&gt;
== 4.8.2          areaportal ==&lt;br /&gt;
A brush marked with this keyword functions as an area portal, a break in the Q3MAP tree.  It is typically placed on a very thin brush placed inside a door entity (but is not a part of that entity).  The intent is to block the game from processing surface triangles located behind it when the door is closed.  It is also used by the BSPC (bot area file creation compiler) in the same manner as a cluster portal. The brush must touch all the structural brushes surrounding the '''areaportal.'''&lt;br /&gt;
&lt;br /&gt;
== 4.8.3          clusterportal ==&lt;br /&gt;
A brush marked with this keyword function creates a subdivision of the area file (.aas) used by the bots for navigation. It is typically placed in locations that are natural breaks in a map, such as entrances to halls, doors, tunnels, etc. The intent is keep the bot from having to process the entire map at once. As with the the areaportal parameter, the affected brush must touch all the structural brushes surrounding the '''areaportal.'''&lt;br /&gt;
&lt;br /&gt;
== 4.8.4          donotenter ==&lt;br /&gt;
Read as “do not enter.” Like clusterportal, this is a bot-only property. A brush marked with donotenter will not affect non-bot players, but bots will not enter it.  It should be used only when bots appear to have difficulty navigating around some map features.&lt;br /&gt;
&lt;br /&gt;
== 4.8.5          flesh ==&lt;br /&gt;
This will cue different sounds (in a similar manner to metalsteps ) and cause blood to appear instead of bullet impact flashes.&lt;br /&gt;
&lt;br /&gt;
== 4.8.6          fog ==&lt;br /&gt;
Fog defines the brush as being a “fog” brush.  This is a Q3MAP function that chops and identifies all geometry inside the brush. The General shader keyword fogparms must also be specified to tell how to draw the fog.&lt;br /&gt;
&lt;br /&gt;
== 4.8.7          lava ==&lt;br /&gt;
Assigns to the texture the game properties set for lava.  This affects both the surface and the content of a brush.&lt;br /&gt;
&lt;br /&gt;
== 4.8.8          metalsteps ==&lt;br /&gt;
The player sounds as if he is walking on clanging metal steps or gratings. Other than specifiying '''flesh''', '''metalsteps''', '''nosteps''', or default (i.e.; specify nothing) it is currently not possible for a designer to create or assign a specific sound routine to a texture.  Note: If no sound is set for a texture, then the default footsteps sound routines are heard.&lt;br /&gt;
&lt;br /&gt;
== 4.8.9          nodamage ==&lt;br /&gt;
The player takes no damage if he falls onto a texture with this surfaceparm&lt;br /&gt;
&lt;br /&gt;
== 4.8.10      nodlight ==&lt;br /&gt;
Read as “No ''Dee'' Light”. A texture containing this parameter will not be affected or lit by dynamic lights, such as weapon effects.  And example in ''Quake III Arena''  would be solid lava.&lt;br /&gt;
&lt;br /&gt;
== 4.8.11      nodraw ==&lt;br /&gt;
A texture marked with nodraw will not visually appear in the game world.  Most often used for triggers, clip brushes, origin brushes, and so on.&lt;br /&gt;
&lt;br /&gt;
== 4.8.12      nodrop ==&lt;br /&gt;
When a player dies inside a volume (brush) marked nodrop, no weapon is dropped.  The intend use is for “Pits of Death.”  Have a kill trigger inside a nodrop volume, and when the players die here, they won't drop their weapons. The intent is to prevent unnecessary polygon pileups on the floors of pits.&lt;br /&gt;
&lt;br /&gt;
== 4.8.13      noimpact ==&lt;br /&gt;
World entities will not impact on this texture.  No explosions occur when projectiles strike this surface and no marks will be left on it. Sky textures are usually marked with this texture so those projectiles will not hit the sky and leave marks.&lt;br /&gt;
&lt;br /&gt;
== 4.8.14      nomarks ==&lt;br /&gt;
Projectiles will explode upon contact with this surface, but will not leave marks.  Blood will also not mark this surface.  This is useful to keep lights from being temporarily obscured by battle damage.&lt;br /&gt;
&lt;br /&gt;
'''Design Note:''' Use this on any surface with a deformVertexes keyword.  Otherwise, the marks will appear on the unmodified surface location of the texture with the surface wriggles and squirms through the marks.&lt;br /&gt;
&lt;br /&gt;
== 4.8.15      nolightmap ==&lt;br /&gt;
This texture does not have a lightmap phase.  It is not affected by the ambient lighting of the world around it. It does not require the addition of an rgbGen identity keyword in that stage.&lt;br /&gt;
&lt;br /&gt;
== 4.8.16      nosteps ==&lt;br /&gt;
The player makes no sound when walking on this texture.&lt;br /&gt;
&lt;br /&gt;
== 4.8.17      nonsolid ==&lt;br /&gt;
This attribute indicates a brush, which does not block the movement of entities in the game world.  It applied to triggers, hint brushes and similar brushes.  This affects the content of a brush.&lt;br /&gt;
&lt;br /&gt;
== 4.8.18      origin ==&lt;br /&gt;
Used on the “origin”  texture.  Rotating entities need to contain an origin brush in their construction. The brush must be rectangular (or square).  The origin point is the exact center of the origin brush.&lt;br /&gt;
&lt;br /&gt;
== 4.8.19      playerclip ==&lt;br /&gt;
Blocks player movement through a '''nonsolid''' texture.  Other game world entities can pass through a brush marked '''playerclip'''. The intended use for this is to block the player but not block projectiles like rockets.&lt;br /&gt;
&lt;br /&gt;
== 4.8.20      slick ==&lt;br /&gt;
This surfaceparm included in a texture should give it significantly reduced friction.&lt;br /&gt;
&lt;br /&gt;
== 4.8.21      slime ==&lt;br /&gt;
Assigns to the texture the game properties for slime. This affects both the surface and the content of a brush.&lt;br /&gt;
&lt;br /&gt;
== 4.8.22      structural ==&lt;br /&gt;
This surface attribute causes a brush to be seen by the Q3MAP process as a possible break-point in a BSP tree.  It is used as a part of the shader for the “hint” texture.  Generally speaking, any opaque texture not marked as “'''detail'''” is by default,  '''structural,''' so you shouldn’t need to specify this.&lt;br /&gt;
&lt;br /&gt;
== 4.8.23      trans ==&lt;br /&gt;
Tells q3map that pre-computed visibility should not be blocked by this surface.  Generally, any shaders that have blendfuncs should be marked as surfaceparm trans.&lt;br /&gt;
&lt;br /&gt;
== 4.8.24      water ==&lt;br /&gt;
Assigns to the texture the game properties for water.&lt;br /&gt;
&lt;br /&gt;
 5         Editor specific shader instructions&lt;br /&gt;
These instructions only affect the texture when it is seen in the [[Q3Radiant]] editor.  They should be grouped with the surface parameters but ahead of them in sequence.&lt;br /&gt;
&lt;br /&gt;
= 5.1        qer_editorimage &amp;lt; texture path/texturename&amp;gt; =&lt;br /&gt;
This keyword creates a shader name in memory, but in the editor, it displays the TGA art image specified in qer_editorimage (in the example below this is textures/eerie/lavahell.tga).&lt;br /&gt;
&lt;br /&gt;
The editor maps a texture using the size attributes of the TGA file used for the editor image. When that editor image represents a shader, any texture used in any of the shader stages will be scaled up or down to the dimensions of the editor image. If a 128x128 pixel image is used to represent the shader in the editor, then a 256x256 image used in a later stage will be shrunk to fit.  A 64x64 image would be stretched to fit. Be sure to check this on bouncy, acceleration, and power-up pads placed on surfaces other than 256 x 256. Use '''tcMod scale''' to change the size of the stretched texture. Remember that '''tcMod scale''' 0.5 0.5 will double your image, while '''tcMod scale''' 2 2 will halve it.&lt;br /&gt;
&lt;br /&gt;
'''Design Notes:'''  The base_light and gothic_light shaders contain numerous uses of this. It can be very useful for making different light styles (mostly to change the light brightnesses) without having  to create a new piece of TGA art for each new shader.&lt;br /&gt;
&lt;br /&gt;
 textures/liquids/lavahell2 //path and name of new texture&lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
&lt;br /&gt;
 qer_editorimage textures/eerie/lavahell.tga&lt;br /&gt;
&lt;br /&gt;
 //based on this&lt;br /&gt;
&lt;br /&gt;
 qer_nocarve&lt;br /&gt;
&lt;br /&gt;
  //cannot be cut by CSG subtract&lt;br /&gt;
&lt;br /&gt;
 surfaceparm noimpact&lt;br /&gt;
&lt;br /&gt;
 //projectiles do not hit it&lt;br /&gt;
&lt;br /&gt;
 surfaceparm lava&lt;br /&gt;
&lt;br /&gt;
 //has the game properties of lava&lt;br /&gt;
&lt;br /&gt;
 surfaceparm nolightmap&lt;br /&gt;
&lt;br /&gt;
 //environment lighting does not affect&lt;br /&gt;
&lt;br /&gt;
 q3map_surfacelight 3000&lt;br /&gt;
&lt;br /&gt;
 //light is emitted&lt;br /&gt;
&lt;br /&gt;
 tessSize 256&lt;br /&gt;
&lt;br /&gt;
 //relatively large triangles&lt;br /&gt;
&lt;br /&gt;
 cull disable&lt;br /&gt;
&lt;br /&gt;
 //no sides are removed&lt;br /&gt;
&lt;br /&gt;
 deformVertexes wave 100 sin 5 5 .5 0.02&lt;br /&gt;
&lt;br /&gt;
 fogparms 0.8519142 0.309723 0.0 128 128&lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
&lt;br /&gt;
 map textures/eerie/lavahell.tga&lt;br /&gt;
&lt;br /&gt;
 //base texture artwork&lt;br /&gt;
&lt;br /&gt;
 tcMod turb .25 0.2 1 0.02&lt;br /&gt;
&lt;br /&gt;
 //texture is subjected to turbulence&lt;br /&gt;
&lt;br /&gt;
 tcMod scroll 0.1 0.1&lt;br /&gt;
&lt;br /&gt;
 //the turbulence is scrolled&lt;br /&gt;
&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
= 5.2        qer_nocarve =&lt;br /&gt;
A brush marked with this instruction will not be affected by CSG subtract functions.  It is especially useful for water and fog textures.&lt;br /&gt;
&lt;br /&gt;
= 5.3        qer_trans &amp;lt;value&amp;gt; =&lt;br /&gt;
This parameter defines the percentage of transparency that a brush will have when seen in the editor (no effect on game rendering at all).  It can have a positive value between 0 and 1.  The higher the value, the less transparent the texture. Example: qer_trans 0.2 means the brush is 20% opaque and nearly invisible.&lt;br /&gt;
&lt;br /&gt;
'''&lt;br /&gt;
'''&lt;br /&gt;
 6         Stage Specific Keywords&lt;br /&gt;
Stage specifications only affect rendering.  Changing any keywords or values within a stage will usually take effect as soon as a vid_restart is executed.  Q3MAP ignores stage specific keywords entirely.&lt;br /&gt;
&lt;br /&gt;
A stage can specify a texture map, a color function, an alpha function, a texture coordinate function, a blend function, and a few other rasterization options.&lt;br /&gt;
&lt;br /&gt;
= 6.1        Texture map specification =&lt;br /&gt;
== 6.1.1          map &amp;lt;texturepath/texturename&amp;gt; ==&lt;br /&gt;
Specifies the source texture map (a 24 or 32-bit TGA file) used for this stage.  The texture may or may not contain alpha channel information.  The special keywords '''$lightmap''' and '''$whiteimage''' may be substituted in lieu of an actual texture map name. In those cases, the texture named in the first line of the shader becomes the texture that supplies the light mapping data for the process.&lt;br /&gt;
&lt;br /&gt;
== $lightmap ==&lt;br /&gt;
This is the overall lightmap for the game world.  It is calculated during the Q3MAP process.  It is the initial color data found in the framebuffer.  Note: due to the use of overbright bits in light calculation, the keyword '''rgbGen identity''' must accompany all '''$lightmap''' instructions.&lt;br /&gt;
&lt;br /&gt;
== $whiteimage ==&lt;br /&gt;
This is used for specular lighting on MD3 models. This is is a white image generated internally by the game.  This image can be used in lieu of $lightmap or an actual texture map if, for example, you wish for the vertex colors to come through unaltered.&lt;br /&gt;
&lt;br /&gt;
== 6.1.2          Clampmap &amp;lt;texturepath&amp;gt; ==&lt;br /&gt;
Dictates that this stage should clamp texture coordinates instead of wrapping them.  During a stretch function, the area, which the texture must cover during a wave cycle, enlarges and decreases.  Instead of repeating a texture multiple times during enlargement (or seeing only a portion of the texture during shrinking) the texture dimensions increase or contract accordingly. This is only relevant when using something like deformTexCoordParms to stretch/compress texture coordinates for a specific special effect.  Remember that the Quake III Arena engine normalizes all texture coordinates (regardless of actual texture size) into a scale of  0.0 to 1.0.&lt;br /&gt;
&lt;br /&gt;
'''Proper Alignment:''' When using '''clampTexCoords''' be make sure the texture is properly aligned on the brush. The '''clampTexCoords''' function keeps the image from tiling. However, the editor doesn’t represent this properly and shows a tiled image. Therefore, what appears to be the correct position may be offset. This is very apparent on anything with a '''tcMod rotate''' and '''clampTexCoords''' function.&lt;br /&gt;
&lt;br /&gt;
'''Avoiding Distortion:''' When seen at a given distance (which can vary, depending on hardware and the size of the texture), the compression phase of a stretch function will cause a “cross”-like visual artifact to form on the modified texture due to the way that textures are reduced.  This occurs because the texture undergoing modification lacks sufficient “empty space” around the displayed (non-black) part of the texture (see figure 2a). To compensate for this, make the non-zero portion of the texture substantially smaller (50% of maximum stretched size -- see figure 2b) than the dimensions of the texture.  Then, write a scaling function (tcScale) into the appropriate shader phase, to enlarge the image to the desired proportion.&lt;br /&gt;
&lt;br /&gt;
The shaders for the bouncy pads (in the sfx.shader file) show the stretch function in use, including the scaling of the stretched texture:&lt;br /&gt;
&lt;br /&gt;
  '''Example: Using clampTexCoords to control a stretching texture'''&lt;br /&gt;
&lt;br /&gt;
 textures/sfx/metalbridge06_bounce&lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
&lt;br /&gt;
       //q3map_surfacelight 2000&lt;br /&gt;
&lt;br /&gt;
       surfaceparm nodamage&lt;br /&gt;
&lt;br /&gt;
       q3map_lightimage textures/sfx/jumppadsmall.tga&lt;br /&gt;
&lt;br /&gt;
       q3map_surfacelight 400&lt;br /&gt;
&lt;br /&gt;
       {&lt;br /&gt;
&lt;br /&gt;
              map textures/sfx/metalbridge06_bounce.tga&lt;br /&gt;
&lt;br /&gt;
             rgbGen identity&lt;br /&gt;
&lt;br /&gt;
       }&lt;br /&gt;
&lt;br /&gt;
       {&lt;br /&gt;
&lt;br /&gt;
              map $lightmap&lt;br /&gt;
&lt;br /&gt;
             rgbGen identity&lt;br /&gt;
&lt;br /&gt;
             blendfunc gl_dst_color gl_zero&lt;br /&gt;
&lt;br /&gt;
       }&lt;br /&gt;
&lt;br /&gt;
       {&lt;br /&gt;
&lt;br /&gt;
             map textures/sfx/bouncepad01b_layer1.tga&lt;br /&gt;
&lt;br /&gt;
             blendfunc gl_one gl_one&lt;br /&gt;
&lt;br /&gt;
             rgbGen wave sin .5 .5 0 1.5&lt;br /&gt;
&lt;br /&gt;
       }&lt;br /&gt;
&lt;br /&gt;
        {&lt;br /&gt;
&lt;br /&gt;
             clampmap textures/sfx/jumppadsmall.tga&lt;br /&gt;
&lt;br /&gt;
             blendfunc gl_one gl_one&lt;br /&gt;
&lt;br /&gt;
             tcMod stretch sin 1.2 .8 0 1.5&lt;br /&gt;
&lt;br /&gt;
              rgbGen wave square .5 .5 .25 1.5&lt;br /&gt;
&lt;br /&gt;
       }&lt;br /&gt;
&lt;br /&gt;
       //    END&lt;br /&gt;
&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
== 6.1.3          [[AnimMap]] &amp;lt;frequency&amp;gt; &amp;lt;texture1&amp;gt; … &amp;lt;texture8&amp;gt; ==&lt;br /&gt;
The surfaces in the game can be animated by displaying a sequence of 1 to 8 frames (separate texture maps).  These animations are affected by other keyword effects in the same and later shader stages.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;Frequency&amp;gt;:''' the number of times that the animation cycle will repeat within a one second time period.   The larger the value, the more repeats within a second. Animations that should last for more than a second need to be expressed as decimal values.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;texture1&amp;gt; … &amp;lt;texture8&amp;gt;:'''  the texturepath/texture name for each animation frame must be explicitly listed. Up to eight frames (eight separate .tga files) can be used to make an animated sequence.  Each frame is displayed for an equal subdivision of the frequency value.&lt;br /&gt;
&lt;br /&gt;
'''Example:''' ''[[AnimMap]] 0.25 animMap 10 textures/sfx/b_flame1.tga textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga'' would be a 4 frame animated sequence, calling each frame in sequence over a cycle length of 4 seconds.  Each frame would be displayed for 1 seconds before the next one is displayed. The cycle repeats after the last frame in sequence is shown.&lt;br /&gt;
&lt;br /&gt;
'''Design Notes:''' To make a texture image appear for an unequal (longer) amount of time (compared to other frames), repeat that frame more than once in the sequence.&lt;br /&gt;
&lt;br /&gt;
 textures/sfx/flameanim_blue&lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
&lt;br /&gt;
        //    *************************************************&lt;br /&gt;
&lt;br /&gt;
       //    *      Blue Flame                               *&lt;br /&gt;
&lt;br /&gt;
       //     *      July 20, 1999 Surface Light 1800         *&lt;br /&gt;
&lt;br /&gt;
       //    *     Please Comment Changes                    *&lt;br /&gt;
&lt;br /&gt;
       //    *************************************************&lt;br /&gt;
&lt;br /&gt;
       qer_editorimage textures/sfx/b_flame7.tga&lt;br /&gt;
&lt;br /&gt;
       q3map_lightimage textures/sfx/b_flame7.tga&lt;br /&gt;
&lt;br /&gt;
       surfaceparm trans&lt;br /&gt;
&lt;br /&gt;
       surfaceparm nomarks&lt;br /&gt;
&lt;br /&gt;
       surfaceparm nolightmap&lt;br /&gt;
&lt;br /&gt;
       cull none&lt;br /&gt;
&lt;br /&gt;
       q3map_surfacelight 1800&lt;br /&gt;
&lt;br /&gt;
        // texture changed to blue flame.... PAJ&lt;br /&gt;
&lt;br /&gt;
       {&lt;br /&gt;
&lt;br /&gt;
             animMap 10 textures/sfx/b_flame1.tga textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga textures/sfx/b_flame5.tga textures/sfx/b_flame6.tga textures/sfx/b_flame7.tga textures/sfx/b_flame8.tga&lt;br /&gt;
&lt;br /&gt;
             blendFunc GL_ONE GL_ONE&lt;br /&gt;
&lt;br /&gt;
              rgbGen wave inverseSawtooth 0 1 0 10&lt;br /&gt;
&lt;br /&gt;
       }&lt;br /&gt;
&lt;br /&gt;
       {&lt;br /&gt;
&lt;br /&gt;
             animMap 10 textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga textures/sfx/b_flame5.tga textures/sfx/b_flame6.tga textures/sfx/b_flame7.tga textures/sfx/b_flame8.tga textures/sfx/b_flame1.tga&lt;br /&gt;
&lt;br /&gt;
              blendFunc GL_ONE GL_ONE&lt;br /&gt;
&lt;br /&gt;
             rgbGen wave sawtooth 0 1 0 10&lt;br /&gt;
&lt;br /&gt;
       }&lt;br /&gt;
&lt;br /&gt;
       {&lt;br /&gt;
&lt;br /&gt;
              map textures/sfx/b_flameball.tga&lt;br /&gt;
&lt;br /&gt;
             blendFunc GL_ONE GL_ONE&lt;br /&gt;
&lt;br /&gt;
             rgbGen wave sin .6 .2 0 .6&lt;br /&gt;
&lt;br /&gt;
       }&lt;br /&gt;
&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
= 6.2        Blend Functions =&lt;br /&gt;
Blend functions are the keyword commands that tell the ''Quake III Arena'' graphic engine’s renderer how graphic layers are to be mixed together.&lt;br /&gt;
&lt;br /&gt;
== 6.2.1          Simplified blend functions: ==&lt;br /&gt;
The most common blend functions are set up here as simple commands, and should be used unless you really know what you are doing.&lt;br /&gt;
&lt;br /&gt;
=== 6.2.1.1         blendfunc add ===&lt;br /&gt;
This is a shorthand command for '''blendfunc gl_one gl_one. ''' Effects like fire and energy are additive.''' '''&lt;br /&gt;
&lt;br /&gt;
=== 6.2.1.2         blendfunc filter ===&lt;br /&gt;
This is a shorthand command that can be substituted for either   '''blendfunc gl_dst_color gl_zero''' or '''blendfunc gl_zero gl_src_color'''.  A filter will always result in darker pixels than what is behind it, but it can also remove color selectively.  Lightmaps are filters.&lt;br /&gt;
&lt;br /&gt;
=== 6.2.1.3         blendfunc blend ===&lt;br /&gt;
Shorthand for blendfunc gl_src_alpha gl_one_minus_src_alpha.  This is conventional transparency, where part of the background is mixed with part of the texture.&lt;br /&gt;
&lt;br /&gt;
== 6.2.2          Explicit blend functions: ==&lt;br /&gt;
Getting a handle on this concept is absolutely key to understanding all shader manipulation of graphics.&lt;br /&gt;
&lt;br /&gt;
[[BlendFunc]] or “Blend Function” is the equation at the core of processing shader graphics.  The formula reads as follows:&lt;br /&gt;
&lt;br /&gt;
 '''[Source * &amp;lt;srcBlend&amp;gt;] + [Destination * &amp;lt;dstBlend&amp;gt;]'''&lt;br /&gt;
&lt;br /&gt;
'''Source''' is usually the RGB color data in a texture TGA file (remember it’s all numbers) modified by any rgbgen and alphagen. In the shader, the source is generally identified by command MAP, followed by the name of the image.&lt;br /&gt;
&lt;br /&gt;
''' '''&lt;br /&gt;
&lt;br /&gt;
'''Destination''' is the color data currently existing in the frame buffer.&lt;br /&gt;
&lt;br /&gt;
Rather than think of the entire texture as a whole, it may be easier to think of the number values that correspond to a single pixel, because that is essentially what the computer is processing … one pixel of the bit map at a time.&lt;br /&gt;
&lt;br /&gt;
The process for calculating the final look of a texture in place in the game world begins with the precalculated lightmap for the area where the texture will be located. This data is in the frame buffer. That is to say, it is the initial data in the '''Destination'''. In an unmanipulated texture (i.e.; one without a special shader script), color information from the texture is combined with the lightmap. In a shader-modified texture, the $lightmap stage must be present for the lightmap to be included in the calculation of the final texture appearance.&lt;br /&gt;
&lt;br /&gt;
Each pass or “stage” of blending is combined (in a cumulative manner) with the color data passed onto it by the previous stage.  How that data combines together depends on the values chosen for the Source Blends and Destination Blends at each stage.  Remember it’s numbers that are being mathematically combined together that are ultimately interpreted as colors.&lt;br /&gt;
&lt;br /&gt;
A general rule is that any '''Source Blend''' other than  '''GL_ONE''' (or '''GL_SRC_ALPHA''' where the alpha channel is entirely white) will cause the Source to become darker.&lt;br /&gt;
&lt;br /&gt;
== 6.2.3          Source Blend &amp;lt;srcBlend&amp;gt; ==&lt;br /&gt;
The following values are valid for the Source Blend part of the equation.&lt;br /&gt;
&lt;br /&gt;
''' '''&lt;br /&gt;
&lt;br /&gt;
  '''GL_ONE'''                               This is the value 1.  When multiplied by the '''Source''', the value stays the same the value of the color information does not change.&lt;br /&gt;
&lt;br /&gt;
 '''GL_ZERO'''                             This is the value 0. When multiplied by the '''Source''', all RGB data in the '''Source''' becomes Zero (essentially black).&lt;br /&gt;
&lt;br /&gt;
 '''GL_DST_COLOR'''              This is the value of color data currently in the Destination (frame buffer).  The value of that information depends on the information supplied by previous stages.&lt;br /&gt;
&lt;br /&gt;
 '''GL_ONE_MINUS_DST_COLOR  ''' This is nearly the same as GL_DST_COLOR except that the value for each component color is inverted by subtracting it from one. (,i.e.; R = 1.0 – DST.R, G = 1.0 – DST.G, B = 1.0 – DST.B, etc.)&lt;br /&gt;
&lt;br /&gt;
 '''GL_SRC_ALPHA'''               The TGA file being used for the '''Source''' data &amp;lt;u&amp;gt;must have an alpha channel&amp;lt;/u&amp;gt; in addition to its RGB channels (for a total of four channels).  The alpha channel is an 8-bit black and white only channel. An entirely white alpha channel will not darken the '''Source'''.&lt;br /&gt;
&lt;br /&gt;
 '''GL_ONE_MINUS_SRC_ALPHA   ''' This is the same as GL_SRC_ALPHA except that the value in the alpha channel is inverted by subtracting it from one. (i.e.; A=1.0 – SRC.A)&lt;br /&gt;
&lt;br /&gt;
== 6.2.4          Destination Blend &amp;lt;dstBlend&amp;gt; ==&lt;br /&gt;
The following values are valid for the Destination Blend part of the equation.&lt;br /&gt;
&lt;br /&gt;
 '''GL_ONE'''                               This is the value 1.  When multiplied by the '''Destination''', the value stays the same the value of the color information does not change.&lt;br /&gt;
&lt;br /&gt;
 '''GL_ZERO'''                             This is the value 0. When multiplied by the '''Destination''', all RGB data in the  '''Destination''' becomes Zero (essentially black).&lt;br /&gt;
&lt;br /&gt;
 '''GL_SRC_COLOR'''              This is the value of color data currently in the '''Source''' (which is the texture being manipulated here).&lt;br /&gt;
&lt;br /&gt;
  '''GL_ONE_MINUS_SRC_COLOR  ''' This is the value of color data currently in '''Source''', but subtracted from one (i.e.; inverted).&lt;br /&gt;
&lt;br /&gt;
 '''GL_SRC_ALPHA'''               The TGA file being used for the '''Source''' data &amp;lt;u&amp;gt;must have an alpha channel&amp;lt;/u&amp;gt; in addition to its RGB channels (four a total of four channels).  The alpha channel is an 8-bit black and white only channel. An entirely white alpha channel will not darken the '''Source'''.&lt;br /&gt;
&lt;br /&gt;
 '''GL_ONE_MINUS_SRC_ALPHA   ''' This is the same as GL_SRC_ALPHA except that the value in the alpha channel is inverted by subtracting it from one. (i.e.; A=1.0 – SRC.A).&lt;br /&gt;
&lt;br /&gt;
 ''' '''&lt;br /&gt;
&lt;br /&gt;
 '''Doing the Math: The Final Result'''&lt;br /&gt;
&lt;br /&gt;
The product of the '''Source''' side of the equation is added to the product of the '''Destination''' side of the equation.  The sum is then placed into the frame buffer to become the '''Destination''' information for the next stage.   Ultimately, the equation creates a modified color value that is used by other functions to define what happens in the texture when it is displayed in the game world.&lt;br /&gt;
&lt;br /&gt;
== 6.2.5          Default Blend Function ==&lt;br /&gt;
''If no '''blendFunc''' is specified then no blending will take place.''  A warning is generated if any stage after the first stage does not have a '''blendFunc''' specified.&lt;br /&gt;
&lt;br /&gt;
== 6.2.6           Technical Information/Limitations Regarding Blend Modes: ==&lt;br /&gt;
The Riva 128 graphics card supports ONLY the following blend modes:&lt;br /&gt;
&lt;br /&gt;
GL_ONE, GL_ONE&lt;br /&gt;
&lt;br /&gt;
GL_DST_COLOR, GL_ZERO&lt;br /&gt;
&lt;br /&gt;
GL_ZERO, GL_SRC_COLOR&lt;br /&gt;
&lt;br /&gt;
GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA&lt;br /&gt;
&lt;br /&gt;
GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA&lt;br /&gt;
&lt;br /&gt;
Cards running in 16 bit color cannot use any GL_DST_ALPHA blends.&lt;br /&gt;
&lt;br /&gt;
= 6.3        rgbGen &amp;lt;func&amp;gt; =&lt;br /&gt;
There are two color sources for any given shader, the texture file and the vertex colors. Output at any given time will be equal to '''TEXTURE''' multiplied by '''VERTEXCOLOR'''. Most of the time VERTEXCOLOR will default to white (which is a normalized value of 1.0), so output will be TEXTURE (this usually lands in the '''Source''' side of the shader equation).  Sometimes you do the opposite and use TEXTURE = WHITE, but this is only commonly used when doing specular lighting on entities (i.e.; shaders that level designers will probably never create&lt;br /&gt;
&lt;br /&gt;
The most common reason to use rgbGen is to pulsate something. This means that the VERTEXCOLOR will oscillate between two values, and that value will be multiplied (darkening) the texture.&lt;br /&gt;
&lt;br /&gt;
If no rgbGen is specified, either “identityLighting” or “identity” will be selected, depending on which blend modes are used.&lt;br /&gt;
&lt;br /&gt;
Valid &amp;lt;func&amp;gt; parameters are '''wave, identity, identityLighting, entity, oneMinusEntity, fromVertex,''' and '''lightingDiffuse'''.&lt;br /&gt;
&lt;br /&gt;
== 6.3.1          [[RgbGen]] identityLighting ==&lt;br /&gt;
Colors will be (1.0,1.0,1.0) if running without overbright bits (NT, linux, windowed modes), or (0.5, 0.5, 0.5) if running with overbright.  Overbright allows a greater color range at the expense of a loss of precision.  Additive and blended stages will get this by default.&lt;br /&gt;
&lt;br /&gt;
== 6.3.2          rgbGen identity ==&lt;br /&gt;
Colors are assumed to be all white (1.0,1.0,1.0).  All filters stages (lightmaps, etc) will get this by default.&lt;br /&gt;
&lt;br /&gt;
== 6.3.3          rgbGen wave &amp;lt;func&amp;gt; &amp;lt;base&amp;gt; &amp;lt;amp&amp;gt; &amp;lt;phase&amp;gt; &amp;lt;freq&amp;gt; ==&lt;br /&gt;
Colors are generated using the specified waveform.  An affected texture with become darker and lighter, but will not change hue. Hue stays constant.   Note that the rgb values for color will not go below 0 (black) or above 1 (white). Valid waveforms are sin, triangle, square, sawtooth and inversesawtooth.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;func&amp;gt; Wave''' forms and their effects:&lt;br /&gt;
&lt;br /&gt;
'''Sin:''' color flows smoothly through changes.&lt;br /&gt;
&lt;br /&gt;
'''Triangle:''' color changes at a constant rate and spends no appreciable time at peaks and valleys.&lt;br /&gt;
&lt;br /&gt;
'''Square:'''  color alternates instantly between its peak and valley values.&lt;br /&gt;
&lt;br /&gt;
'''Sawtooth:''' With a positive frequency value, the color changes at a constant rate to the peak then instantly drops to its valley value.&lt;br /&gt;
&lt;br /&gt;
'''Inversesawtooth:''' An inverse sawtooth wave will reverse this, making the ascent immediate (like a square wave) and the decay fall off like a triangle wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;base&amp;gt;''' Baseline value. The initial RGB formula of a color (normalilzed.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;amp&amp;gt;'''  Amplitude.  This is the degree of change from the baseline value.  In some cases you will want values outside the 0.0 to 1.0 range, but it will induce clamping (holding at the maximum or minimum value for a time period) instead of continuous change.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;phase&amp;gt;''' See the explanation for phase under the waveforms heading of Key Concepts.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;freq&amp;gt;'''    Frequency.  This is a value (NOT normalized) that indicates peaks per second.&lt;br /&gt;
&lt;br /&gt;
== 6.3.4          [[RgbGen]] entity ==&lt;br /&gt;
Colors are grabbed from the entity’s '''modulate''' field.  This is used for things like explosions.&lt;br /&gt;
&lt;br /&gt;
'''Design Note''': This keyword would probably not be used by a level designer.&lt;br /&gt;
&lt;br /&gt;
== 6.3.5           rgbGen oneMinusEntity ==&lt;br /&gt;
Colors are grabbed from 1.0 minus the entity’s modulate field.&lt;br /&gt;
&lt;br /&gt;
'''Design Note''': This keyword would probably not be used by a level designer.&lt;br /&gt;
&lt;br /&gt;
== 6.3.6          rgbGen Vertex ==&lt;br /&gt;
Colors are filled in directly by the data from the map or model files.&lt;br /&gt;
&lt;br /&gt;
'''Design Note''': rgbGen vertex should be used when you want the RGB values to be computed&lt;br /&gt;
&lt;br /&gt;
for a static model (i.e. mapobject) in the world using precomputed static&lt;br /&gt;
&lt;br /&gt;
lighting from Q3BSP. This would be used on things like the gargoyles, the portal frame,&lt;br /&gt;
&lt;br /&gt;
skulls, and other decorative MD3s put into the Quake III Arena  world.&lt;br /&gt;
&lt;br /&gt;
== 6.3.7          rgbGen oneMinusVertex ==&lt;br /&gt;
As rgbGen vertex, but inverted.&lt;br /&gt;
&lt;br /&gt;
'''Design Note''': This keyword would probably not be used by a level designer&lt;br /&gt;
&lt;br /&gt;
== 6.3.8          rgbGen lightingDiffuse ==&lt;br /&gt;
Colors are computed using a standard diffuse lighting equation. It uses the vertex normals to illuminate the object correctly.&lt;br /&gt;
&lt;br /&gt;
'''Design Note:''' - rgbGen lightingDiffuse is used when you want the RGB values to be&lt;br /&gt;
&lt;br /&gt;
computed for a dynamic model (i.e. non-map object) in the world using&lt;br /&gt;
&lt;br /&gt;
regular in-game lighting. For example, you would specify on shaders for&lt;br /&gt;
&lt;br /&gt;
items, characters, weapons, etc.&lt;br /&gt;
&lt;br /&gt;
= 6.4        [[AlphaGen]] &amp;lt;func&amp;gt; =&lt;br /&gt;
The alpha channel can be specified like the rgb channels.  If not specified, it defaults to 1.0.&lt;br /&gt;
&lt;br /&gt;
== 6.4.1          [[AlphaGen]] portal ==&lt;br /&gt;
This rendering stage keyword is used in conjunction with the surface parameter keyword '''portal'''.  The function accomplishes the  “fade” that causes the scene in the portal to fade from view.  Specifically, it means “Generate alpha values based on the distance from the viewer to the portal.” Use '''alphaGen''' portal on the last rendering pass.&lt;br /&gt;
&lt;br /&gt;
= 6.5        tcGen &amp;lt;coordinate source&amp;gt; =&lt;br /&gt;
Specifies how texture coordinates are generated and where they come from. Valid functions are '''base''', '''lightmap''' and '''environment.'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;base&amp;gt;''' = base texture coordinates from the original art.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;lightmap&amp;gt;''' = lightmap texture coordinates&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;environment&amp;gt;''' = Make this object environment mapped.&lt;br /&gt;
&lt;br /&gt;
== 6.5.1          tcGen vector (&amp;lt;sx&amp;gt; &amp;lt;sy&amp;gt; &amp;lt;sz&amp;gt;) (&amp;lt;tx&amp;gt; &amp;lt;ty&amp;gt; &amp;lt;tz&amp;gt;) ==&lt;br /&gt;
New texcoord generation by world projection. This allows you to project a&lt;br /&gt;
&lt;br /&gt;
texture onto a surface in a fixed way, regardless of its orientation.&lt;br /&gt;
&lt;br /&gt;
S coordinates correspond to the “x” coordinates on the texture itself.&lt;br /&gt;
&lt;br /&gt;
T coordinates correspond to the “y” coordinates on the texture itself.&lt;br /&gt;
&lt;br /&gt;
The measurements are in game units.&lt;br /&gt;
&lt;br /&gt;
Example: tcGen vector (0.01 0 0) (0 0.01 0)&lt;br /&gt;
&lt;br /&gt;
This would project a texture with a repeat every 100 units across the X/Y plane.&lt;br /&gt;
&lt;br /&gt;
= 6.6        tcMod &amp;lt;func&amp;gt; &amp;lt;…&amp;gt; =&lt;br /&gt;
Specifies how texture coordinates are modified after they are generated. The valid functions for tcMod are '''rotate, scale, scroll, stretch and transform.'''  '''Transform''' is a function generally reserved for use by programmers who suggest that designers leave it alone.  When using multiple tcMod functions during a stage, place the '''scroll''' command last in order, because it performs a mod operation to save precision, and that can disturb other operations. Texture coordinates are modified in the order in which tcMods are specified.  In other words, if you see:&lt;br /&gt;
&lt;br /&gt;
'''tcMod scale 0.5 0.5'''&lt;br /&gt;
&lt;br /&gt;
'''tcMod scroll 1 1'''&lt;br /&gt;
&lt;br /&gt;
Then the texture coordinates will be '''scaled''' ''then'' '''scrolled.'''&lt;br /&gt;
&lt;br /&gt;
== 6.6.1          tcMod rotate &amp;lt;degrees per per second&amp;gt; ==&lt;br /&gt;
This keyword causes the texture coordinates to rotate. The value is expressed in degrees rotated each second.  A positive value means clockwise rotation.  A negative value means counterclockwise rotation. For example “tcMod rotate 5”  would rotate texture coordinates 5 degrees each second in a clockwise direction.  The texture rotates around the center point of the texture map, so you are rotating a texture with a single repetition, be careful to center it on the brush (unless off-center rotation is desired).&lt;br /&gt;
&lt;br /&gt;
== 6.6.2          tcMod scale &amp;lt;sScale&amp;gt; &amp;lt;tScale&amp;gt; ==&lt;br /&gt;
Resizes (enlarges or shrinks) the texture coordinates by multiplying them against the given factors of &amp;lt;sScale&amp;gt; and &amp;lt;tScale).  The values “s” and “t” conform to the “x” and “y”  values (respectively) as they are found in the original texture TGA.  The values for '''sScale''' and '''tScale''' are NOT normalized.  This means that a value greater than 1.0 will increase the size of the texture.  A positive value less than one will reduce the texture to a fraction of its size and cause it to repeat within the same area as the original texture (Note: see '''clampTexCoords''' for ways to control this).;&lt;br /&gt;
&lt;br /&gt;
'''Example:''' ''tcMod scale 0.5 2'' would cause the texture to repeat twice along its width, but expand to twice its height (in which case half of the texture would be seen in the same area as the original)&lt;br /&gt;
&lt;br /&gt;
== 6.6.3          tcMod scroll &amp;lt;sSpeed&amp;gt; &amp;lt;tSpeed&amp;gt; ==&lt;br /&gt;
Scrolls the texture coordinates with the given speeds. ).  The values  “s” and “t” conform to the “x” and “y” values (respectively) as they are found in the original texture TGA,  The scroll speed is measured in “textures” per second. A “texture” is the dimension of the texture being modified and includes any previous shader modifications to the original TGA). A negative s value would scroll the texture to the left.  A negative t value would scroll the texture down.&lt;br /&gt;
&lt;br /&gt;
Example: tcMod scroll 0.5 -0.5 moves the texture down and right (relative to the TGA files original coordinates) at the rate of a half texture each second of travel.&lt;br /&gt;
&lt;br /&gt;
This should be the LAST tcMod in a stage. Otherwise there may be popping or snapping visual effects in some shaders.&lt;br /&gt;
&lt;br /&gt;
== 6.6.4          tcMod stretch &amp;lt;func&amp;gt; &amp;lt;base&amp;gt; &amp;lt;amplitude&amp;gt; &amp;lt;phase&amp;gt; &amp;lt;frequency&amp;gt; ==&lt;br /&gt;
Stretches the texture coordinates with the given function.  Stretching is defined as stretching the texture coordinate away from the center of  the polygon and then compressing it towards the center of the polygon&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;base&amp;gt;:''' A base value of one is the original dimension of the texture when it reaches the stretch stage.  Inserting other values positive or negative in this variable will produce unknown effects.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;amplitude&amp;gt;:''' This is the measurement of   distance the texture will stretch from the base size.  It is measured, like scroll, in textures.  A value of 1 here will double the size of the texture at its peak.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;phase&amp;gt;:''' See the explanation for phase under the deform vertexes keyword.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;frequency&amp;gt;''': this is wave peaks per second.&lt;br /&gt;
&lt;br /&gt;
 '''Wave Functions &amp;lt;func&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Sin wave''': the texture expands smoothly to its peak dimension and then shrinks smoothly to its valley dimension in a flowing manner.&lt;br /&gt;
&lt;br /&gt;
'''Triangle wave:''' The textures stretch at a constant rate and spend no appreciable time at the peak or valley points.&lt;br /&gt;
&lt;br /&gt;
'''Square wave:'''  The texture is shown at its peak for the duration of the frequency and then at its valley for the duration of the  frequency.&lt;br /&gt;
&lt;br /&gt;
'''Sawtooth:''' the texture stretches like a triangle wave until it reaches a peak, then instantly drops to the valley, as in a square wave.&lt;br /&gt;
&lt;br /&gt;
'''Inversesawtooth''': this is the reverse of the sawtooth wave.&lt;br /&gt;
&lt;br /&gt;
== 6.6.5          tcMod &amp;lt;transform&amp;gt; &amp;lt;m00&amp;gt; &amp;lt;m01&amp;gt;  &amp;lt;m10&amp;gt; &amp;lt;m11&amp;gt; &amp;lt;t0&amp;gt; &amp;lt;t1&amp;gt; ==&lt;br /&gt;
Transforms each texture coordinate as follows:&lt;br /&gt;
&lt;br /&gt;
S’ = s * m00 + t * m10 + t0&lt;br /&gt;
&lt;br /&gt;
T’ = t * m01 + s * m11 + t1&lt;br /&gt;
&lt;br /&gt;
This is for use by programmers.&lt;br /&gt;
&lt;br /&gt;
== 6.6.6          tcMod turb &amp;lt;base&amp;gt; &amp;lt;amplitude&amp;gt; &amp;lt;phase&amp;gt; &amp;lt;freq&amp;gt; ==&lt;br /&gt;
Applies turbulence to the texture coordinate.  Turbulence is a back and forth churning and swirling effect on the texture.&lt;br /&gt;
&lt;br /&gt;
The parameters for this shader are defined as follows:&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;base&amp;gt;''' Currently undefined.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;amplitude&amp;gt;''' This is essentially the intensity of the disturbance or twisting and squiggling of the texture.&lt;br /&gt;
&lt;br /&gt;
''' '''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;phase&amp;gt;''' See the explanation for phase under the '''deform vertexes''' keyword.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;freq&amp;gt;''' Frequency. This value is expressed as repetitions or cycles of the wave per second.  A value of one would cycle once per second.  A value of 10 would cycle 10 times per second.  A value of 0.1 would cycle once every 10 seconds.&lt;br /&gt;
&lt;br /&gt;
= 6.7        depthFunc &amp;lt;func&amp;gt; =&lt;br /&gt;
This controls the depth comparison function used while rendering.   The default is “lequal” (Less than or equal to) where any surface that is at the same depth or closer of an existing surface is drawn. This is used for textures with transparency or translucency.  Under some circumstances you may wish to use “equal”, e.g. for lightmapped grates that are alpha tested (it is also used for mirrors).&lt;br /&gt;
&lt;br /&gt;
= 6.8        depthWrite =&lt;br /&gt;
By default, writes to the depth buffer when depthFunc passes will happen for opaque surfaces and not for translucent surfaces.  Blended surfaces can have the depth writes forced with this function.&lt;br /&gt;
&lt;br /&gt;
= 6.9        Detail =&lt;br /&gt;
This feature was not used in Quake III Arena maps, but should still function.&lt;br /&gt;
&lt;br /&gt;
Designates this stage as a detail texture stage, which means that if the c_var, r_detailtextures, is set to 0 then this stage will be ignored (detail will not be displayed).  This keyword, by itself, does not affect rendering at all.  If you do put in a detail texture, it has to conform to very specific rules.  Specifically, the blendFunc:&lt;br /&gt;
&lt;br /&gt;
'''blendFunc GL_DST_COLOR GL_SRC_COLOR'''&lt;br /&gt;
&lt;br /&gt;
''' '''&lt;br /&gt;
&lt;br /&gt;
This is also the simple blend function: '''blendfunc filter'''&lt;br /&gt;
&lt;br /&gt;
And the average ''intensity'' of the detail texture itself must be around 127.&lt;br /&gt;
&lt;br /&gt;
Detail is used to blend fine pixel detail back into a base texture whose scale has been increased significantly. When detail is written into a set of stage instructions, it allows the stage to be disabled by the c_var console command setting &amp;quot;r_detailtextures 0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A texture whose scale has been increased beyond a 1:1 ratio tends not to have very high frequency content. In other words, one texel can cover a lot of real estate.  Frequency is also known as “detail.”  Lack of detail can appear acceptable if the player never has the opportunity to see the texture at close range. But seen close up, such textures look glaringly wrong within the sharp detail of the Quake III Arena environment. A detail texture solves this problem by taking a noisy &amp;quot;detail&amp;quot; pattern (a tiling texture that appears to have a great deal of surface roughness) and applying it to the base texture at a very densely packed scale (that is, reduced from its normal size). This is done programmatically in the shader, and does not require modification of the base texture. Note that if the detail texture is the same size and scale as the base texture that you may as well just add the detail directly to the base texture. The theory is that the detail texture's scale will be so high compared to the base texture (e.g.; 9 detail texels fitting into 1 base texel) that it is literally impossible to fit that detail into the base texture directly.&lt;br /&gt;
&lt;br /&gt;
For this to work, the rules are as&lt;br /&gt;
&lt;br /&gt;
follows:&lt;br /&gt;
&lt;br /&gt;
 A.)    the lightmap must be rendered first. This is because the subsequent detail texture will be modifying the lightmap in the framebuffer directly;&lt;br /&gt;
&lt;br /&gt;
B.) the detail texture must be rendered next since it modifies the lightmap in the framebuffer&lt;br /&gt;
&lt;br /&gt;
C.) the base texture must be rendered last ;&lt;br /&gt;
&lt;br /&gt;
D.) the detail texture MUST have a mean intensity around 127-129. If it does not then it will modify the displayed texture’s perceived brightness in the world&lt;br /&gt;
&lt;br /&gt;
E.) the detail shader stage MUST have the &amp;quot;'''detail'''&amp;quot; keyword or it will not&lt;br /&gt;
&lt;br /&gt;
be disabled if the user uses the &amp;quot;r_detailtextures 0&amp;quot; setting ;&lt;br /&gt;
&lt;br /&gt;
F.) the detail stage MUST use &amp;quot;blendFunc GL_DST_COLOR GL_SRC_COLOR&amp;quot;.  Any&lt;br /&gt;
&lt;br /&gt;
other [[BlendFunc]] will cause mismatches in brightness between detail and non-detail views.;&lt;br /&gt;
&lt;br /&gt;
G.) the detail stage should scale its textures by some amount (usually between 3 and 12) using &amp;quot;tcMod&amp;quot; to control density. This roughly corresponds to coarseness. A very large number, such as 12, will give very fine detail, however that detail will disappear VERY quickly as the viewer moves away from the wall since it will be MIP mapped away. A very small number, e.g. 3, gives diminishing returns since not enough is brought in when the user gets very close. I'm currently using values between 6 and 9.5. You should use non-integral numbers as much as possible to avoid seeing repeating patterns.&lt;br /&gt;
&lt;br /&gt;
H.) detail textures add one pass of overdraw, so there is a definite performance hit .&lt;br /&gt;
&lt;br /&gt;
I.) detail textures can be shared, so designers may wish to define only a very&lt;br /&gt;
&lt;br /&gt;
small handful of detail textures for common surfaces such as rocks, etc.&lt;br /&gt;
&lt;br /&gt;
An example (non-existent) detail shader is as follows:&lt;br /&gt;
&lt;br /&gt;
'''Example: Texture with Detail'''&lt;br /&gt;
&lt;br /&gt;
 textures/bwhtest/foo&lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
&lt;br /&gt;
 // draw the lightmap first&lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
&lt;br /&gt;
 map $lightmap&lt;br /&gt;
&lt;br /&gt;
 rgbGen identity&lt;br /&gt;
&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
 // modify the lightmap in the framebuffer by&lt;br /&gt;
&lt;br /&gt;
 // a highly compressed detail texture&lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
&lt;br /&gt;
 map textures/details/detail01.tga&lt;br /&gt;
&lt;br /&gt;
 blendFunc GL_DST_COLOR GL_SRC_COLOR&lt;br /&gt;
&lt;br /&gt;
 // YOU MUST USE THIS!!&lt;br /&gt;
&lt;br /&gt;
 detail&lt;br /&gt;
&lt;br /&gt;
 // for the detail to be disabled, this must be present&lt;br /&gt;
&lt;br /&gt;
 tcMod scale 9.1 9.2&lt;br /&gt;
&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
 // now slap on the base texture&lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
&lt;br /&gt;
 map textures/castle/blocks11b.tga&lt;br /&gt;
&lt;br /&gt;
 blendFunc filter&lt;br /&gt;
&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
= 6.10    alphaFunc &amp;lt;func&amp;gt; =&lt;br /&gt;
Determines the alpha test function used when rendering this map.  Valid values are GT0, LT128, and GE128.  These correspond to “GREATER THAN 0”, “LESS THAN 128”, and “GREATER THAN OR EQUAL TO 128”.  This function is used when determining if a pixel should be written to the framebuffer.  For example, if GT0 is specified, the only the portions of the texture map with corresponding alpha values greater than zero will be written to the framebuffer.  By default alpha testing is disabled.&lt;br /&gt;
&lt;br /&gt;
Both alpha testing and normal alpha blending can be used to get textures that have see-through parts.  The difference is that alphaFunc is an all-or-nothing test, while blending smoothly blends between opaque and translucent at pixel edges.  Alpha test can also be used with '''depthwrite''', allowing other effects to be conditionally layered on top of just the opaque pixels by setting '''depthFunc''' to equal.&lt;br /&gt;
&lt;br /&gt;
 7         Notes on Alpha Channels&lt;br /&gt;
To use some blend modes of alphaFunc, you must add an alpha channel to your texture files.  Photoshop can do this. Paintshop Pro has the ability to make an alpha channel cannot work directly in to it. In Photoshop you want to set the type to Mask.  Black has a value of 255.  White has a value of 0.  The darkness of a pixel’s alpha value determines the transparency of the corresponding RGB value in the game world. Darker = more transparent.&lt;br /&gt;
&lt;br /&gt;
Care must be taken when reworking textures with alpha channels. Textures without alpha channels are saved as 24 bit images while textures with alpha channels are saved as 32 bit. If you save them out as 24 bit, the alpha channel is erased. Note: Adobe Photoshop will prompt you to save as 32, 24 or 16 bit.  Choose wisely. If you save a texture as 32 bit and you don’t actually have anything in the alpha channel, Quake III Arena may still be forced to use a lower quality texture format (when in 16 bit rendering) than if you had saved it as 24 bit.&lt;br /&gt;
&lt;br /&gt;
To create a texture that has “open” areas, make those areas black in the alpha channel and make white the areas that are to be opaque.  Using gray shades can create varying degrees of opacity/transparency.&lt;br /&gt;
&lt;br /&gt;
Example: An opaque texture with see-through holes knocked in it.&lt;br /&gt;
&lt;br /&gt;
 textures/base_floor/pjgrate1&lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
&lt;br /&gt;
       surfaceparm metalsteps&lt;br /&gt;
&lt;br /&gt;
       cull none&lt;br /&gt;
&lt;br /&gt;
       // A GRATE OR GRILL THAT CAN BE SEEN FROM BOTH SIDES&lt;br /&gt;
&lt;br /&gt;
       {&lt;br /&gt;
&lt;br /&gt;
             map textures/base_floor/pjgrate1.tga&lt;br /&gt;
&lt;br /&gt;
             blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA&lt;br /&gt;
&lt;br /&gt;
             alphaFunc GT0&lt;br /&gt;
&lt;br /&gt;
              depthWrite&lt;br /&gt;
&lt;br /&gt;
             rgbGen identity&lt;br /&gt;
&lt;br /&gt;
       }&lt;br /&gt;
&lt;br /&gt;
       {&lt;br /&gt;
&lt;br /&gt;
              map $lightmap&lt;br /&gt;
&lt;br /&gt;
             rgbGen identity&lt;br /&gt;
&lt;br /&gt;
             blendFunc GL_DST_COLOR GL_ZERO&lt;br /&gt;
&lt;br /&gt;
             depthFunc equal&lt;br /&gt;
&lt;br /&gt;
       }&lt;br /&gt;
&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
The alpha channel can also be used to merge a texture (including one that contains black) into another image so that the merged art appears to be and opaque decal on a solid surface (unaffected by the surface it appears to sit on), without actually using an alpha function. The following is a very simple example:&lt;br /&gt;
&lt;br /&gt;
 attachment:image003.jpg&lt;br /&gt;
 attachment:image002.png&lt;br /&gt;
&lt;br /&gt;
 Figure 1&lt;br /&gt;
&lt;br /&gt;
Start with a TGA file image. In this case, a pentagram on a plain white field (figure 1A).  The color of the field surrrounding the image to be merged is not relevant to this process (although having a hard-edged break between the image to be isolated and the field makes the mask making process easier).  Make an alpha channel.  The area of the image to be merged with another image is masked off in white.  The area to be masked out (not used) is pure black (figure 1B).  The image to be merged into is greenfloor.tga (figure 1C).&lt;br /&gt;
&lt;br /&gt;
Make a '''qer_editorimage''' of greenfloor.tga.  This is placed in the frame buffer as the map image for the texture. By using GL_SRC_ALPHA as the source part of the blend equation, the shader adds in only the non-black parts of the pentagram.  Using GL_MINUS_ONE_SRC_ALPHA, the shader inverts the pentagram’s alpha channel and adds in only the non-black parts of  the green floor.&lt;br /&gt;
&lt;br /&gt;
In a like manner, the alpha channel can be used to blend the textures more evenly.  A simple experiment involves using a linear gradiant in the alpha channel (white to black) and merging two textures so they appear to cross fade into each other.&lt;br /&gt;
&lt;br /&gt;
A more complicated experiment would be to take the pentagram in the first example and give it an aliased edge so that the pentagram appeared to fade or blend into the floor.&lt;br /&gt;
&lt;br /&gt;
 8         Troubleshooting Shaders&lt;br /&gt;
&lt;br /&gt;
If a shader is not working, look first for syntax errors.&lt;br /&gt;
&lt;br /&gt;
Are the brackets correctly set?&lt;br /&gt;
&lt;br /&gt;
Do you have too many parameter values on a line?&lt;br /&gt;
&lt;br /&gt;
Are you using a word in a parameter that wants a numerical value?&lt;br /&gt;
&lt;br /&gt;
Are you using a numerical value in a parameter that wants a word?&lt;br /&gt;
&lt;br /&gt;
Are the path names to your textures correct?&lt;br /&gt;
&lt;br /&gt;
Are your texture names correct? There is a chance that the texture name is too long or too complex.  Try renaming a texture with a shorter, simpler name.&lt;br /&gt;
&lt;br /&gt;
 9          Creating New Textures&lt;br /&gt;
                If you are familiar with the required tools, creating new assets for use in Quake III Arena is not particularly difficult.  As a general rule, you should create new directories for each map with names different from the names used by id.  If you are making a map that will be called “H4x0r_D00M”, every directory containing new assets for that map should be titled H4x0r_D00M. This is to try and avoid asset directories overwriting each other as the editor and the game load in assets.&lt;br /&gt;
&lt;br /&gt;
= 9.1        Tools Needed =&lt;br /&gt;
Any combination of graphic programs and plug-ins that can output a 24 bit MS windows compatible Targa (.tga) or JPEG (.jpg) graphic file. If you plan to make textures that will have an alpha channel component (a 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; 8-bit greyscale channel that is used by the shaders to further manipulate the art), you must have a program that can create 32-bit art with that fourth channel.&lt;br /&gt;
&lt;br /&gt;
Adobe Photoshop has the ability to easily create alpha channels.  Paint Shop Pro from JASC (v5.0+) can also make an alpha channel by creating a mask and naming it “alpha”.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, regardless of the program used, we found it best to do most of the art manipulation of the alpha channel in a separate layer or file and then paste it into the alpha channel before saving.&lt;br /&gt;
&lt;br /&gt;
= 9.2        Setting up Files =&lt;br /&gt;
The editor and the game program look for assets to be located along the paths set up in your project file. Start by creating a directory for you new textures by creating file folders to make a directory path as follows: quake3\baseq3\textures\[mymapname]&lt;br /&gt;
&lt;br /&gt;
The installation of [[Q3Radiant]] will create a text document called “shaderlist.txt” in the following path:&lt;br /&gt;
&lt;br /&gt;
quake3\baseq3\scripts\shaderlist.txt&lt;br /&gt;
&lt;br /&gt;
[[Q3Radiant]] will use the contents of this script to grab your new textures for inclusion in the game. The contents of shaderlist.txt document will contain a listing of all the shader documents that were used by id Software to create Quake III Arena.&lt;br /&gt;
&lt;br /&gt;
Since you will obviously want to create your own shaders, you need to put them in separate folders and create a new shader script for them.&lt;br /&gt;
&lt;br /&gt;
If you plan to work on several maps at once and want to distinguish between textures used in each map, simply add additional map names here. For map and mod makers, we STRONGLY recommend that any new shader scripts created use the name of the map or mod in the shader file name. We know we can’t avoid every incident of files overwriting each other, but we certainly can advise you how to try.&lt;br /&gt;
&lt;br /&gt;
Now, in the scripts directory that you just created, create another text file and call it:&lt;br /&gt;
&lt;br /&gt;
                 [mymapname].shader&lt;br /&gt;
&lt;br /&gt;
                This file will contain the shader scripts you write to modify a particular texture.&lt;br /&gt;
&lt;br /&gt;
= 9.3        Rules and Guidelines =&lt;br /&gt;
== 9.3.1          Rules ==&lt;br /&gt;
Follow these rules when creating textures for the Quake III Arena engine:&lt;br /&gt;
&lt;br /&gt;
  ·         Save your textures into your new [map name] directories.&lt;br /&gt;
&lt;br /&gt;
 ·         Don’t use the same names that id used for textures. It will cause problems.&lt;br /&gt;
&lt;br /&gt;
 ·         For best quality, save textures without an alpha channel as 24 bit TARGA files. Using JPEG files can save memory space, but at the risk of losing detail and depth in the texture. JPEG files cannot be used for textures requiring an alpha channel.&lt;br /&gt;
&lt;br /&gt;
 ·          Textures containing an alpha channel must be saved as 32 bit TARGA files.&lt;br /&gt;
&lt;br /&gt;
 ·         If a new texture requires no further manipulation, it does not need a shader script.&lt;br /&gt;
&lt;br /&gt;
 ·         Size textures in powers of 2. Example: 8x8, 16x16, 32x32, 64x64 pixels and so on.&lt;br /&gt;
&lt;br /&gt;
 ·         Textures don’t need to be square. A 32x256 pixel texture is perfectly acceptable.&lt;br /&gt;
&lt;br /&gt;
== 9.3.2          Guidelines ==&lt;br /&gt;
 The following are some things the id designers learned about textures.&lt;br /&gt;
&lt;br /&gt;
 ·         Create textures in “suites” built around one or two large textures with a number of much smaller supporting detail or accent textures.&lt;br /&gt;
&lt;br /&gt;
 ·          Very large textures are possible, but some video cards compress textures larger than 256x256 pixels.&lt;br /&gt;
&lt;br /&gt;
 ·         Textures are grouped alphabetically by name in the texture display window, so you may want to give suites of textures similar names.&lt;br /&gt;
&lt;br /&gt;
 ·         Use the shader function qe3_editorimage to conserve memory when making multiple versions of a single texture (as in the case of a glowing texture with several light values).&lt;br /&gt;
&lt;br /&gt;
 ·         Unless you are creating special effects or textures designed to draw the player’s eye to a specific spot, muted, middle value colors work best with the game engine.&lt;br /&gt;
&lt;br /&gt;
 ·         Extremely busy (a lot of fussy detail) textures can break up or form visually unpleasant patterns when seen at distances.&lt;br /&gt;
&lt;br /&gt;
= 9.4        Making the .pk3 File =&lt;br /&gt;
When you go to distribute your creation to the gaming world, you need to put your newly created map, textures, bot area files, and shader documents into an archive format called a “pk3” file.  You do not need to include the shaderlist.txt file, since that is only used by the editor. You will need to keep the paths to the various assets the same. So your paths should be something like this:&lt;br /&gt;
&lt;br /&gt;
Textures: baseq3/textures/[mymapnamefolder]&lt;br /&gt;
&lt;br /&gt;
Bsp &amp;amp; aas: baseq3/maps/mymapname.bsp , mymapname.aas&lt;br /&gt;
&lt;br /&gt;
Shader scripts: baseq3/scripts/mymapname.shader&lt;br /&gt;
&lt;br /&gt;
You need to use an archiving program call Winzip to make the pk3 file.  Get Winzip from http://www.winzip.com/winzip/winzip.htm&lt;br /&gt;
&lt;br /&gt;
Make a zip archive called mymapname.zip&lt;br /&gt;
&lt;br /&gt;
Zip all the required assets into a zip archive file (Quake III Arena ''DOES'' support compressed pk3 files).&lt;br /&gt;
&lt;br /&gt;
Rename the zip archive to mymapname.pk3&lt;br /&gt;
&lt;br /&gt;
Put it where the Quake III Arena community can find it.&lt;/div&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/OldSiteResourcesQuake3ShaderManual</id>
		<title>OldSiteResourcesQuake3ShaderManual</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/OldSiteResourcesQuake3ShaderManual"/>
				<updated>2006-06-09T06:39:20Z</updated>
		
		<summary type="html">&lt;p&gt;VitoMiliano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
'''NOTE:''' The Quake 3 Arena Shader Manual is also&lt;br /&gt;
 available for download in .PDF format at the following&lt;br /&gt;
 link: [http://dl.fileplanet.com/dl/dl.asp?q2pmp/Q3AShader_manual_pdf.zip Quake 3 Arena Shader Manual in .PDF format]  Quake III Arena&lt;br /&gt;
&lt;br /&gt;
Shader Manual&lt;br /&gt;
&lt;br /&gt;
Revision #12&lt;br /&gt;
&lt;br /&gt;
By Paul Jaquays and Brian Hook&lt;br /&gt;
&lt;br /&gt;
(with additional material by John Carmack, Christian Antkow, Kevin Cloud, &amp;amp; Adrian Carmack)&lt;br /&gt;
&lt;br /&gt;
 1          Preface: Making Your Own Shaders&lt;br /&gt;
The Manual for the [[Q3Radiant]] editor program contains a section called '''''Creating New Assets''''' that has the necessary information for setting up the files to create your own custom Quake III Arena shaders.  It is recommended that you study the scripts in this document and in the individual shader scripts. Pay careful attention to syntax and punctuation. This is where you are most likely to make mistakes.&lt;br /&gt;
&lt;br /&gt;
 2         Introduction&lt;br /&gt;
The graphic engine for ''Quake III Arena'' has taken a step forward by putting much more direct control over the surface qualities of textures into the hands of designers and artists.  In writing this manual, we have tried to define the concepts and tools that are used to modify textures in a way that, it is hoped, will be graspable by users who already have basic knowledge of computer graphics but are not necessarily computer programmers.  It is not a tutorial, nor was it intended to be one.&lt;br /&gt;
&lt;br /&gt;
= 2.1        What is a Shader? =&lt;br /&gt;
Shaders are short text scripts that define the properties of a surface as it appears and functions in a game world (or compatible editing tool).  By convention, the documents that contain these scripts usually has the same name as the texture set which contains the textures being modified (e.g; base, hell, castle, etc,).  Several specific script documents have also been created to handle special cases, like liquids, sky and special effects.&lt;br /&gt;
&lt;br /&gt;
For ''Quake III Arena,'' Shader scripts are located in quake3/baseq3/scripts.&lt;br /&gt;
&lt;br /&gt;
 A ''Quake III Arena''  shader file consists of a series of surface attribute and rendering instructions formatted within braces (“{“ and “}”).  Below you can see a simple example of syntax and format for a single process, including the Q3MAP keywords or “Surface Parameters”, which follow the first bracket and a single bracketed  “stage”:&lt;br /&gt;
&lt;br /&gt;
 textures/liquids/lava&lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
&lt;br /&gt;
       deformVertexes wave sin 0 3 0 0.1&lt;br /&gt;
&lt;br /&gt;
       tessSize 64&lt;br /&gt;
&lt;br /&gt;
        {&lt;br /&gt;
&lt;br /&gt;
       map textures/common/lava.tga&lt;br /&gt;
&lt;br /&gt;
       }&lt;br /&gt;
&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
= 2.2         Shader Name &amp;amp; File Conventions =&lt;br /&gt;
The first line is the shader name.  Shader names can be up to 63 characters long.  The names are often a mirror of a pathname to a .tga file without the extension or basedir (/quake3/baseq3 in our case), but they do not need to be.&lt;br /&gt;
&lt;br /&gt;
Shaders that are only going to be referenced by the game code, not modeling tools, often are just a single world, like “projectionShadow” or “viewBlood”.&lt;br /&gt;
&lt;br /&gt;
Shaders that are used on characters or other polygon models need to mirror a .tga file, which allows the modelers to build with normal textures, then have the special effects show up when the model is loaded into the game.&lt;br /&gt;
&lt;br /&gt;
Shaders that are placed on surfaces in the map editor commonly mirror a .tga file, but the “qer_editorimage” shader parameter can force the editor to use an arbitrary image for display.&lt;br /&gt;
&lt;br /&gt;
Shader pathnames have a case sensitivity issue – on windows, they ''aren’t'' case sensitive, but on unix they ''are''.  Try to always use lowercase for filenames, and always use forward slashes “/” for directory separators.&lt;br /&gt;
&lt;br /&gt;
= 2.3        Shader Types =&lt;br /&gt;
The keywords that affect shaders are divided into two classes.  The first class of keywords are global parameters.  Some global parameters ( '''“surfaceparms.”''' And all '''“q3map_” keywords''') are processed by Q3MAP, and change physical attributes of the surface that uses the shader. These attributes can affect the player. To see changes in these parameters one must re-bsp the map.&lt;br /&gt;
&lt;br /&gt;
The remaining global keywords, and all Stage Specific Keywords are processed by the renderer.  They are appearance changes only and have no effect on game play or game mechanics. Changes to any of these attributes will take effect as soon as the game goes to another level or vid_restarts (type command '''vid_restart''' in the game console).&lt;br /&gt;
&lt;br /&gt;
Shader keywords are ''not'' case sensitive.&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT NOTE:''' some of the shader commands may be order dependent, so it’s good practice to place all global shader commands (keywords defined in this section) at the very beginning of the shader and to place shader stages at the end (see various examples).&lt;br /&gt;
&lt;br /&gt;
= 2.4        Key Concepts =&lt;br /&gt;
Ideally, a designer or artist who is manipulating textures with shader files has a basic understanding of wave forms and knows about mixing colored light (high school physics sort of stuff).  If not, there are some concepts you need to have a grasp on to make shaders work for you.&lt;br /&gt;
&lt;br /&gt;
== 2.4.1          Surface Effects vs. Content Effects vs. Deformation Effects ==&lt;br /&gt;
Shaders not only modify the visible aspect of textures on a geometry brush, curve, patch or mesh model, but they can also have an effect on both the content, “shape,” and apparent movement of those things.  A surface effect does nothing to modify the shape or content of the brush.  Surface effects include glows, transparencies and rgb (red, green, blue) value changes. Content shaders affect the way the brush operates in the game world. Examples include water, fog, nonsolid, and structural.  Deformation effects change the actual shape of the affected brush or curve, and may make it appear to move.&lt;br /&gt;
&lt;br /&gt;
== 2.4.2          Power Has a Price ==&lt;br /&gt;
The shader script gives the designer, artist and programmer a great deal of easily accessible power over the appearance of and potential special effects that may be applied to surfaces in the game world.  But it is power that comes with a price tag attached, and the cost is measured in performance speed.  Each shader phase that affects the appearance of a texture causes the ''Q3:A'' engine to make another processing pass and redraw the world.  Think of it as if you were adding all the shader-affected triangles to the total r_speed count for each stage in the shader script. A shader-manipulated texture that is seen through another shader manipulated texture (e.g.; a light in fog) has the effect of ''adding'' the total number of passes together for the affected triangles.  A light that required two passes seen through a fog that requires one pass will be treated as having to redraw that part of the world three times.&lt;br /&gt;
&lt;br /&gt;
== 2.4.3          RGB Color ==&lt;br /&gt;
RGB means “Red, Green, Blue.” Mixing red, green and blue light in differing intensities creates the colors in computers and television monitors.  This is called ''additive color'' (as opposed to the mixing of pigments in paint or colored ink in the printing process, which is subtractive color).  In ''Quake III Arena'' and most higher-end computer art programs (and the color selector in Windows), the intensities of the individual Red, Green and Blue components are expressed as number values. When mixed together on a screen, number values of equal intensity in each component color create a completely neutral (gray) color.  The lower the number value (towards 0), the darker the shade.  The higher the value, the lighter the shade or the more saturated the color until it reaches a maximum value of 255 (in the art programs).  All colors possible on the computer can be expressed as a formula of three numbers. The value for complete black is 0 0 0. The value for complete white is 255 255 255. However, the ''Quake III Arena'' graphics engine requires that the color range be  “normalized” into a range between 0.0 and 1.0.&lt;br /&gt;
&lt;br /&gt;
== 2.4.4          Normalization: a Scale of 0 to 1 ==&lt;br /&gt;
The mathematics in ''Quake III Arena'' use a scale of 0.0 to 1.0 instead of 0 to 255. Most computer art programs that can express RGB values as numbers use the 0 to 255 scale.  To convert numbers, divide each of the art program’s values for the component colors by 255.  The resulting three values are your ''Quake III Arena'' formula for that color component.  The same holds true for texture coordinates.&lt;br /&gt;
&lt;br /&gt;
== 2.4.5          Texture Sizes ==&lt;br /&gt;
TGA texture files are measured in pixels (picture elements).  Textures are measured in powers of 2, with 16 x16 pixels being the smallest (typically) texture in use.  Most will be larger. Textures need not be square, so long as both dimensions are powers of 2. Examples include: 32x256, 16x32, 128x16.&lt;br /&gt;
&lt;br /&gt;
== 2.4.6          Color Math ==&lt;br /&gt;
In ''Quake III Arena'' , colors are changed by mathematical equations worked on the textures by way of the scripts or “programlets”  in the shader file.  An equation that adds to or multiplies the number values in a texture causes it to become darker.  Equations that subtract from or modulate number values in a texture cause it to become lighter.  Either equation can change the hue and saturation of a color.&lt;br /&gt;
&lt;br /&gt;
== 2.4.7          Measurements ==&lt;br /&gt;
The measurements used in the shaders are in either game units, color units, or texture units.&lt;br /&gt;
&lt;br /&gt;
 ·          '''Game unit:''' A game unit is used by deformations to specify sizes relative to the world.  Game units are the same scale we have had since way back in the ''Wolfenstein'' days – 8 units equals one foot. The default texture scale used by the [[Q3Radiant]] map editor results in two texels for each game unit, but that can be freely changed.&lt;br /&gt;
&lt;br /&gt;
 ·         '''Color units''': Colors scale the values generated by the texture units to produce lighting effects.  A value of 0.0 will be completely black, and a value of 1.0 will leave the texture unchanged. Colors are sometimes specified with a single value to be used across all red, green, and blue channels, or sometimes as separate values for each channel.&lt;br /&gt;
&lt;br /&gt;
 ·         '''Texture units:''' This is the normalized (see above) dimensions of the original texture image  (or a previously modified texture at a given stage in the shader pipeline).  A full texture, regardless of its original size in texels, has a normalized measurement of 1.0 x 1.0.  For normal repeating textures, it is possible to have value greater than 1.0 or less than 0.0, resulting in repeating of the texture.  The coordinates are usually assigned by the level editor or modeling tools, but you still need to be aware of this for scrolling or turbulent movement of the texture at runtime.&lt;br /&gt;
&lt;br /&gt;
== 2.4.8           Waveform Functions ==&lt;br /&gt;
Many of the shader functions use waveforms to modulate measurements over time.  Where appropriate, additional information is provided with wave modulated keyword functions to describe the effect of a particular waveform on that process. Currently there are five waveforms in use in ''Q3A'' shaders:&lt;br /&gt;
&lt;br /&gt;
'''Sin''': Sin stands for sine wave, a regular smoothly flowing wave ranging from –1 to 1.&lt;br /&gt;
&lt;br /&gt;
'''Triangle:''' Triangle is a wave with a sharp ascent and a sharp decay, ranging from 0 to 1. It will make a choppy looking wave forms.&lt;br /&gt;
&lt;br /&gt;
'''Square''': A square wave simply switches from –1 to 1 with no in-between.&lt;br /&gt;
&lt;br /&gt;
'''Sawtooth:''' In the sawtooth wave, the ascent is like a triangle wave from 0 to 1, but the decay cuts off sharply back to 0.&lt;br /&gt;
&lt;br /&gt;
'''Inversesawtooth:''' This is the reverse of the sawtooth … instant ascent to the peak value (1), then a triangle wave descent to the valley value (0).  The phase on this goes from 1.0 to 0.0 instead of 0.0 to 1.0.  This wave is particularly useful for additive cross-fades.&lt;br /&gt;
&lt;br /&gt;
'''Waveforms all have the following properties''':&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;base&amp;gt;''' Where the wave form begins. Amplitude is measured from this base value.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;amplitude&amp;gt;''' This is the height of the wave created, measured from the base'''.''' You will probably need to test and tweak this value to get it correct for each new shader stage. The greater the amplitude, the higher the wave peaks and the deeper the valleys.&lt;br /&gt;
&lt;br /&gt;
''' '''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;phase&amp;gt;''' This is a normalized value between 0.0 and 1.0.  Changing phase to a non-zero value affects the point on the wave at which the wave form initially begins to be plotted. Example: In  Sin or Triangle wave, a phase of 0.25 means it begins one fourth (25%) of the way along the curve, or more simply put, it begins at the peak of the wave.  A phase of 0.5 would begin at the point the wave re-crosses the base line.  A phase of 0.75 would be at the lowest point of the valley.  If only one wave form is being used in a shader, a phase shift will probably not be noticed and phase should have a value of zero (0).  However, including two or more stages of the same process in a single shader, but with the phases shifted can be used to create interesting visual effects.   Example:  using rgbGen in two stages with different colors and a 0.5 difference in phase would cause the manipulated texture to modulate between two distinct colors.   Phase changes can also be used when you have two uses of the same effect near each other, and you don’t want them to be synchronized. You would write a separate shader for each, changing only the phase value.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;freq&amp;gt;''' Frequency. This value is expressed as repetitions or cycles of the wave per second.  A value of 1 would cycle once per second.  A value of 10 would cycle 10 times per second.  A value of 0.1 would cycle once every 10 seconds.&lt;br /&gt;
&lt;br /&gt;
 3         General Shader Keywords&lt;br /&gt;
'''IMPORTANT NOTE:''' Once again, be aware that some of the shader commands may be order dependent, so it’s good practice to place all global shader commands (keywords defined in this section) at the very beginning of the shader and to place shader stages at the end (see various examples).&lt;br /&gt;
&lt;br /&gt;
These Keywords are global to a shader and affect all stages.  They are also ignored by Q3MAP.&lt;br /&gt;
&lt;br /&gt;
= 3.1        skyParms &amp;lt;farbox&amp;gt; &amp;lt;cloudheight&amp;gt; &amp;lt;nearbox&amp;gt; =&lt;br /&gt;
Specifies how to use the surface as a sky, including an optional far box (stars, moon, etc), optional cloud layers with any shader attributes, and an optional near box (mountains in front of the clouds, etc).&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;Farbox&amp;gt;''' Specifies a set of files to use as an environment box behind all cloud layers.  Specify “-“ for no farbox, or a file base name.  A base name of  “env/test” would look for files “env/test_rt.tga”, “env/test_lf.tga”, “env/test_ft.tga”, “env/test_bk.tga”, “env/test_up.tga”, “env/test_dn.tga” to use as the right / left / front / back / up / down sides.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;cloudheight&amp;gt;''' controls apparent curvature of the cloud layers – lower numbers mean more curvature (and thus more distortion at the horizons).  Higher height values create “flatter” skies with less horizon distortion.  Think of height as the radius of a sphere on which the clouds are mapped. Good ranges are 64 to 256.  The default value is 128.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;nearbox&amp;gt;'''   Specified as farbox, to be alpha blended on top of the clouds.  This has not been tested in a long time, so it probably doesn’t actually work.  Set to “-“ to ignore.&lt;br /&gt;
&lt;br /&gt;
Design Notes:&lt;br /&gt;
&lt;br /&gt;
 ·         If you are making a map where the sky is seen by looking up most of the time, use a lower cloudheight value.  Under those circumstances the tighter curve looks more dynamic. If you are making a map where the sky is seen by looking out windows most of the time or has a map area that is open to the sky on one or more sides, use a higher height to make the clouds seem more natural.&lt;br /&gt;
&lt;br /&gt;
 ·         It is possible to create a sky with up to 8 cloud layers, but that also means 8 processing passes and a potentially large processing hit.&lt;br /&gt;
&lt;br /&gt;
 ·          Be aware that the skybox does not wrap around the entire world. The “floor” or bottom face of the skybox is not drawn by the game. If a player in the game can see that face, they will see the “hall of mirrors” effect.&lt;br /&gt;
&lt;br /&gt;
 '''Example: Sky script'''&lt;br /&gt;
&lt;br /&gt;
 textures/skies/xtoxicsky_dm9&lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
&lt;br /&gt;
       qer_editorimage textures/skies/toxicsky.tga&lt;br /&gt;
&lt;br /&gt;
       surfaceparm noimpact&lt;br /&gt;
&lt;br /&gt;
       surfaceparm nolightmap&lt;br /&gt;
&lt;br /&gt;
 q3map_globaltexture&lt;br /&gt;
&lt;br /&gt;
 q3map_lightsubdivide 256&lt;br /&gt;
&lt;br /&gt;
       q3map_surfacelight 400&lt;br /&gt;
&lt;br /&gt;
       surfaceparm sky&lt;br /&gt;
&lt;br /&gt;
       q3map_sun   1 1 0.5 150 30 60&lt;br /&gt;
&lt;br /&gt;
       skyparms full 512 -&lt;br /&gt;
&lt;br /&gt;
       {&lt;br /&gt;
&lt;br /&gt;
             map textures/skies/inteldimclouds.tga&lt;br /&gt;
&lt;br /&gt;
             tcMod scroll 0.1 0.1&lt;br /&gt;
&lt;br /&gt;
              tcMod scale 3 2&lt;br /&gt;
&lt;br /&gt;
       }&lt;br /&gt;
&lt;br /&gt;
       {&lt;br /&gt;
&lt;br /&gt;
             map textures/skies/intelredclouds.tga&lt;br /&gt;
&lt;br /&gt;
              blendFunc add&lt;br /&gt;
&lt;br /&gt;
             tcMod scroll 0.05 0.05&lt;br /&gt;
&lt;br /&gt;
             tcMod scale 3 3&lt;br /&gt;
&lt;br /&gt;
       }&lt;br /&gt;
&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
= 3.2        cull &amp;lt;side&amp;gt; =&lt;br /&gt;
Every surface of a polygon has two sides, a front and a back.  Typically, we only see the front or “out” side. For example, a solid block you only show the front side.  In many applications we see both. For example, in water, you can see both front and a back. The same is true for things like grates and screens.&lt;br /&gt;
&lt;br /&gt;
To “cull” means to remove. The value parameter determines the type of face culling to apply.  The default value is cull ''front'' if this keyword is not specified.  However for items that should be inverted then the value ''back'' should be used.  To disable culling, the value  ''disable'' or ''none'' should be used. Only one cull instruction can be set for the shader.&lt;br /&gt;
&lt;br /&gt;
== 3.2.1          cull front ==&lt;br /&gt;
The front or “outside” of the polygon is not drawn in the world.  This is the default value.  It is used if the keyword “'''cull'''” appears in the content instructions without a '''&amp;lt;side&amp;gt;''' value or if the keyword cull does not appear at all in the shader.&lt;br /&gt;
&lt;br /&gt;
== 3.2.2          cull back ==&lt;br /&gt;
Cull back removes the back or “inside” of a polygon from being drawn in the world.&lt;br /&gt;
&lt;br /&gt;
== 3.2.3          cull disable, cull none ==&lt;br /&gt;
Neither side of the polygon is removed.  Both sides are drawn in the game. Very useful for making panels or barriers that have no depth, such as grates, screens, metal wire fences and so on and for liquid volumes that the player can see from within.  Also used for energy fields, sprites, and weapon effects (e.g.; plasma).&lt;br /&gt;
&lt;br /&gt;
Design Notes: For things like grates and screens, put the texture with the cull none property on one face only. On the other faces, use a non-drawing texture.&lt;br /&gt;
&lt;br /&gt;
= 3.3        deformVertexes =&lt;br /&gt;
This function performs a general deformation on the surface’s vertexes, changing the actual shape of the surface before drawing the shader passes.  You can stack multiple deformVertexes commands to modify positions in more complex ways, making an object move in two dimensions, for instance.&lt;br /&gt;
&lt;br /&gt;
== 3.3.1          deformVertexes wave &amp;lt;div&amp;gt; &amp;lt;func&amp;gt; &amp;lt;base&amp;gt;  &amp;lt;amplitude&amp;gt; &amp;lt;phase&amp;gt; &amp;lt;freq&amp;gt; ==&lt;br /&gt;
Designed for water surfaces, modifying the values differently at each point.  It accepts the standard wave functions of the type '''sin''', '''triangle''', '''square, sawtooth''' or '''inversesawtooth'''.  The “div” parameter is used to control the wave “spread” – a value equal to the tessSize of the surface is a good default value (tessSize is subdivision size, in game units, used for the shader when seen in the game world) .&lt;br /&gt;
&lt;br /&gt;
== 3.3.2          deformVertexes normal &amp;lt;div&amp;gt; &amp;lt;func&amp;gt; &amp;lt;base&amp;gt; &amp;lt;amplitude ~0.1-~0.5&amp;gt; &amp;lt;frequency ~1.0-~4.0&amp;gt; ==&lt;br /&gt;
This deformation affects the normals of a vertex without actually moving it, which will effect later shader options like lighting and especially environment mapping.  If the shader stages don’t use normals in any of their calculations, there will be no visible effect.&lt;br /&gt;
&lt;br /&gt;
Design Notes:  Putting values of  0.1 t o 0.5 in Amplitude and 1.0 to 4.0 in the Frequency can produce some satisfying results.  Some things that have been done with it:  A small fluttering bat, falling leaves, rain, flags.&lt;br /&gt;
&lt;br /&gt;
== 3.3.3          deformVertexes bulge &amp;lt;bulgeWidth&amp;gt;  &amp;lt;bulgeHeight&amp;gt; &amp;lt;bulgeSpeed&amp;gt; ==&lt;br /&gt;
This forces a bulge to move along the given '''s''' and '''t''' directions.  Designed for use on curved pipes.&lt;br /&gt;
&lt;br /&gt;
'''Specific parameter definitions for deform keywords:'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;div&amp;gt; ''' This is roughly defined as the size of the waves that occur. It is measured in game units. Smaller values create a greater density of smaller wave forms occurring in a given area.  Larger values create a lesser density of waves, or otherwise put, the appearance of larger waves.  To look correct this value should closely correspond to the value (in pixels) set for tessSize (tessellation size) of the texture.  A value of 100.0 is a good default value (which means your tessSize should be close to that for things to look “wavelike”).&lt;br /&gt;
&lt;br /&gt;
''' '''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;func&amp;gt;''' This is the type of wave form being created.  Sin stands for sine wave, a regular smoothly flowing wave.  Triangle is a wave with a sharp ascent and a sharp decay. It will make a choppy looking wave forms.  A square wave is simply on or off for the period of the frequency with no in between. The sawtooth wave has the ascent of a triangle wave, but has the decay cut off sharply like a square wave.  An inversesawtooth wave reverses this.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;base&amp;gt;'''  This is the distance, in game units that the apparent surface of the texture is displaced from the actual surface of the brush as placed in the editor.  A positive value appears above the brush surface. A negative value appears below the brush surface.  An example of this is the Quad effect, which essentially is a shell with a positive base value to stand it away from the model surface and a 0 (zero) value for amplitude.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;amplitude&amp;gt;''' The distance that the deformation moves away from the base value.  See Wave Forms in the introduction for a description of amplitude.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;phase&amp;gt;''' See Wave Forms in the introduction for a description of phase)&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;frequency&amp;gt;''' See Wave Forms in the introduction for a description of frequency)&lt;br /&gt;
&lt;br /&gt;
Design Note:  The div and amplitude parameters, when used in conjunction with liquid volumes like water should take into consideration how much the water will be moving.  A large ocean area would have have massive swells (big div values) that rose and fell dramatically (big amplitude values). While a small, quiet pool may move very little.&lt;br /&gt;
&lt;br /&gt;
== 3.3.4          deformVertexes move &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; &amp;lt;z&amp;gt; &amp;lt;func&amp;gt; &amp;lt;base&amp;gt;  &amp;lt;amplitude&amp;gt; &amp;lt;phase&amp;gt; &amp;lt;freq&amp;gt; ==&lt;br /&gt;
This keyword is used to make a brush, curve patch or md3 model appear to move together as a unit.  The &amp;lt;x&amp;gt; &amp;lt;y&amp;gt; and &amp;lt;z&amp;gt; values are the distance and direction in game units the object appears to move relative to it’s point of origin in the map.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;func&amp;gt; &amp;lt;base&amp;gt; &amp;lt;amplitude&amp;gt; &amp;lt;phase&amp;gt; and &amp;lt;freq&amp;gt; values are the same as found in other wave form manipulations.&lt;br /&gt;
&lt;br /&gt;
The product of the function modifies the values x, y, and z. Therefore, if you have an amplitude of 5 and an x value of 2, the object will travel 10 units from its point of origin along the x axis. This results in a total of 20 units of motion along the x axis, since the amplitude is the variation both above and below the base.&lt;br /&gt;
&lt;br /&gt;
It must be noted that an object made with this shader does not actually change position, it only appears to.&lt;br /&gt;
&lt;br /&gt;
'''Design Note:'''  If an object is made up of surfaces with different shaders, all must have matching deformVertexes move values or the object will appear to tear itself apart.&lt;br /&gt;
&lt;br /&gt;
== 3.3.5          [[DeformVertexes]] autosprite ==&lt;br /&gt;
This function can be used to make any given triangle quad (pair of triangles that form a square rectangle) automatically behave like a sprite without having to make it a separate entity.  This means that the “sprite” on which the texture is placed will rotate to always appear at right angles to the player’s view as a sprite would. Any four-sided brush side, flat patch, or pair of triangles in an .md3 model can have the '''autosprite''' effect on it.  '''The brush face containing a texture with this shader keyword must be square.'''&lt;br /&gt;
&lt;br /&gt;
'''Design Note''': This is best used on objects that would appear the same regardless of viewing angle.  An example might be a glowing light flare.&lt;br /&gt;
&lt;br /&gt;
== 3.3.6          [[DeformVertexes]] autosprite2 ==&lt;br /&gt;
Is a slightly modified “sprite” that only rotates around the middle of its longest axis.  This allows you to make a pillar of fire that you can walk around, or an energy beam stretched across the room.&lt;br /&gt;
&lt;br /&gt;
= 3.4         fogparms &amp;lt;red value&amp;gt; &amp;lt;green value&amp;gt; &amp;lt;blue value&amp;gt; &amp;lt;distance to Opaque&amp;gt; =&lt;br /&gt;
Note: you must also specify “surfaceparm fog” to cause q3map to identify the surfaces inside the volume.  Fogparms only describes how to render the fog on the surfaces.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;red value&amp;gt; &amp;lt;green value&amp;gt; &amp;lt;blue value&amp;gt;''' These are normalized values. A good computer art program should give you the RGB values for a color. To obtain the values that define fog color for Quake III Arena , divide the desired color’s Red, Green and Blue values by 255 to obtain three normalized numbers within the 0.0 to 1.0 range.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;distance to opaque&amp;gt;''' This is the distance, in  game units, until the fog becomes totally opaque, as measured from the point of view of the observer.  By making the height of the fog brush shorter than the distance to opaque ,  the apparent density of the fog can be reduced (because it never reaches the depth at which full opacity occurs)..&lt;br /&gt;
&lt;br /&gt;
 ·         The fog volume can only have one surface visible (from outside the fog).&lt;br /&gt;
&lt;br /&gt;
 ·         Fog must be made of one brush. It cannot be made of adjacent brushes.&lt;br /&gt;
&lt;br /&gt;
 ·         Fog brushes must be axial.  This means that only square or rectangular brushes may contain fog, and those must have their edges drawn along the axes of the map grid (all 90 degree angles).&lt;br /&gt;
&lt;br /&gt;
 ·&lt;br /&gt;
&lt;br /&gt;
'''Design Notes: '''&lt;br /&gt;
&lt;br /&gt;
 ·         If a water texture contains a fog parameter, it must be treated as if it were a fog texture when in use.&lt;br /&gt;
&lt;br /&gt;
 ·         If a room is to be filled completely with a fog volume, it can only be entered through one surface (and still have the fog function correctly).&lt;br /&gt;
&lt;br /&gt;
  ·         Additional shader passes may be placed on a fog brush, as with other brushes.&lt;br /&gt;
&lt;br /&gt;
= 3.5        nopicmip =&lt;br /&gt;
This causes the texture to ignore user-set values for the  '''r_picmip''' cvar command.  The image will always be high resolution.  Example:  Used to keep images and text in the heads up display from blurring when user optimizes the game graphics.&lt;br /&gt;
&lt;br /&gt;
= 3.6        nomipmap: =&lt;br /&gt;
This implies nopicmip, but also prevents the generation of any lower resolution mipmaps for use by the 3d card.  This will cause the texture to alias when it gets smaller, but there are some cases where you would rather have this than a blurry image.  Sometimes thin slivers of triangles force things to very low mipmap levels, which leave a few constant pixels on otherwise scrolling special effects.&lt;br /&gt;
&lt;br /&gt;
= 3.7        polygonOffset =&lt;br /&gt;
Surfaces rendered with the '''polygonOffset''' keyword are rendered slightly off the polygon’s surface.  This is typically used for wall markings and “decals.” The distance between the offset and the polygon is fixed.  It is not a variable in Quake III Arena.&lt;br /&gt;
&lt;br /&gt;
= 3.8        portal =&lt;br /&gt;
Specifies that this texture is the surface for a portal or mirror.  In the game map, a portal entity must be placed directly in front of the texture (within 64 game units).  All this does is set “sort portal”, so it isn’t needed if you specify that explicitly.&lt;br /&gt;
&lt;br /&gt;
= 3.9        sort &amp;lt;value&amp;gt; =&lt;br /&gt;
Use this keyword to fine-tune the depth sorting of shaders as they are compared against other shaders in the game world. The basic concept is that if there is a question or a problem with shaders drawing in the wrong order against each other, this allows the designer to create a hierarchy of which shader draws in what order.&lt;br /&gt;
&lt;br /&gt;
The default behavior is to put all blended shaders in sort “additive” and all other shaders in sort “opaque”, so you only need to specify this when you are trying to work around a sorting problem with multiple transparent surfaces in a scene.&lt;br /&gt;
&lt;br /&gt;
The value here can be either a numerical value or one of the keywords in the following list (listed in order of ascending priority):&lt;br /&gt;
&lt;br /&gt;
'''portal (1):''' This surface is a portal, it draws over every other shader seen inside the portal, but before anything in the main view.&lt;br /&gt;
&lt;br /&gt;
'''Sky (2):''' Typically, the sky is the farthest surface in the game world.  Drawing this after other opaque surfaces can be an optimization on some cards.  This currently has the wrong value for this purpose, so it doesn’t do much of anything.&lt;br /&gt;
&lt;br /&gt;
'''Opaque (3):''' This surface is opaque (rarely needed since this is the default with no blendfunc)&lt;br /&gt;
&lt;br /&gt;
'''Banner (6) :''' Transparent, but very close to walls.&lt;br /&gt;
&lt;br /&gt;
'''Underwater (8):''' Draw behind normal transparent surfaces.&lt;br /&gt;
&lt;br /&gt;
'''Additive (9):'''  normal transparent surface (default for shaders with blendfuncs)&lt;br /&gt;
&lt;br /&gt;
'''nearest (16):''' this shader should always sort closest to the viewer, e.g. muzzle flashes and blend blobs&lt;br /&gt;
&lt;br /&gt;
 4         Q3MAP Specific Shader Keywords&lt;br /&gt;
These keywords change the physical nature of the textures and the brushes that are marked with them. Changing any of these values will require the map to be re-compiled. These are global and affect the entire shader.&lt;br /&gt;
&lt;br /&gt;
= 4.1        tessSize &amp;lt;amount&amp;gt; =&lt;br /&gt;
For consistency’s sake, this really should have been called q3map_tessSize. But it wasn’t. The tessSize shader controls the tessellation size (how finely a surface is chopped up in to triangles), in game units, of the surface.  This is only applicable to solid brushes, not curves, and is generally only used on surfaces that are flagged with the '''deformVertexes''' keyword.  Abuse of this can create a huge number of triangles.  This happens during q3map processing, so maps must be reprocessed for changes to take effect.&lt;br /&gt;
&lt;br /&gt;
'''Design Note:''' It can also be used on tesselating surfaces to make sure that tesselations are large, and thus, less costly in terms of triangles created.&lt;br /&gt;
&lt;br /&gt;
= 4.2        q3map_backshader &amp;lt;shadername&amp;gt; =&lt;br /&gt;
This allows a brush to use a different shader when you are inside it looking out. By way of example, this would allow a water brush (or other) surfaces to have a different sort order (see '''''sort''''' above) or appearance when seen from the inside.&lt;br /&gt;
&lt;br /&gt;
= 4.3         q3map_globaltexture =&lt;br /&gt;
Use this shader in the global keyword commands whenever the '''tcMod scale''' function is used in one of the later render stages. Many problems with getting shader effects to work across multiple adjacent brushes are a result of the way q3map optimizes texture precision. This option resolves that, but at the expense of some precision of the textures when they are far away from the origin of the map.&lt;br /&gt;
&lt;br /&gt;
= 4.4        q3map_sun &amp;lt;red&amp;gt; &amp;lt;green&amp;gt; &amp;lt;blue&amp;gt; &amp;lt;intensity&amp;gt; &amp;lt;degrees&amp;gt; &amp;lt;elevation&amp;gt; =&lt;br /&gt;
This keyword in a sky shader will create the illusion of light cast into a map by a single, infinitely distance light source (sun, moon, hellish fire, etc.).  This is only processed during the lighting phase of q3map.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;red&amp;gt; &amp;lt;green&amp;gt; &amp;lt;blue&amp;gt;''' Color is described by three normalized rgb values.  Color will be normalized to a 0.0 to 1.0 range, so it doesn’t matter what range you use.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;intensity&amp;gt;''' is the brightness of the generated light.  A value of 100 is a fairly bright sun.  The intensity of the light falls off with angle but not distance.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;degrees&amp;gt;''' is the angle relative to the directions on the map file.  A setting of 0 degrees equals east. 90 is north, 180 is west and 270 is south.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;elevation&amp;gt;''' is the distance, measured in degrees from the horizon (z value of zero in the map file).  An elevation of 0 is sunrise/sunset. An elevation of 90 is noon&lt;br /&gt;
&lt;br /&gt;
'''DESIGN NOTE: ''' Sky shaders should probably still have a '''q3map_surfacelight''' value.  The “sun” gives a strong directional light, but doesn’t necessarily give the fill light needed to soften and illuminate shadows.  Skies with clouds should probably have a weaker '''q3map_sun''' value and a higher  '''q3map_surfacelight''' value.  Heavy clouds diffuse light and weaken shadows.  The opposite is true of a cloudless or nearly cloudless sky.  In such cases, the “sun” or “moon” will cast stronger, shadows that have a greater degree of contrast.&lt;br /&gt;
&lt;br /&gt;
'''Design Trick:''' Not certain what color formula you want to use for the sun’s light? Try this. Create a light entity.  Use the [[Q3Radiant]] editor’s color selection tools to pick a color.  The light’s _color key’s value will be the normalized RGB formula. Copy it from the value line in the editor (CTRL+c) and paste it into your shader.&lt;br /&gt;
&lt;br /&gt;
= 4.5        q3map_surfaceLight &amp;lt;light value&amp;gt; =&lt;br /&gt;
The texture gives off light equal to the '''&amp;lt;light value&amp;gt;''' set for it.  The relative surface area of the texture in the world affects the actual amount of light that appears to be radiated.  To give off what appears to be the same amount of light, a smaller texture must be significantly brighter than a larger texture. Unless the qer_lightimage keyword is used to select a different source for the texture’s light color information, the color of the light will be the averaged color of the texture.&lt;br /&gt;
&lt;br /&gt;
= 4.6         q3map_lightimage &amp;lt; texturepath/texturename&amp;gt; =&lt;br /&gt;
The keyword '''q3map_lightimage''' generates lighting from the average color of the TGA image specified by the  q3map_lightimage.&lt;br /&gt;
&lt;br /&gt;
The keyword sequence for generating light on a '''q3map_surfacelight''' should be ordered as follows:&lt;br /&gt;
&lt;br /&gt;
1) '''q3map_lightimage''' ; (the texture providing the light and the color of the light)&lt;br /&gt;
&lt;br /&gt;
2) '''qer_editorimage''' ; (the editor-only image used to select the source map for the texture)&lt;br /&gt;
&lt;br /&gt;
3) the average color of the light emitted from the shader is calculated from the '''lightimage.''')&lt;br /&gt;
&lt;br /&gt;
The reason '''q3map_lightimage''' is specified for the light in the example below, is because the blend map is predominantly yellow, and the designer wanted more yellow light to be emitted from the light.&lt;br /&gt;
&lt;br /&gt;
'''Example: Taking light from another source texture'''&lt;br /&gt;
&lt;br /&gt;
 textures/eerie/ironcrosslt2_10000&lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
&lt;br /&gt;
 q3map_lightimage textures/gothic_light/ironcrosslt2.blend.tga&lt;br /&gt;
&lt;br /&gt;
 // this TGA is the source for the color of the blended light&lt;br /&gt;
&lt;br /&gt;
  qer_editorimage textures/gothic_light/ironcrosslt2.tga&lt;br /&gt;
&lt;br /&gt;
 //base TGA (used because the shader is used with several&lt;br /&gt;
&lt;br /&gt;
 // different light values&lt;br /&gt;
&lt;br /&gt;
 q3map_surfacelight 10000&lt;br /&gt;
&lt;br /&gt;
 //emitted light value of 10,000&lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
&lt;br /&gt;
 map $lightmap&lt;br /&gt;
&lt;br /&gt;
 //source texture is affected by the lightmap&lt;br /&gt;
&lt;br /&gt;
 rgbGen identity&lt;br /&gt;
&lt;br /&gt;
 // this command handles the overbright bits created by “sunlight”&lt;br /&gt;
&lt;br /&gt;
 // in the game&lt;br /&gt;
&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
&lt;br /&gt;
 map textures/gothic_light/ironcrosslt2.tga&lt;br /&gt;
&lt;br /&gt;
 blendFunc filter&lt;br /&gt;
&lt;br /&gt;
 rgbGen identity&lt;br /&gt;
&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
&lt;br /&gt;
 map textures/gothic_light/ironcrosslt2.blend.tga&lt;br /&gt;
&lt;br /&gt;
 blendFunc add&lt;br /&gt;
&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
= 4.7        q3map_lightsubdivide &amp;lt;value&amp;gt; =&lt;br /&gt;
This allows the user to define how large, or small to make the subdivisions (triangles) in a textured surface, particularly aimed at light-emitting textures like skies.  It defaults to 120 game units, but can be made larger (256 or 512) for sky boxes or smaller for light surfaces at the bottoms of cracks.  This can be a dominant factor in processing time for q3map lighting.&lt;br /&gt;
&lt;br /&gt;
= 4.8        surfaceparm &amp;lt;parm&amp;gt; =&lt;br /&gt;
All surfaceparm keywords are preceded by the word surfaceparm as follows: '''surfaceparm fog''' or '''surfaceparm noimpact.'''&lt;br /&gt;
&lt;br /&gt;
== 4.8.1          alphashadow ==&lt;br /&gt;
This keyword applied to a texture on a brush, patch or model will cause the lighting phase of the q3map process to use the texture’s alpha channel as a mask for casting static shadows in the game world.&lt;br /&gt;
&lt;br /&gt;
'''Design Note:''' Alphashadow does not work well with fine line detail on a texture.  Fine lines may not cast acceptable shadows.  It appears to work best with well-defined silhouettes and wider lines within the texture.  Most of our tattered banners use this to cast tattered shadows.&lt;br /&gt;
&lt;br /&gt;
== 4.8.2          areaportal ==&lt;br /&gt;
A brush marked with this keyword functions as an area portal, a break in the Q3MAP tree.  It is typically placed on a very thin brush placed inside a door entity (but is not a part of that entity).  The intent is to block the game from processing surface triangles located behind it when the door is closed.  It is also used by the BSPC (bot area file creation compiler) in the same manner as a cluster portal. The brush must touch all the structural brushes surrounding the '''areaportal.'''&lt;br /&gt;
&lt;br /&gt;
== 4.8.3          clusterportal ==&lt;br /&gt;
A brush marked with this keyword function creates a subdivision of the area file (.aas) used by the bots for navigation. It is typically placed in locations that are natural breaks in a map, such as entrances to halls, doors, tunnels, etc. The intent is keep the bot from having to process the entire map at once. As with the the areaportal parameter, the affected brush must touch all the structural brushes surrounding the '''areaportal.'''&lt;br /&gt;
&lt;br /&gt;
== 4.8.4          donotenter ==&lt;br /&gt;
Read as “do not enter.” Like clusterportal, this is a bot-only property. A brush marked with donotenter will not affect non-bot players, but bots will not enter it.  It should be used only when bots appear to have difficulty navigating around some map features.&lt;br /&gt;
&lt;br /&gt;
== 4.8.5          flesh ==&lt;br /&gt;
This will cue different sounds (in a similar manner to metalsteps ) and cause blood to appear instead of bullet impact flashes.&lt;br /&gt;
&lt;br /&gt;
== 4.8.6          fog ==&lt;br /&gt;
Fog defines the brush as being a “fog” brush.  This is a Q3MAP function that chops and identifies all geometry inside the brush. The General shader keyword fogparms must also be specified to tell how to draw the fog.&lt;br /&gt;
&lt;br /&gt;
== 4.8.7          lava ==&lt;br /&gt;
Assigns to the texture the game properties set for lava.  This affects both the surface and the content of a brush.&lt;br /&gt;
&lt;br /&gt;
== 4.8.8          metalsteps ==&lt;br /&gt;
The player sounds as if he is walking on clanging metal steps or gratings. Other than specifiying '''flesh''', '''metalsteps''', '''nosteps''', or default (i.e.; specify nothing) it is currently not possible for a designer to create or assign a specific sound routine to a texture.  Note: If no sound is set for a texture, then the default footsteps sound routines are heard.&lt;br /&gt;
&lt;br /&gt;
== 4.8.9          nodamage ==&lt;br /&gt;
The player takes no damage if he falls onto a texture with this surfaceparm&lt;br /&gt;
&lt;br /&gt;
== 4.8.10      nodlight ==&lt;br /&gt;
Read as “No ''Dee'' Light”. A texture containing this parameter will not be affected or lit by dynamic lights, such as weapon effects.  And example in ''Quake III Arena''  would be solid lava.&lt;br /&gt;
&lt;br /&gt;
== 4.8.11      nodraw ==&lt;br /&gt;
A texture marked with nodraw will not visually appear in the game world.  Most often used for triggers, clip brushes, origin brushes, and so on.&lt;br /&gt;
&lt;br /&gt;
== 4.8.12      nodrop ==&lt;br /&gt;
When a player dies inside a volume (brush) marked nodrop, no weapon is dropped.  The intend use is for “Pits of Death.”  Have a kill trigger inside a nodrop volume, and when the players die here, they won't drop their weapons. The intent is to prevent unnecessary polygon pileups on the floors of pits.&lt;br /&gt;
&lt;br /&gt;
== 4.8.13      noimpact ==&lt;br /&gt;
World entities will not impact on this texture.  No explosions occur when projectiles strike this surface and no marks will be left on it. Sky textures are usually marked with this texture so those projectiles will not hit the sky and leave marks.&lt;br /&gt;
&lt;br /&gt;
== 4.8.14      nomarks ==&lt;br /&gt;
Projectiles will explode upon contact with this surface, but will not leave marks.  Blood will also not mark this surface.  This is useful to keep lights from being temporarily obscured by battle damage.&lt;br /&gt;
&lt;br /&gt;
'''Design Note:''' Use this on any surface with a deformVertexes keyword.  Otherwise, the marks will appear on the unmodified surface location of the texture with the surface wriggles and squirms through the marks.&lt;br /&gt;
&lt;br /&gt;
== 4.8.15      nolightmap ==&lt;br /&gt;
This texture does not have a lightmap phase.  It is not affected by the ambient lighting of the world around it. It does not require the addition of an rgbGen identity keyword in that stage.&lt;br /&gt;
&lt;br /&gt;
== 4.8.16      nosteps ==&lt;br /&gt;
The player makes no sound when walking on this texture.&lt;br /&gt;
&lt;br /&gt;
== 4.8.17      nonsolid ==&lt;br /&gt;
This attribute indicates a brush, which does not block the movement of entities in the game world.  It applied to triggers, hint brushes and similar brushes.  This affects the content of a brush.&lt;br /&gt;
&lt;br /&gt;
== 4.8.18      origin ==&lt;br /&gt;
Used on the “origin”  texture.  Rotating entities need to contain an origin brush in their construction. The brush must be rectangular (or square).  The origin point is the exact center of the origin brush.&lt;br /&gt;
&lt;br /&gt;
== 4.8.19      playerclip ==&lt;br /&gt;
Blocks player movement through a '''nonsolid''' texture.  Other game world entities can pass through a brush marked '''playerclip'''. The intended use for this is to block the player but not block projectiles like rockets.&lt;br /&gt;
&lt;br /&gt;
== 4.8.20      slick ==&lt;br /&gt;
This surfaceparm included in a texture should give it significantly reduced friction.&lt;br /&gt;
&lt;br /&gt;
== 4.8.21      slime ==&lt;br /&gt;
Assigns to the texture the game properties for slime. This affects both the surface and the content of a brush.&lt;br /&gt;
&lt;br /&gt;
== 4.8.22      structural ==&lt;br /&gt;
This surface attribute causes a brush to be seen by the Q3MAP process as a possible break-point in a BSP tree.  It is used as a part of the shader for the “hint” texture.  Generally speaking, any opaque texture not marked as “'''detail'''” is by default,  '''structural,''' so you shouldn’t need to specify this.&lt;br /&gt;
&lt;br /&gt;
== 4.8.23      trans ==&lt;br /&gt;
Tells q3map that pre-computed visibility should not be blocked by this surface.  Generally, any shaders that have blendfuncs should be marked as surfaceparm trans.&lt;br /&gt;
&lt;br /&gt;
== 4.8.24      water ==&lt;br /&gt;
Assigns to the texture the game properties for water.&lt;br /&gt;
&lt;br /&gt;
 5         Editor specific shader instructions&lt;br /&gt;
These instructions only affect the texture when it is seen in the [[Q3Radiant]] editor.  They should be grouped with the surface parameters but ahead of them in sequence.&lt;br /&gt;
&lt;br /&gt;
= 5.1        qer_editorimage &amp;lt; texture path/texturename&amp;gt; =&lt;br /&gt;
This keyword creates a shader name in memory, but in the editor, it displays the TGA art image specified in qer_editorimage (in the example below this is textures/eerie/lavahell.tga).&lt;br /&gt;
&lt;br /&gt;
The editor maps a texture using the size attributes of the TGA file used for the editor image. When that editor image represents a shader, any texture used in any of the shader stages will be scaled up or down to the dimensions of the editor image. If a 128x128 pixel image is used to represent the shader in the editor, then a 256x256 image used in a later stage will be shrunk to fit.  A 64x64 image would be stretched to fit. Be sure to check this on bouncy, acceleration, and power-up pads placed on surfaces other than 256 x 256. Use '''tcMod scale''' to change the size of the stretched texture. Remember that '''tcMod scale''' 0.5 0.5 will double your image, while '''tcMod scale''' 2 2 will halve it.&lt;br /&gt;
&lt;br /&gt;
'''Design Notes:'''  The base_light and gothic_light shaders contain numerous uses of this. It can be very useful for making different light styles (mostly to change the light brightnesses) without having  to create a new piece of TGA art for each new shader.&lt;br /&gt;
&lt;br /&gt;
 textures/liquids/lavahell2 //path and name of new texture&lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
&lt;br /&gt;
 qer_editorimage textures/eerie/lavahell.tga&lt;br /&gt;
&lt;br /&gt;
 //based on this&lt;br /&gt;
&lt;br /&gt;
 qer_nocarve&lt;br /&gt;
&lt;br /&gt;
  //cannot be cut by CSG subtract&lt;br /&gt;
&lt;br /&gt;
 surfaceparm noimpact&lt;br /&gt;
&lt;br /&gt;
 //projectiles do not hit it&lt;br /&gt;
&lt;br /&gt;
 surfaceparm lava&lt;br /&gt;
&lt;br /&gt;
 //has the game properties of lava&lt;br /&gt;
&lt;br /&gt;
 surfaceparm nolightmap&lt;br /&gt;
&lt;br /&gt;
 //environment lighting does not affect&lt;br /&gt;
&lt;br /&gt;
 q3map_surfacelight 3000&lt;br /&gt;
&lt;br /&gt;
 //light is emitted&lt;br /&gt;
&lt;br /&gt;
 tessSize 256&lt;br /&gt;
&lt;br /&gt;
 //relatively large triangles&lt;br /&gt;
&lt;br /&gt;
 cull disable&lt;br /&gt;
&lt;br /&gt;
 //no sides are removed&lt;br /&gt;
&lt;br /&gt;
 deformVertexes wave 100 sin 5 5 .5 0.02&lt;br /&gt;
&lt;br /&gt;
 fogparms 0.8519142 0.309723 0.0 128 128&lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
&lt;br /&gt;
 map textures/eerie/lavahell.tga&lt;br /&gt;
&lt;br /&gt;
 //base texture artwork&lt;br /&gt;
&lt;br /&gt;
 tcMod turb .25 0.2 1 0.02&lt;br /&gt;
&lt;br /&gt;
 //texture is subjected to turbulence&lt;br /&gt;
&lt;br /&gt;
 tcMod scroll 0.1 0.1&lt;br /&gt;
&lt;br /&gt;
 //the turbulence is scrolled&lt;br /&gt;
&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
= 5.2        qer_nocarve =&lt;br /&gt;
A brush marked with this instruction will not be affected by CSG subtract functions.  It is especially useful for water and fog textures.&lt;br /&gt;
&lt;br /&gt;
= 5.3        qer_trans &amp;lt;value&amp;gt; =&lt;br /&gt;
This parameter defines the percentage of transparency that a brush will have when seen in the editor (no effect on game rendering at all).  It can have a positive value between 0 and 1.  The higher the value, the less transparent the texture. Example: qer_trans 0.2 means the brush is 20% opaque and nearly invisible.&lt;br /&gt;
&lt;br /&gt;
'''&lt;br /&gt;
'''&lt;br /&gt;
 6         Stage Specific Keywords&lt;br /&gt;
Stage specifications only affect rendering.  Changing any keywords or values within a stage will usually take effect as soon as a vid_restart is executed.  Q3MAP ignores stage specific keywords entirely.&lt;br /&gt;
&lt;br /&gt;
A stage can specify a texture map, a color function, an alpha function, a texture coordinate function, a blend function, and a few other rasterization options.&lt;br /&gt;
&lt;br /&gt;
= 6.1        Texture map specification =&lt;br /&gt;
== 6.1.1          map &amp;lt;texturepath/texturename&amp;gt; ==&lt;br /&gt;
Specifies the source texture map (a 24 or 32-bit TGA file) used for this stage.  The texture may or may not contain alpha channel information.  The special keywords '''$lightmap''' and '''$whiteimage''' may be substituted in lieu of an actual texture map name. In those cases, the texture named in the first line of the shader becomes the texture that supplies the light mapping data for the process.&lt;br /&gt;
&lt;br /&gt;
== $lightmap ==&lt;br /&gt;
This is the overall lightmap for the game world.  It is calculated during the Q3MAP process.  It is the initial color data found in the framebuffer.  Note: due to the use of overbright bits in light calculation, the keyword '''rgbGen identity''' must accompany all '''$lightmap''' instructions.&lt;br /&gt;
&lt;br /&gt;
== $whiteimage ==&lt;br /&gt;
This is used for specular lighting on MD3 models. This is is a white image generated internally by the game.  This image can be used in lieu of $lightmap or an actual texture map if, for example, you wish for the vertex colors to come through unaltered.&lt;br /&gt;
&lt;br /&gt;
== 6.1.2          Clampmap &amp;lt;texturepath&amp;gt; ==&lt;br /&gt;
Dictates that this stage should clamp texture coordinates instead of wrapping them.  During a stretch function, the area, which the texture must cover during a wave cycle, enlarges and decreases.  Instead of repeating a texture multiple times during enlargement (or seeing only a portion of the texture during shrinking) the texture dimensions increase or contract accordingly. This is only relevant when using something like deformTexCoordParms to stretch/compress texture coordinates for a specific special effect.  Remember that the Quake III Arena engine normalizes all texture coordinates (regardless of actual texture size) into a scale of  0.0 to 1.0.&lt;br /&gt;
&lt;br /&gt;
'''Proper Alignment:''' When using '''clampTexCoords''' be make sure the texture is properly aligned on the brush. The '''clampTexCoords''' function keeps the image from tiling. However, the editor doesn’t represent this properly and shows a tiled image. Therefore, what appears to be the correct position may be offset. This is very apparent on anything with a '''tcMod rotate''' and '''clampTexCoords''' function.&lt;br /&gt;
&lt;br /&gt;
'''Avoiding Distortion:''' When seen at a given distance (which can vary, depending on hardware and the size of the texture), the compression phase of a stretch function will cause a “cross”-like visual artifact to form on the modified texture due to the way that textures are reduced.  This occurs because the texture undergoing modification lacks sufficient “empty space” around the displayed (non-black) part of the texture (see figure 2a). To compensate for this, make the non-zero portion of the texture substantially smaller (50% of maximum stretched size -- see figure 2b) than the dimensions of the texture.  Then, write a scaling function (tcScale) into the appropriate shader phase, to enlarge the image to the desired proportion.&lt;br /&gt;
&lt;br /&gt;
The shaders for the bouncy pads (in the sfx.shader file) show the stretch function in use, including the scaling of the stretched texture:&lt;br /&gt;
&lt;br /&gt;
  '''Example: Using clampTexCoords to control a stretching texture'''&lt;br /&gt;
&lt;br /&gt;
 textures/sfx/metalbridge06_bounce&lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
&lt;br /&gt;
       //q3map_surfacelight 2000&lt;br /&gt;
&lt;br /&gt;
       surfaceparm nodamage&lt;br /&gt;
&lt;br /&gt;
       q3map_lightimage textures/sfx/jumppadsmall.tga&lt;br /&gt;
&lt;br /&gt;
       q3map_surfacelight 400&lt;br /&gt;
&lt;br /&gt;
       {&lt;br /&gt;
&lt;br /&gt;
              map textures/sfx/metalbridge06_bounce.tga&lt;br /&gt;
&lt;br /&gt;
             rgbGen identity&lt;br /&gt;
&lt;br /&gt;
       }&lt;br /&gt;
&lt;br /&gt;
       {&lt;br /&gt;
&lt;br /&gt;
              map $lightmap&lt;br /&gt;
&lt;br /&gt;
             rgbGen identity&lt;br /&gt;
&lt;br /&gt;
             blendfunc gl_dst_color gl_zero&lt;br /&gt;
&lt;br /&gt;
       }&lt;br /&gt;
&lt;br /&gt;
       {&lt;br /&gt;
&lt;br /&gt;
             map textures/sfx/bouncepad01b_layer1.tga&lt;br /&gt;
&lt;br /&gt;
             blendfunc gl_one gl_one&lt;br /&gt;
&lt;br /&gt;
             rgbGen wave sin .5 .5 0 1.5&lt;br /&gt;
&lt;br /&gt;
       }&lt;br /&gt;
&lt;br /&gt;
        {&lt;br /&gt;
&lt;br /&gt;
             clampmap textures/sfx/jumppadsmall.tga&lt;br /&gt;
&lt;br /&gt;
             blendfunc gl_one gl_one&lt;br /&gt;
&lt;br /&gt;
             tcMod stretch sin 1.2 .8 0 1.5&lt;br /&gt;
&lt;br /&gt;
              rgbGen wave square .5 .5 .25 1.5&lt;br /&gt;
&lt;br /&gt;
       }&lt;br /&gt;
&lt;br /&gt;
       //    END&lt;br /&gt;
&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
== 6.1.3          [[AnimMap]] &amp;lt;frequency&amp;gt; &amp;lt;texture1&amp;gt; … &amp;lt;texture8&amp;gt; ==&lt;br /&gt;
The surfaces in the game can be animated by displaying a sequence of 1 to 8 frames (separate texture maps).  These animations are affected by other keyword effects in the same and later shader stages.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;Frequency&amp;gt;:''' the number of times that the animation cycle will repeat within a one second time period.   The larger the value, the more repeats within a second. Animations that should last for more than a second need to be expressed as decimal values.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;texture1&amp;gt; … &amp;lt;texture8&amp;gt;:'''  the texturepath/texture name for each animation frame must be explicitly listed. Up to eight frames (eight separate .tga files) can be used to make an animated sequence.  Each frame is displayed for an equal subdivision of the frequency value.&lt;br /&gt;
&lt;br /&gt;
'''Example:''' ''[[AnimMap]] 0.25 animMap 10 textures/sfx/b_flame1.tga textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga'' would be a 4 frame animated sequence, calling each frame in sequence over a cycle length of 4 seconds.  Each frame would be displayed for 1 seconds before the next one is displayed. The cycle repeats after the last frame in sequence is shown.&lt;br /&gt;
&lt;br /&gt;
'''Design Notes:''' To make a texture image appear for an unequal (longer) amount of time (compared to other frames), repeat that frame more than once in the sequence.&lt;br /&gt;
&lt;br /&gt;
 textures/sfx/flameanim_blue&lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
&lt;br /&gt;
        //    *************************************************&lt;br /&gt;
&lt;br /&gt;
       //    *      Blue Flame                               *&lt;br /&gt;
&lt;br /&gt;
       //     *      July 20, 1999 Surface Light 1800         *&lt;br /&gt;
&lt;br /&gt;
       //    *     Please Comment Changes                    *&lt;br /&gt;
&lt;br /&gt;
       //    *************************************************&lt;br /&gt;
&lt;br /&gt;
       qer_editorimage textures/sfx/b_flame7.tga&lt;br /&gt;
&lt;br /&gt;
       q3map_lightimage textures/sfx/b_flame7.tga&lt;br /&gt;
&lt;br /&gt;
       surfaceparm trans&lt;br /&gt;
&lt;br /&gt;
       surfaceparm nomarks&lt;br /&gt;
&lt;br /&gt;
       surfaceparm nolightmap&lt;br /&gt;
&lt;br /&gt;
       cull none&lt;br /&gt;
&lt;br /&gt;
       q3map_surfacelight 1800&lt;br /&gt;
&lt;br /&gt;
        // texture changed to blue flame.... PAJ&lt;br /&gt;
&lt;br /&gt;
       {&lt;br /&gt;
&lt;br /&gt;
             animMap 10 textures/sfx/b_flame1.tga textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga textures/sfx/b_flame5.tga textures/sfx/b_flame6.tga textures/sfx/b_flame7.tga textures/sfx/b_flame8.tga&lt;br /&gt;
&lt;br /&gt;
             blendFunc GL_ONE GL_ONE&lt;br /&gt;
&lt;br /&gt;
              rgbGen wave inverseSawtooth 0 1 0 10&lt;br /&gt;
&lt;br /&gt;
       }&lt;br /&gt;
&lt;br /&gt;
       {&lt;br /&gt;
&lt;br /&gt;
             animMap 10 textures/sfx/b_flame2.tga textures/sfx/b_flame3.tga textures/sfx/b_flame4.tga textures/sfx/b_flame5.tga textures/sfx/b_flame6.tga textures/sfx/b_flame7.tga textures/sfx/b_flame8.tga textures/sfx/b_flame1.tga&lt;br /&gt;
&lt;br /&gt;
              blendFunc GL_ONE GL_ONE&lt;br /&gt;
&lt;br /&gt;
             rgbGen wave sawtooth 0 1 0 10&lt;br /&gt;
&lt;br /&gt;
       }&lt;br /&gt;
&lt;br /&gt;
       {&lt;br /&gt;
&lt;br /&gt;
              map textures/sfx/b_flameball.tga&lt;br /&gt;
&lt;br /&gt;
             blendFunc GL_ONE GL_ONE&lt;br /&gt;
&lt;br /&gt;
             rgbGen wave sin .6 .2 0 .6&lt;br /&gt;
&lt;br /&gt;
       }&lt;br /&gt;
&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
= 6.2        Blend Functions =&lt;br /&gt;
Blend functions are the keyword commands that tell the ''Quake III Arena'' graphic engine’s renderer how graphic layers are to be mixed together.&lt;br /&gt;
&lt;br /&gt;
== 6.2.1          Simplified blend functions: ==&lt;br /&gt;
The most common blend functions are set up here as simple commands, and should be used unless you really know what you are doing.&lt;br /&gt;
&lt;br /&gt;
=== 6.2.1.1         blendfunc add ===&lt;br /&gt;
This is a shorthand command for '''blendfunc gl_one gl_one. ''' Effects like fire and energy are additive.''' '''&lt;br /&gt;
&lt;br /&gt;
=== 6.2.1.2         blendfunc filter ===&lt;br /&gt;
This is a shorthand command that can be substituted for either   '''blendfunc gl_dst_color gl_zero''' or '''blendfunc gl_zero gl_src_color'''.  A filter will always result in darker pixels than what is behind it, but it can also remove color selectively.  Lightmaps are filters.&lt;br /&gt;
&lt;br /&gt;
=== 6.2.1.3         blendfunc blend ===&lt;br /&gt;
Shorthand for blendfunc gl_src_alpha gl_one_minus_src_alpha.  This is conventional transparency, where part of the background is mixed with part of the texture.&lt;br /&gt;
&lt;br /&gt;
== 6.2.2          Explicit blend functions: ==&lt;br /&gt;
Getting a handle on this concept is absolutely key to understanding all shader manipulation of graphics.&lt;br /&gt;
&lt;br /&gt;
[[BlendFunc]] or “Blend Function” is the equation at the core of processing shader graphics.  The formula reads as follows:&lt;br /&gt;
&lt;br /&gt;
 '''[Source * &amp;lt;srcBlend&amp;gt;] + [Destination * &amp;lt;dstBlend&amp;gt;]'''&lt;br /&gt;
&lt;br /&gt;
'''Source''' is usually the RGB color data in a texture TGA file (remember it’s all numbers) modified by any rgbgen and alphagen. In the shader, the source is generally identified by command MAP, followed by the name of the image.&lt;br /&gt;
&lt;br /&gt;
''' '''&lt;br /&gt;
&lt;br /&gt;
'''Destination''' is the color data currently existing in the frame buffer.&lt;br /&gt;
&lt;br /&gt;
Rather than think of the entire texture as a whole, it may be easier to think of the number values that correspond to a single pixel, because that is essentially what the computer is processing … one pixel of the bit map at a time.&lt;br /&gt;
&lt;br /&gt;
The process for calculating the final look of a texture in place in the game world begins with the precalculated lightmap for the area where the texture will be located. This data is in the frame buffer. That is to say, it is the initial data in the '''Destination'''. In an unmanipulated texture (i.e.; one without a special shader script), color information from the texture is combined with the lightmap. In a shader-modified texture, the $lightmap stage must be present for the lightmap to be included in the calculation of the final texture appearance.&lt;br /&gt;
&lt;br /&gt;
Each pass or “stage” of blending is combined (in a cumulative manner) with the color data passed onto it by the previous stage.  How that data combines together depends on the values chosen for the Source Blends and Destination Blends at each stage.  Remember it’s numbers that are being mathematically combined together that are ultimately interpreted as colors.&lt;br /&gt;
&lt;br /&gt;
A general rule is that any '''Source Blend''' other than  '''GL_ONE''' (or '''GL_SRC_ALPHA''' where the alpha channel is entirely white) will cause the Source to become darker.&lt;br /&gt;
&lt;br /&gt;
== 6.2.3          Source Blend &amp;lt;srcBlend&amp;gt; ==&lt;br /&gt;
The following values are valid for the Source Blend part of the equation.&lt;br /&gt;
&lt;br /&gt;
''' '''&lt;br /&gt;
&lt;br /&gt;
  '''GL_ONE'''                               This is the value 1.  When multiplied by the '''Source''', the value stays the same the value of the color information does not change.&lt;br /&gt;
&lt;br /&gt;
 '''GL_ZERO'''                             This is the value 0. When multiplied by the '''Source''', all RGB data in the '''Source''' becomes Zero (essentially black).&lt;br /&gt;
&lt;br /&gt;
 '''GL_DST_COLOR'''              This is the value of color data currently in the Destination (frame buffer).  The value of that information depends on the information supplied by previous stages.&lt;br /&gt;
&lt;br /&gt;
 '''GL_ONE_MINUS_DST_COLOR  ''' This is nearly the same as GL_DST_COLOR except that the value for each component color is inverted by subtracting it from one. (,i.e.; R = 1.0 – DST.R, G = 1.0 – DST.G, B = 1.0 – DST.B, etc.)&lt;br /&gt;
&lt;br /&gt;
 '''GL_SRC_ALPHA'''               The TGA file being used for the '''Source''' data &amp;lt;u&amp;gt;must have an alpha channel&amp;lt;/u&amp;gt; in addition to its RGB channels (for a total of four channels).  The alpha channel is an 8-bit black and white only channel. An entirely white alpha channel will not darken the '''Source'''.&lt;br /&gt;
&lt;br /&gt;
 '''GL_ONE_MINUS_SRC_ALPHA   ''' This is the same as GL_SRC_ALPHA except that the value in the alpha channel is inverted by subtracting it from one. (i.e.; A=1.0 – SRC.A)&lt;br /&gt;
&lt;br /&gt;
== 6.2.4          Destination Blend &amp;lt;dstBlend&amp;gt; ==&lt;br /&gt;
The following values are valid for the Destination Blend part of the equation.&lt;br /&gt;
&lt;br /&gt;
 '''GL_ONE'''                               This is the value 1.  When multiplied by the '''Destination''', the value stays the same the value of the color information does not change.&lt;br /&gt;
&lt;br /&gt;
 '''GL_ZERO'''                             This is the value 0. When multiplied by the '''Destination''', all RGB data in the  '''Destination''' becomes Zero (essentially black).&lt;br /&gt;
&lt;br /&gt;
 '''GL_SRC_COLOR'''              This is the value of color data currently in the '''Source''' (which is the texture being manipulated here).&lt;br /&gt;
&lt;br /&gt;
  '''GL_ONE_MINUS_SRC_COLOR  ''' This is the value of color data currently in '''Source''', but subtracted from one (i.e.; inverted).&lt;br /&gt;
&lt;br /&gt;
 '''GL_SRC_ALPHA'''               The TGA file being used for the '''Source''' data &amp;lt;u&amp;gt;must have an alpha channel&amp;lt;/u&amp;gt; in addition to its RGB channels (four a total of four channels).  The alpha channel is an 8-bit black and white only channel. An entirely white alpha channel will not darken the '''Source'''.&lt;br /&gt;
&lt;br /&gt;
 '''GL_ONE_MINUS_SRC_ALPHA   ''' This is the same as GL_SRC_ALPHA except that the value in the alpha channel is inverted by subtracting it from one. (i.e.; A=1.0 – SRC.A).&lt;br /&gt;
&lt;br /&gt;
 ''' '''&lt;br /&gt;
&lt;br /&gt;
 '''Doing the Math: The Final Result'''&lt;br /&gt;
&lt;br /&gt;
The product of the '''Source''' side of the equation is added to the product of the '''Destination''' side of the equation.  The sum is then placed into the frame buffer to become the '''Destination''' information for the next stage.   Ultimately, the equation creates a modified color value that is used by other functions to define what happens in the texture when it is displayed in the game world.&lt;br /&gt;
&lt;br /&gt;
== 6.2.5          Default Blend Function ==&lt;br /&gt;
''If no '''blendFunc''' is specified then no blending will take place.''  A warning is generated if any stage after the first stage does not have a '''blendFunc''' specified.&lt;br /&gt;
&lt;br /&gt;
== 6.2.6           Technical Information/Limitations Regarding Blend Modes: ==&lt;br /&gt;
The Riva 128 graphics card supports ONLY the following blend modes:&lt;br /&gt;
&lt;br /&gt;
GL_ONE, GL_ONE&lt;br /&gt;
&lt;br /&gt;
GL_DST_COLOR, GL_ZERO&lt;br /&gt;
&lt;br /&gt;
GL_ZERO, GL_SRC_COLOR&lt;br /&gt;
&lt;br /&gt;
GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA&lt;br /&gt;
&lt;br /&gt;
GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA&lt;br /&gt;
&lt;br /&gt;
Cards running in 16 bit color cannot use any GL_DST_ALPHA blends.&lt;br /&gt;
&lt;br /&gt;
= 6.3        rgbGen &amp;lt;func&amp;gt; =&lt;br /&gt;
There are two color sources for any given shader, the texture file and the vertex colors. Output at any given time will be equal to '''TEXTURE''' multiplied by '''VERTEXCOLOR'''. Most of the time VERTEXCOLOR will default to white (which is a normalized value of 1.0), so output will be TEXTURE (this usually lands in the '''Source''' side of the shader equation).  Sometimes you do the opposite and use TEXTURE = WHITE, but this is only commonly used when doing specular lighting on entities (i.e.; shaders that level designers will probably never create&lt;br /&gt;
&lt;br /&gt;
The most common reason to use rgbGen is to pulsate something. This means that the VERTEXCOLOR will oscillate between two values, and that value will be multiplied (darkening) the texture.&lt;br /&gt;
&lt;br /&gt;
If no rgbGen is specified, either “identityLighting” or “identity” will be selected, depending on which blend modes are used.&lt;br /&gt;
&lt;br /&gt;
Valid &amp;lt;func&amp;gt; parameters are '''wave, identity, identityLighting, entity, oneMinusEntity, fromVertex,''' and '''lightingDiffuse'''.&lt;br /&gt;
&lt;br /&gt;
== 6.3.1          [[RgbGen]] identityLighting ==&lt;br /&gt;
Colors will be (1.0,1.0,1.0) if running without overbright bits (NT, linux, windowed modes), or (0.5, 0.5, 0.5) if running with overbright.  Overbright allows a greater color range at the expense of a loss of precision.  Additive and blended stages will get this by default.&lt;br /&gt;
&lt;br /&gt;
== 6.3.2          rgbGen identity ==&lt;br /&gt;
Colors are assumed to be all white (1.0,1.0,1.0).  All filters stages (lightmaps, etc) will get this by default.&lt;br /&gt;
&lt;br /&gt;
== 6.3.3          rgbGen wave &amp;lt;func&amp;gt; &amp;lt;base&amp;gt; &amp;lt;amp&amp;gt; &amp;lt;phase&amp;gt; &amp;lt;freq&amp;gt; ==&lt;br /&gt;
Colors are generated using the specified waveform.  An affected texture with become darker and lighter, but will not change hue. Hue stays constant.   Note that the rgb values for color will not go below 0 (black) or above 1 (white). Valid waveforms are sin, triangle, square, sawtooth and inversesawtooth.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;func&amp;gt; Wave''' forms and their effects:&lt;br /&gt;
&lt;br /&gt;
'''Sin:''' color flows smoothly through changes.&lt;br /&gt;
&lt;br /&gt;
'''Triangle:''' color changes at a constant rate and spends no appreciable time at peaks and valleys.&lt;br /&gt;
&lt;br /&gt;
'''Square:'''  color alternates instantly between its peak and valley values.&lt;br /&gt;
&lt;br /&gt;
'''Sawtooth:''' With a positive frequency value, the color changes at a constant rate to the peak then instantly drops to its valley value.&lt;br /&gt;
&lt;br /&gt;
'''Inversesawtooth:''' An inverse sawtooth wave will reverse this, making the ascent immediate (like a square wave) and the decay fall off like a triangle wave.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;base&amp;gt;''' Baseline value. The initial RGB formula of a color (normalilzed.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;amp&amp;gt;'''  Amplitude.  This is the degree of change from the baseline value.  In some cases you will want values outside the 0.0 to 1.0 range, but it will induce clamping (holding at the maximum or minimum value for a time period) instead of continuous change.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;phase&amp;gt;''' See the explanation for phase under the waveforms heading of Key Concepts.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;freq&amp;gt;'''    Frequency.  This is a value (NOT normalized) that indicates peaks per second.&lt;br /&gt;
&lt;br /&gt;
== 6.3.4          [[RgbGen]] entity ==&lt;br /&gt;
Colors are grabbed from the entity’s '''modulate''' field.  This is used for things like explosions.&lt;br /&gt;
&lt;br /&gt;
'''Design Note''': This keyword would probably not be used by a level designer.&lt;br /&gt;
&lt;br /&gt;
== 6.3.5           rgbGen oneMinusEntity ==&lt;br /&gt;
Colors are grabbed from 1.0 minus the entity’s modulate field.&lt;br /&gt;
&lt;br /&gt;
'''Design Note''': This keyword would probably not be used by a level designer.&lt;br /&gt;
&lt;br /&gt;
== 6.3.6          rgbGen Vertex ==&lt;br /&gt;
Colors are filled in directly by the data from the map or model files.&lt;br /&gt;
&lt;br /&gt;
'''Design Note''': rgbGen vertex should be used when you want the RGB values to be computed&lt;br /&gt;
&lt;br /&gt;
for a static model (i.e. mapobject) in the world using precomputed static&lt;br /&gt;
&lt;br /&gt;
lighting from Q3BSP. This would be used on things like the gargoyles, the portal frame,&lt;br /&gt;
&lt;br /&gt;
skulls, and other decorative MD3s put into the Quake III Arena  world.&lt;br /&gt;
&lt;br /&gt;
== 6.3.7          rgbGen oneMinusVertex ==&lt;br /&gt;
As rgbGen vertex, but inverted.&lt;br /&gt;
&lt;br /&gt;
'''Design Note''': This keyword would probably not be used by a level designer&lt;br /&gt;
&lt;br /&gt;
== 6.3.8          rgbGen lightingDiffuse ==&lt;br /&gt;
Colors are computed using a standard diffuse lighting equation. It uses the vertex normals to illuminate the object correctly.&lt;br /&gt;
&lt;br /&gt;
'''Design Note:''' - rgbGen lightingDiffuse is used when you want the RGB values to be&lt;br /&gt;
&lt;br /&gt;
computed for a dynamic model (i.e. non-map object) in the world using&lt;br /&gt;
&lt;br /&gt;
regular in-game lighting. For example, you would specify on shaders for&lt;br /&gt;
&lt;br /&gt;
items, characters, weapons, etc.&lt;br /&gt;
&lt;br /&gt;
= 6.4        [[AlphaGen]] &amp;lt;func&amp;gt; =&lt;br /&gt;
The alpha channel can be specified like the rgb channels.  If not specified, it defaults to 1.0.&lt;br /&gt;
&lt;br /&gt;
== 6.4.1          [[AlphaGen]] portal ==&lt;br /&gt;
This rendering stage keyword is used in conjunction with the surface parameter keyword '''portal'''.  The function accomplishes the  “fade” that causes the scene in the portal to fade from view.  Specifically, it means “Generate alpha values based on the distance from the viewer to the portal.” Use '''alphaGen''' portal on the last rendering pass.&lt;br /&gt;
&lt;br /&gt;
= 6.5        tcGen &amp;lt;coordinate source&amp;gt; =&lt;br /&gt;
Specifies how texture coordinates are generated and where they come from. Valid functions are '''base''', '''lightmap''' and '''environment.'''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;base&amp;gt;''' = base texture coordinates from the original art.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;lightmap&amp;gt;''' = lightmap texture coordinates&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;environment&amp;gt;''' = Make this object environment mapped.&lt;br /&gt;
&lt;br /&gt;
== 6.5.1          tcGen vector (&amp;lt;sx&amp;gt; &amp;lt;sy&amp;gt; &amp;lt;sz&amp;gt;) (&amp;lt;tx&amp;gt; &amp;lt;ty&amp;gt; &amp;lt;tz&amp;gt;) ==&lt;br /&gt;
New texcoord generation by world projection. This allows you to project a&lt;br /&gt;
&lt;br /&gt;
texture onto a surface in a fixed way, regardless of its orientation.&lt;br /&gt;
&lt;br /&gt;
S coordinates correspond to the “x” coordinates on the texture itself.&lt;br /&gt;
&lt;br /&gt;
T coordinates correspond to the “y” coordinates on the texture itself.&lt;br /&gt;
&lt;br /&gt;
The measurements are in game units.&lt;br /&gt;
&lt;br /&gt;
Example: tcGen vector (0.01 0 0) (0 0.01 0)&lt;br /&gt;
&lt;br /&gt;
This would project a texture with a repeat every 100 units across the X/Y plane.&lt;br /&gt;
&lt;br /&gt;
= 6.6        tcMod &amp;lt;func&amp;gt; &amp;lt;…&amp;gt; =&lt;br /&gt;
Specifies how texture coordinates are modified after they are generated. The valid functions for tcMod are '''rotate, scale, scroll, stretch and transform.'''  '''Transform''' is a function generally reserved for use by programmers who suggest that designers leave it alone.  When using multiple tcMod functions during a stage, place the '''scroll''' command last in order, because it performs a mod operation to save precision, and that can disturb other operations. Texture coordinates are modified in the order in which tcMods are specified.  In other words, if you see:&lt;br /&gt;
&lt;br /&gt;
'''tcMod scale 0.5 0.5'''&lt;br /&gt;
&lt;br /&gt;
'''tcMod scroll 1 1'''&lt;br /&gt;
&lt;br /&gt;
Then the texture coordinates will be '''scaled''' ''then'' '''scrolled.'''&lt;br /&gt;
&lt;br /&gt;
== 6.6.1          tcMod rotate &amp;lt;degrees per per second&amp;gt; ==&lt;br /&gt;
This keyword causes the texture coordinates to rotate. The value is expressed in degrees rotated each second.  A positive value means clockwise rotation.  A negative value means counterclockwise rotation. For example “tcMod rotate 5”  would rotate texture coordinates 5 degrees each second in a clockwise direction.  The texture rotates around the center point of the texture map, so you are rotating a texture with a single repetition, be careful to center it on the brush (unless off-center rotation is desired).&lt;br /&gt;
&lt;br /&gt;
== 6.6.2          tcMod scale &amp;lt;sScale&amp;gt; &amp;lt;tScale&amp;gt; ==&lt;br /&gt;
Resizes (enlarges or shrinks) the texture coordinates by multiplying them against the given factors of &amp;lt;sScale&amp;gt; and &amp;lt;tScale).  The values “s” and “t” conform to the “x” and “y”  values (respectively) as they are found in the original texture TGA.  The values for '''sScale''' and '''tScale''' are NOT normalized.  This means that a value greater than 1.0 will increase the size of the texture.  A positive value less than one will reduce the texture to a fraction of its size and cause it to repeat within the same area as the original texture (Note: see '''clampTexCoords''' for ways to control this).;&lt;br /&gt;
&lt;br /&gt;
'''Example:''' ''tcMod scale 0.5 2'' would cause the texture to repeat twice along its width, but expand to twice its height (in which case half of the texture would be seen in the same area as the original)&lt;br /&gt;
&lt;br /&gt;
== 6.6.3          tcMod scroll &amp;lt;sSpeed&amp;gt; &amp;lt;tSpeed&amp;gt; ==&lt;br /&gt;
Scrolls the texture coordinates with the given speeds. ).  The values  “s” and “t” conform to the “x” and “y” values (respectively) as they are found in the original texture TGA,  The scroll speed is measured in “textures” per second. A “texture” is the dimension of the texture being modified and includes any previous shader modifications to the original TGA). A negative s value would scroll the texture to the left.  A negative t value would scroll the texture down.&lt;br /&gt;
&lt;br /&gt;
Example: tcMod scroll 0.5 -0.5 moves the texture down and right (relative to the TGA files original coordinates) at the rate of a half texture each second of travel.&lt;br /&gt;
&lt;br /&gt;
This should be the LAST tcMod in a stage. Otherwise there may be popping or snapping visual effects in some shaders.&lt;br /&gt;
&lt;br /&gt;
== 6.6.4          tcMod stretch &amp;lt;func&amp;gt; &amp;lt;base&amp;gt; &amp;lt;amplitude&amp;gt; &amp;lt;phase&amp;gt; &amp;lt;frequency&amp;gt; ==&lt;br /&gt;
Stretches the texture coordinates with the given function.  Stretching is defined as stretching the texture coordinate away from the center of  the polygon and then compressing it towards the center of the polygon&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;base&amp;gt;:''' A base value of one is the original dimension of the texture when it reaches the stretch stage.  Inserting other values positive or negative in this variable will produce unknown effects.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;amplitude&amp;gt;:''' This is the measurement of   distance the texture will stretch from the base size.  It is measured, like scroll, in textures.  A value of 1 here will double the size of the texture at its peak.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;phase&amp;gt;:''' See the explanation for phase under the deform vertexes keyword.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;frequency&amp;gt;''': this is wave peaks per second.&lt;br /&gt;
&lt;br /&gt;
 '''Wave Functions &amp;lt;func&amp;gt;'''&lt;br /&gt;
&lt;br /&gt;
'''Sin wave''': the texture expands smoothly to its peak dimension and then shrinks smoothly to its valley dimension in a flowing manner.&lt;br /&gt;
&lt;br /&gt;
'''Triangle wave:''' The textures stretch at a constant rate and spend no appreciable time at the peak or valley points.&lt;br /&gt;
&lt;br /&gt;
'''Square wave:'''  The texture is shown at its peak for the duration of the frequency and then at its valley for the duration of the  frequency.&lt;br /&gt;
&lt;br /&gt;
'''Sawtooth:''' the texture stretches like a triangle wave until it reaches a peak, then instantly drops to the valley, as in a square wave.&lt;br /&gt;
&lt;br /&gt;
'''Inversesawtooth''': this is the reverse of the sawtooth wave.&lt;br /&gt;
&lt;br /&gt;
== 6.6.5          tcMod &amp;lt;transform&amp;gt; &amp;lt;m00&amp;gt; &amp;lt;m01&amp;gt;  &amp;lt;m10&amp;gt; &amp;lt;m11&amp;gt; &amp;lt;t0&amp;gt; &amp;lt;t1&amp;gt; ==&lt;br /&gt;
Transforms each texture coordinate as follows:&lt;br /&gt;
&lt;br /&gt;
S’ = s * m00 + t * m10 + t0&lt;br /&gt;
&lt;br /&gt;
T’ = t * m01 + s * m11 + t1&lt;br /&gt;
&lt;br /&gt;
This is for use by programmers.&lt;br /&gt;
&lt;br /&gt;
== 6.6.6          tcMod turb &amp;lt;base&amp;gt; &amp;lt;amplitude&amp;gt; &amp;lt;phase&amp;gt; &amp;lt;freq&amp;gt; ==&lt;br /&gt;
Applies turbulence to the texture coordinate.  Turbulence is a back and forth churning and swirling effect on the texture.&lt;br /&gt;
&lt;br /&gt;
The parameters for this shader are defined as follows:&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;base&amp;gt;''' Currently undefined.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;amplitude&amp;gt;''' This is essentially the intensity of the disturbance or twisting and squiggling of the texture.&lt;br /&gt;
&lt;br /&gt;
''' '''&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;phase&amp;gt;''' See the explanation for phase under the '''deform vertexes''' keyword.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;freq&amp;gt;''' Frequency. This value is expressed as repetitions or cycles of the wave per second.  A value of one would cycle once per second.  A value of 10 would cycle 10 times per second.  A value of 0.1 would cycle once every 10 seconds.&lt;br /&gt;
&lt;br /&gt;
= 6.7        depthFunc &amp;lt;func&amp;gt; =&lt;br /&gt;
This controls the depth comparison function used while rendering.   The default is “lequal” (Less than or equal to) where any surface that is at the same depth or closer of an existing surface is drawn. This is used for textures with transparency or translucency.  Under some circumstances you may wish to use “equal”, e.g. for lightmapped grates that are alpha tested (it is also used for mirrors).&lt;br /&gt;
&lt;br /&gt;
= 6.8        depthWrite =&lt;br /&gt;
By default, writes to the depth buffer when depthFunc passes will happen for opaque surfaces and not for translucent surfaces.  Blended surfaces can have the depth writes forced with this function.&lt;br /&gt;
&lt;br /&gt;
= 6.9        Detail =&lt;br /&gt;
This feature was not used in Quake III Arena maps, but should still function.&lt;br /&gt;
&lt;br /&gt;
Designates this stage as a detail texture stage, which means that if the c_var, r_detailtextures, is set to 0 then this stage will be ignored (detail will not be displayed).  This keyword, by itself, does not affect rendering at all.  If you do put in a detail texture, it has to conform to very specific rules.  Specifically, the blendFunc:&lt;br /&gt;
&lt;br /&gt;
'''blendFunc GL_DST_COLOR GL_SRC_COLOR'''&lt;br /&gt;
&lt;br /&gt;
''' '''&lt;br /&gt;
&lt;br /&gt;
This is also the simple blend function: '''blendfunc filter'''&lt;br /&gt;
&lt;br /&gt;
And the average ''intensity'' of the detail texture itself must be around 127.&lt;br /&gt;
&lt;br /&gt;
Detail is used to blend fine pixel detail back into a base texture whose scale has been increased significantly. When detail is written into a set of stage instructions, it allows the stage to be disabled by the c_var console command setting &amp;quot;r_detailtextures 0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
A texture whose scale has been increased beyond a 1:1 ratio tends not to have very high frequency content. In other words, one texel can cover a lot of real estate.  Frequency is also known as “detail.”  Lack of detail can appear acceptable if the player never has the opportunity to see the texture at close range. But seen close up, such textures look glaringly wrong within the sharp detail of the Quake III Arena environment. A detail texture solves this problem by taking a noisy &amp;quot;detail&amp;quot; pattern (a tiling texture that appears to have a great deal of surface roughness) and applying it to the base texture at a very densely packed scale (that is, reduced from its normal size). This is done programmatically in the shader, and does not require modification of the base texture. Note that if the detail texture is the same size and scale as the base texture that you may as well just add the detail directly to the base texture. The theory is that the detail texture's scale will be so high compared to the base texture (e.g.; 9 detail texels fitting into 1 base texel) that it is literally impossible to fit that detail into the base texture directly.&lt;br /&gt;
&lt;br /&gt;
For this to work, the rules are as&lt;br /&gt;
&lt;br /&gt;
follows:&lt;br /&gt;
&lt;br /&gt;
 A.)    the lightmap must be rendered first. This is because the subsequent detail texture will be modifying the lightmap in the framebuffer directly;&lt;br /&gt;
&lt;br /&gt;
B.) the detail texture must be rendered next since it modifies the lightmap in the framebuffer&lt;br /&gt;
&lt;br /&gt;
C.) the base texture must be rendered last ;&lt;br /&gt;
&lt;br /&gt;
D.) the detail texture MUST have a mean intensity around 127-129. If it does not then it will modify the displayed texture’s perceived brightness in the world&lt;br /&gt;
&lt;br /&gt;
E.) the detail shader stage MUST have the &amp;quot;'''detail'''&amp;quot; keyword or it will not&lt;br /&gt;
&lt;br /&gt;
be disabled if the user uses the &amp;quot;r_detailtextures 0&amp;quot; setting ;&lt;br /&gt;
&lt;br /&gt;
F.) the detail stage MUST use &amp;quot;blendFunc GL_DST_COLOR GL_SRC_COLOR&amp;quot;.  Any&lt;br /&gt;
&lt;br /&gt;
other [[BlendFunc]] will cause mismatches in brightness between detail and non-detail views.;&lt;br /&gt;
&lt;br /&gt;
G.) the detail stage should scale its textures by some amount (usually between 3 and 12) using &amp;quot;tcMod&amp;quot; to control density. This roughly corresponds to coarseness. A very large number, such as 12, will give very fine detail, however that detail will disappear VERY quickly as the viewer moves away from the wall since it will be MIP mapped away. A very small number, e.g. 3, gives diminishing returns since not enough is brought in when the user gets very close. I'm currently using values between 6 and 9.5. You should use non-integral numbers as much as possible to avoid seeing repeating patterns.&lt;br /&gt;
&lt;br /&gt;
H.) detail textures add one pass of overdraw, so there is a definite performance hit .&lt;br /&gt;
&lt;br /&gt;
I.) detail textures can be shared, so designers may wish to define only a very&lt;br /&gt;
&lt;br /&gt;
small handful of detail textures for common surfaces such as rocks, etc.&lt;br /&gt;
&lt;br /&gt;
An example (non-existent) detail shader is as follows:&lt;br /&gt;
&lt;br /&gt;
'''Example: Texture with Detail'''&lt;br /&gt;
&lt;br /&gt;
 textures/bwhtest/foo&lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
&lt;br /&gt;
 // draw the lightmap first&lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
&lt;br /&gt;
 map $lightmap&lt;br /&gt;
&lt;br /&gt;
 rgbGen identity&lt;br /&gt;
&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
 // modify the lightmap in the framebuffer by&lt;br /&gt;
&lt;br /&gt;
 // a highly compressed detail texture&lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
&lt;br /&gt;
 map textures/details/detail01.tga&lt;br /&gt;
&lt;br /&gt;
 blendFunc GL_DST_COLOR GL_SRC_COLOR&lt;br /&gt;
&lt;br /&gt;
 // YOU MUST USE THIS!!&lt;br /&gt;
&lt;br /&gt;
 detail&lt;br /&gt;
&lt;br /&gt;
 // for the detail to be disabled, this must be present&lt;br /&gt;
&lt;br /&gt;
 tcMod scale 9.1 9.2&lt;br /&gt;
&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
 // now slap on the base texture&lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
&lt;br /&gt;
 map textures/castle/blocks11b.tga&lt;br /&gt;
&lt;br /&gt;
 blendFunc filter&lt;br /&gt;
&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
= 6.10    alphaFunc &amp;lt;func&amp;gt; =&lt;br /&gt;
Determines the alpha test function used when rendering this map.  Valid values are GT0, LT128, and GE128.  These correspond to “GREATER THAN 0”, “LESS THAN 128”, and “GREATER THAN OR EQUAL TO 128”.  This function is used when determining if a pixel should be written to the framebuffer.  For example, if GT0 is specified, the only the portions of the texture map with corresponding alpha values greater than zero will be written to the framebuffer.  By default alpha testing is disabled.&lt;br /&gt;
&lt;br /&gt;
Both alpha testing and normal alpha blending can be used to get textures that have see-through parts.  The difference is that alphaFunc is an all-or-nothing test, while blending smoothly blends between opaque and translucent at pixel edges.  Alpha test can also be used with '''depthwrite''', allowing other effects to be conditionally layered on top of just the opaque pixels by setting '''depthFunc''' to equal.&lt;br /&gt;
&lt;br /&gt;
 7         Notes on Alpha Channels&lt;br /&gt;
To use some blend modes of alphaFunc, you must add an alpha channel to your texture files.  Photoshop can do this. Paintshop Pro has the ability to make an alpha channel cannot work directly in to it. In Photoshop you want to set the type to Mask.  Black has a value of 255.  White has a value of 0.  The darkness of a pixel’s alpha value determines the transparency of the corresponding RGB value in the game world. Darker = more transparent.&lt;br /&gt;
&lt;br /&gt;
Care must be taken when reworking textures with alpha channels. Textures without alpha channels are saved as 24 bit images while textures with alpha channels are saved as 32 bit. If you save them out as 24 bit, the alpha channel is erased. Note: Adobe Photoshop will prompt you to save as 32, 24 or 16 bit.  Choose wisely. If you save a texture as 32 bit and you don’t actually have anything in the alpha channel, Quake III Arena may still be forced to use a lower quality texture format (when in 16 bit rendering) than if you had saved it as 24 bit.&lt;br /&gt;
&lt;br /&gt;
To create a texture that has “open” areas, make those areas black in the alpha channel and make white the areas that are to be opaque.  Using gray shades can create varying degrees of opacity/transparency.&lt;br /&gt;
&lt;br /&gt;
Example: An opaque texture with see-through holes knocked in it.&lt;br /&gt;
&lt;br /&gt;
 textures/base_floor/pjgrate1&lt;br /&gt;
&lt;br /&gt;
 {&lt;br /&gt;
&lt;br /&gt;
       surfaceparm metalsteps&lt;br /&gt;
&lt;br /&gt;
       cull none&lt;br /&gt;
&lt;br /&gt;
       // A GRATE OR GRILL THAT CAN BE SEEN FROM BOTH SIDES&lt;br /&gt;
&lt;br /&gt;
       {&lt;br /&gt;
&lt;br /&gt;
             map textures/base_floor/pjgrate1.tga&lt;br /&gt;
&lt;br /&gt;
             blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA&lt;br /&gt;
&lt;br /&gt;
             alphaFunc GT0&lt;br /&gt;
&lt;br /&gt;
              depthWrite&lt;br /&gt;
&lt;br /&gt;
             rgbGen identity&lt;br /&gt;
&lt;br /&gt;
       }&lt;br /&gt;
&lt;br /&gt;
       {&lt;br /&gt;
&lt;br /&gt;
              map $lightmap&lt;br /&gt;
&lt;br /&gt;
             rgbGen identity&lt;br /&gt;
&lt;br /&gt;
             blendFunc GL_DST_COLOR GL_ZERO&lt;br /&gt;
&lt;br /&gt;
             depthFunc equal&lt;br /&gt;
&lt;br /&gt;
       }&lt;br /&gt;
&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
The alpha channel can also be used to merge a texture (including one that contains black) into another image so that the merged art appears to be and opaque decal on a solid surface (unaffected by the surface it appears to sit on), without actually using an alpha function. The following is a very simple example:&lt;br /&gt;
&lt;br /&gt;
 attachment:image003.jpg&lt;br /&gt;
&lt;br /&gt;
 Figure 1&lt;br /&gt;
&lt;br /&gt;
Start with a TGA file image. In this case, a pentagram on a plain white field (figure 1A).  The color of the field surrrounding the image to be merged is not relevant to this process (although having a hard-edged break between the image to be isolated and the field makes the mask making process easier).  Make an alpha channel.  The area of the image to be merged with another image is masked off in white.  The area to be masked out (not used) is pure black (figure 1B).  The image to be merged into is greenfloor.tga (figure 1C).&lt;br /&gt;
&lt;br /&gt;
Make a '''qer_editorimage''' of greenfloor.tga.  This is placed in the frame buffer as the map image for the texture. By using GL_SRC_ALPHA as the source part of the blend equation, the shader adds in only the non-black parts of the pentagram.  Using GL_MINUS_ONE_SRC_ALPHA, the shader inverts the pentagram’s alpha channel and adds in only the non-black parts of  the green floor.&lt;br /&gt;
&lt;br /&gt;
In a like manner, the alpha channel can be used to blend the textures more evenly.  A simple experiment involves using a linear gradiant in the alpha channel (white to black) and merging two textures so they appear to cross fade into each other.&lt;br /&gt;
&lt;br /&gt;
A more complicated experiment would be to take the pentagram in the first example and give it an aliased edge so that the pentagram appeared to fade or blend into the floor.&lt;br /&gt;
&lt;br /&gt;
 8         Troubleshooting Shaders&lt;br /&gt;
&lt;br /&gt;
If a shader is not working, look first for syntax errors.&lt;br /&gt;
&lt;br /&gt;
Are the brackets correctly set?&lt;br /&gt;
&lt;br /&gt;
Do you have too many parameter values on a line?&lt;br /&gt;
&lt;br /&gt;
Are you using a word in a parameter that wants a numerical value?&lt;br /&gt;
&lt;br /&gt;
Are you using a numerical value in a parameter that wants a word?&lt;br /&gt;
&lt;br /&gt;
Are the path names to your textures correct?&lt;br /&gt;
&lt;br /&gt;
Are your texture names correct? There is a chance that the texture name is too long or too complex.  Try renaming a texture with a shorter, simpler name.&lt;br /&gt;
&lt;br /&gt;
 9          Creating New Textures&lt;br /&gt;
                If you are familiar with the required tools, creating new assets for use in Quake III Arena is not particularly difficult.  As a general rule, you should create new directories for each map with names different from the names used by id.  If you are making a map that will be called “H4x0r_D00M”, every directory containing new assets for that map should be titled H4x0r_D00M. This is to try and avoid asset directories overwriting each other as the editor and the game load in assets.&lt;br /&gt;
&lt;br /&gt;
= 9.1        Tools Needed =&lt;br /&gt;
Any combination of graphic programs and plug-ins that can output a 24 bit MS windows compatible Targa (.tga) or JPEG (.jpg) graphic file. If you plan to make textures that will have an alpha channel component (a 4&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; 8-bit greyscale channel that is used by the shaders to further manipulate the art), you must have a program that can create 32-bit art with that fourth channel.&lt;br /&gt;
&lt;br /&gt;
Adobe Photoshop has the ability to easily create alpha channels.  Paint Shop Pro from JASC (v5.0+) can also make an alpha channel by creating a mask and naming it “alpha”.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, regardless of the program used, we found it best to do most of the art manipulation of the alpha channel in a separate layer or file and then paste it into the alpha channel before saving.&lt;br /&gt;
&lt;br /&gt;
= 9.2        Setting up Files =&lt;br /&gt;
The editor and the game program look for assets to be located along the paths set up in your project file. Start by creating a directory for you new textures by creating file folders to make a directory path as follows: quake3\baseq3\textures\[mymapname]&lt;br /&gt;
&lt;br /&gt;
The installation of [[Q3Radiant]] will create a text document called “shaderlist.txt” in the following path:&lt;br /&gt;
&lt;br /&gt;
quake3\baseq3\scripts\shaderlist.txt&lt;br /&gt;
&lt;br /&gt;
[[Q3Radiant]] will use the contents of this script to grab your new textures for inclusion in the game. The contents of shaderlist.txt document will contain a listing of all the shader documents that were used by id Software to create Quake III Arena.&lt;br /&gt;
&lt;br /&gt;
Since you will obviously want to create your own shaders, you need to put them in separate folders and create a new shader script for them.&lt;br /&gt;
&lt;br /&gt;
If you plan to work on several maps at once and want to distinguish between textures used in each map, simply add additional map names here. For map and mod makers, we STRONGLY recommend that any new shader scripts created use the name of the map or mod in the shader file name. We know we can’t avoid every incident of files overwriting each other, but we certainly can advise you how to try.&lt;br /&gt;
&lt;br /&gt;
Now, in the scripts directory that you just created, create another text file and call it:&lt;br /&gt;
&lt;br /&gt;
                 [mymapname].shader&lt;br /&gt;
&lt;br /&gt;
                This file will contain the shader scripts you write to modify a particular texture.&lt;br /&gt;
&lt;br /&gt;
= 9.3        Rules and Guidelines =&lt;br /&gt;
== 9.3.1          Rules ==&lt;br /&gt;
Follow these rules when creating textures for the Quake III Arena engine:&lt;br /&gt;
&lt;br /&gt;
  ·         Save your textures into your new [map name] directories.&lt;br /&gt;
&lt;br /&gt;
 ·         Don’t use the same names that id used for textures. It will cause problems.&lt;br /&gt;
&lt;br /&gt;
 ·         For best quality, save textures without an alpha channel as 24 bit TARGA files. Using JPEG files can save memory space, but at the risk of losing detail and depth in the texture. JPEG files cannot be used for textures requiring an alpha channel.&lt;br /&gt;
&lt;br /&gt;
 ·          Textures containing an alpha channel must be saved as 32 bit TARGA files.&lt;br /&gt;
&lt;br /&gt;
 ·         If a new texture requires no further manipulation, it does not need a shader script.&lt;br /&gt;
&lt;br /&gt;
 ·         Size textures in powers of 2. Example: 8x8, 16x16, 32x32, 64x64 pixels and so on.&lt;br /&gt;
&lt;br /&gt;
 ·         Textures don’t need to be square. A 32x256 pixel texture is perfectly acceptable.&lt;br /&gt;
&lt;br /&gt;
== 9.3.2          Guidelines ==&lt;br /&gt;
 The following are some things the id designers learned about textures.&lt;br /&gt;
&lt;br /&gt;
 ·         Create textures in “suites” built around one or two large textures with a number of much smaller supporting detail or accent textures.&lt;br /&gt;
&lt;br /&gt;
 ·          Very large textures are possible, but some video cards compress textures larger than 256x256 pixels.&lt;br /&gt;
&lt;br /&gt;
 ·         Textures are grouped alphabetically by name in the texture display window, so you may want to give suites of textures similar names.&lt;br /&gt;
&lt;br /&gt;
 ·         Use the shader function qe3_editorimage to conserve memory when making multiple versions of a single texture (as in the case of a glowing texture with several light values).&lt;br /&gt;
&lt;br /&gt;
 ·         Unless you are creating special effects or textures designed to draw the player’s eye to a specific spot, muted, middle value colors work best with the game engine.&lt;br /&gt;
&lt;br /&gt;
 ·         Extremely busy (a lot of fussy detail) textures can break up or form visually unpleasant patterns when seen at distances.&lt;br /&gt;
&lt;br /&gt;
= 9.4        Making the .pk3 File =&lt;br /&gt;
When you go to distribute your creation to the gaming world, you need to put your newly created map, textures, bot area files, and shader documents into an archive format called a “pk3” file.  You do not need to include the shaderlist.txt file, since that is only used by the editor. You will need to keep the paths to the various assets the same. So your paths should be something like this:&lt;br /&gt;
&lt;br /&gt;
Textures: baseq3/textures/[mymapnamefolder]&lt;br /&gt;
&lt;br /&gt;
Bsp &amp;amp; aas: baseq3/maps/mymapname.bsp , mymapname.aas&lt;br /&gt;
&lt;br /&gt;
Shader scripts: baseq3/scripts/mymapname.shader&lt;br /&gt;
&lt;br /&gt;
You need to use an archiving program call Winzip to make the pk3 file.  Get Winzip from http://www.winzip.com/winzip/winzip.htm&lt;br /&gt;
&lt;br /&gt;
Make a zip archive called mymapname.zip&lt;br /&gt;
&lt;br /&gt;
Zip all the required assets into a zip archive file (Quake III Arena ''DOES'' support compressed pk3 files).&lt;br /&gt;
&lt;br /&gt;
Rename the zip archive to mymapname.pk3&lt;br /&gt;
&lt;br /&gt;
Put it where the Quake III Arena community can find it.&lt;/div&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/OldSiteResourcesQuake3ModelManual</id>
		<title>OldSiteResourcesQuake3ModelManual</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/OldSiteResourcesQuake3ModelManual"/>
				<updated>2006-06-09T06:34:10Z</updated>
		
		<summary type="html">&lt;p&gt;VitoMiliano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
 Putting New Models in Quake III Arena&lt;br /&gt;
Based on original notes by Paul Steed&lt;br /&gt;
&lt;br /&gt;
 Edited by Paul Jaquays&lt;br /&gt;
 Edited 12/22/99 by ps&lt;br /&gt;
&lt;br /&gt;
The purpose of this document is to explain how to set up a model for Quake 3 Arena, create the necessary animation and conversion files, and then export it into the MD3 format required by the game. It is intended to be informative only and not a tutorial on building or animating models.&lt;br /&gt;
&lt;br /&gt;
The player models for Quake III Arena were built using the commercial modeling software, 3D Studio Max R2.5 (3ds Max) by Kinetix.   These models were then animated using Physique and Biped, components of a plugin for 3dsMax called Character Studio (also by Kinetix). The following instructions assume that you will model and animate with 3dsMax and Character Studio.&lt;br /&gt;
&lt;br /&gt;
# Setting up the Files&lt;br /&gt;
Begin in your ''Quake3'' directory. If you don’t have one already, create a ''baseq3'' directory. Inside the ''baseq3'' directory, create a ''models'' directory. Inside the models directory, create a players directory. Inside the players directory, create a directory with the name of your model (we will use [character] in this document to represent information requiring the name of the model).  It is generally a good idea to create a ‘work’ directory under [character] so that the [character] directory itself remains uncluttered.  Place all versions of your model and temp textures here, saving the [character] directory purely for the finished model files.&lt;br /&gt;
&lt;br /&gt;
# Building and Naming the Mesh&lt;br /&gt;
The mesh should be built keeping in mind the game engine needs three distinct body part grouping: the head, the upper body, and the lower body.  These groupings can consist of different parts or sub-objects, but keep in mind too many sub-objects does impact performance and game play speed.  A good rule of thumb is to consolidate your objects (i.e. attach them to each other) as long as they remain a part of a major group.  For example, you decide to create a character that has its arms as separate objects for easier animation.  Unless the arms or torso has different textures assigned to them go ahead and attach the arms to the torso.  It may be more difficult to assign the vertices to the biped skeleton later on, but the efficiency of the model is much better.  However, if you must keep the limbs detached for unique shader assignment then keep the following naming conventions in mind:&lt;br /&gt;
&lt;br /&gt;
= 2.1       Head Geometry =&lt;br /&gt;
All head geometry needs to begin with lower case 'H_' (h_head, h_glasses, h_hat, etc...). Keep in mind that the head has no animations itself other than to respond to player mouse-look input.&lt;br /&gt;
&lt;br /&gt;
= 2.2       Upper Body Geometry =&lt;br /&gt;
All upper body geometry needs to begin with lower case 'U_' (u_torso, u_arms, u_abdomen, etc.) This is your model’s torso and arms. The individual animations for the upper body are listed below.&lt;br /&gt;
&lt;br /&gt;
= 2.3       Lower Body Geometry =&lt;br /&gt;
All lower body geometry begins with lower case 'L_' (l_hips, l_legs, l_lfoot, l_rfoot, etc...). This is your model’s buttocks, legs and feet. The individual animations for the upper body are listed below.&lt;br /&gt;
&lt;br /&gt;
= 2.4       Tags =&lt;br /&gt;
Tags are connection points for other model parts and represent the limited hierarchical system of the game. They include links between the three character body parts and the weapons.  Keep in mind that these tags are representations of geometry so they can be animated to represent that geometry.  For example, tag_head represents the head, tag_torso represents the torso and tag_weapon represents the weapon.  This is important to understand since for example, any time the character is performing a locomotive animation, the upper body can and will animate independently of the lower body, using the relative position of the tag as a base or ‘home’ position.  The tags for the body parts and weapons are named tag_weapon, tag_torso and tag_head.&lt;br /&gt;
&lt;br /&gt;
# Texturing&lt;br /&gt;
Once you finish building your character go ahead and attach it to your biped and do some basic test animations to make certain the mesh doesn’t deform in weird ways.  Turn edges, ad faces, whatever you need to do to make sure that while animating, the character retains its mesh integrity.  Handing the mesh over to another artist to assign UVW’s or assigning and texturing yourself without testing the animation integrity of the mesh is very risky.  Major modifications after UV assignment can cost you valuable time resulting in re-assigning not just the UV’s, but re-attaching the mesh to your biped as well.  Once your model is ready, go ahead and apply the texture to it.  Typically the textures used in Q3A consist of one 256 x 256 texture for the body and one 128 x 128 texture for the head.   Keep in mind that it’s best to consolidate your texture on a single page rather than break it up into smaller pages.  Also some video cards cannot process a texture size larger than 256, so making a high-rez 1024 x 512 texture just won’t be seen since the card will knock it down to 256 x 128 to digest it.&lt;br /&gt;
&lt;br /&gt;
# Set Up for Animation&lt;br /&gt;
&lt;br /&gt;
Once the character is textured or skinned, bring the mesh back into 3dsMax (2.5) and attach it to an adjusted Biped using the Character Studio plug-in.  As a rule of thumb, it’s always better to just assign the mesh to the biped using the default settings and then manually assign vertices to appropriate skeletal ‘limbs’.&lt;br /&gt;
&lt;br /&gt;
# Animation&lt;br /&gt;
 When animating the character, keep all animations in one file. It's crucial that the animations adhere to a specific order that pertains to the separate body parts as this supports our current tag system.&lt;br /&gt;
 Basically the order of animations goes: full body (animations that combine both upper and lower), upper body, and lower body.  Each character file has the following animations in them and for now that's all the modeler is allowed. The division is basically death (all body parts), extraneous upper body, and dedicated locomotive animations. That way all the upper body animations can be performed at any time, separate from whatever it is that that lower body animations may be doing.  There is a set number of animation types which are (in order):&lt;br /&gt;
= - death1 (approx. 30 frames) - death2 (approx. 30 frames) - death3 (approx. 30 frames) =&lt;br /&gt;
= - taunt (approx. 45 frames) - weapon attack (exactly 6 frames) - melee attack (exactly 6 frames) - change weapon (exactly 9 frames) - weapon idle (exactly 1 frame)  - melee idle (exactly 1 frame) =&lt;br /&gt;
&lt;br /&gt;
-crouched walk (approx. 10 frames)&lt;br /&gt;
 - walk (approx. 15 frames)&lt;br /&gt;
 - run (approx. 12 frames)&lt;br /&gt;
 - backpedal (approx. 10 frames)&lt;br /&gt;
 - swim (approx. 10 frames)&lt;br /&gt;
 - jump forward (approx. 10 frames)&lt;br /&gt;
 - jump forward-land (approx. 6 frames)&lt;br /&gt;
  - jump backward (approx. 10 frames)&lt;br /&gt;
 - jump backward-land (approx. 6 frames)&lt;br /&gt;
 - standing idle (approx. 10 frames)&lt;br /&gt;
 - crouched idle (approx. 10 frames)&lt;br /&gt;
 - turn in place (approx. 8 frames)&lt;br /&gt;
&lt;br /&gt;
A good rule of thumb is to create an idle pose at the frame right after the final death frame.  Keep this pose for the entire lower body and center of mass of the biped up through melee idle frame since any animation by the lower body during these frames will not register during the grab process.  Similarly, once the animations for the lower body start, copy the pose for the upper body at the weapon idle frame to the first frame of the crouched walk animation and don’t animate the upper body at all after that frame.  This allows you to more closely approximate what happens during the game where the upper body is basically just along for the ride as the lower body carries it along via the tag_torso.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that an animation.cfg has to be generated for each character that is a direct reflection of your animation file above.&lt;br /&gt;
&lt;br /&gt;
# Setting up Tags   After the modeler is satisfied with the animations for the character, it’s time to bring in the tags that up until now, have kept in a separate file. This is milestone mark that lets the modeler know that the character is nearly complete.  ‘Merge’ the tags into your scene.  Turn off  'inherit scale' for the tags under the hierarchy/link command panel in Max. Then, assign a Physique modifier (Character Studio), linking them to specific areas in the biped:&lt;br /&gt;
 tag_torso is linked to the Biped 'pelvis'&lt;br /&gt;
 tag_head is linked to the Biped 'head'.&lt;br /&gt;
&lt;br /&gt;
 tag_weapon is linked to the right ‘hand’.&lt;br /&gt;
&lt;br /&gt;
= 6.1            Animate Body Tags =&lt;br /&gt;
 Now, go in and actually animate the tag_torso so that it matches the default position (established previously at approximately the standing idle frame- from the top view it looks like a perfect 90 degree triangle with the base half as wide as the length, pointing forward) when appropriate. “Appropriate” means that as the character goes through the lower body animations, if the triangle is pointing anywhere else but forward, the upper body will point that way as well since to the code the upper body IS the tag. This works out to the modeler’s advantage, though because even if the upper body LOOKS crazy in the animation you simply rely on the tag representation to compensate for it.&lt;br /&gt;
&lt;br /&gt;
= 6.2            Handling Weapon Tags =&lt;br /&gt;
  Tag_weapon is a bit different. Basically there is no difference between view model weapons (the weapon as seen by the player when it is in use by his or another player) and the world model weapons (weapons as they are found rotating in the maps) in Quake III Arena.  However, for visually clarity and identification, they are doubled in scale when they become seen as world models. They are the same object. This reduces the number of models needed the game and creates an overall more efficient system. Unfortunately a drawback to the system is that there can be only one firing animation for the character.  Thusly all weapons need to fit within the grip of the character regardless of size or geometry.  This also makes it impossible to see hands on your weapons or otherwise perform vertex animation on the weapons other than barrel rotations vis the tag system (tag_barrel).&lt;br /&gt;
&lt;br /&gt;
 Since the placement is always the same for the character's hands on the weapons , create the animations to the point where it  begins the weapon attack sequence. Then merge one of the weapon models into the character file as a guide.  The weapons have a nested triangle of same dimensions as the tag_head and tag_torso triangles (each weapon in the game has this triangle saved with it.  Move the weapon into a horizontal firing position (using the side view) to about where the character would be holding the weapon correctly. Then move the character's hands into the appropriate position and link the weapon to the character's right hand.&lt;br /&gt;
&lt;br /&gt;
 When you get to the point where you bring in the tags, make a snapshot of the weapon, hide the original and simply delete all the vertices and faces of the copy of the weapon object except for the nested triangle.  Rename it tag_weapon, turn off the 'inherit scale' attributes (very important), and assign Physique to it (linking it to the 'right hand' of the biped) and voila. Ready to export.&lt;br /&gt;
&lt;br /&gt;
# Level of Detail&lt;br /&gt;
Each of the Quake III Arena player characters have a base model and two lower polygon versions of the model (to help with speed issues). For use in the game, the three levels of detail are file formatted as follows:&lt;br /&gt;
&lt;br /&gt;
[character].[file extension]                               This is the highest detail model for close up viewing&lt;br /&gt;
&lt;br /&gt;
[character]_1.[file extension]                This is a slightly lower polygon model for mid distance viewing&lt;br /&gt;
&lt;br /&gt;
[character]_2.[file extension]                This is the lowest polygon model for long distance viewing.&lt;br /&gt;
&lt;br /&gt;
Level of detail means you need to make three versions of your model to get the best performance during gameplay.  Each version needs to have the same textures assigned and same animations assigned to them in order to work in the game.  The numbers you need to shoot for are 800 faces for the highest level, 500 faces for next level and 300 for the lowest level.  This works out roughly to be a 60% drop in each LOD, but your numbers will vary in order to maintain mesh integrity.  Most LOD’s created in Q3A were done with the plugin called MRM (multiple resolution mesh) by Intel.  The stock Optimize modifier or manual optimization techniques can be applied.&lt;br /&gt;
&lt;br /&gt;
# Exporting&lt;br /&gt;
&lt;br /&gt;
Once the tags are in place (also with the Physique modifier attached to them) the model is ready to export to an ase(ascii) file.''' ''' To make the models available for use in Quake III Arena, the model was exported to a native 3dsMax ASCII format file called  an ‘.ase’ file. This export option in Max has several check boxes to tweak and then just exports the character with its animation data (via Character Studio) to a huge ase/ascii file. Under ‘Output Options’ make sure the ‘Mesh Definition’,  ‘Materials’, ‘Transform Animation Keys’, and ‘Animated Mesh’ boxes are checked.  Under ‘Mesh Options’ and ‘Object Types’ make sure ‘Mapping Coordinates’ and ‘Geometric’ are the only boxes checked, respectively and let it run.  Your ‘Time Configuration’ must reflect a ‘0’ starting point up through the last frame of your animation.  The native Max exporter will rely on the time configuration as a guide on which frames to actually grab during the conversion process.  Of course there will be better exporters available in the future…this is just how it was done for the characters in Q3A.&lt;br /&gt;
&lt;br /&gt;
# Animation Config File&lt;br /&gt;
The character's animations are controlled by an 'animation.cfg' file where the model maker specifies reference frames and frame rates. The animation.cfg file is a text file (originally created with MS Excel) which contains the frame and animation sequence data.  Place this in the model’s directory.  Note, when the modeler is testing the model in Quake III Arena, changes to the animation.cfg can be made without having to re-grab the model…just do a ‘vid_restart’ at the cvar command line prompt.&lt;br /&gt;
&lt;br /&gt;
Edit an animation.cfg file which matches the frame/animation sequences and place it in the character's directory. Each animation can have different frame rates that the modeler can tweak, save out in the animation.cfg, hit 'vid_restart' to see the change right away in the game (no need to re-grab the model).   The file for visor is shown here below in it’s entirety. You may clip this portion of the file out and use it as the basis for your own animation files.&lt;br /&gt;
&lt;br /&gt;
 ////////////////////////////////////////////////////////////////////////////////&lt;br /&gt;
&lt;br /&gt;
// animation config file&lt;br /&gt;
&lt;br /&gt;
sex          m&lt;br /&gt;
&lt;br /&gt;
headoffset                0 0 0&lt;br /&gt;
&lt;br /&gt;
footsteps                normal&lt;br /&gt;
&lt;br /&gt;
// first frame, num frames, looping frames, frames per second&lt;br /&gt;
&lt;br /&gt;
0              30                0                25                             // BOTH_DEATH1&lt;br /&gt;
&lt;br /&gt;
29            1                0                25                            // BOTH_DEAD1&lt;br /&gt;
&lt;br /&gt;
30            30                 0                25                            // BOTH_DEATH2&lt;br /&gt;
&lt;br /&gt;
59            1                0                25                            // BOTH_DEAD2&lt;br /&gt;
&lt;br /&gt;
60            30                0                25                            // BOTH_DEATH3&lt;br /&gt;
&lt;br /&gt;
89            1                0                 25                            // BOTH_DEAD3&lt;br /&gt;
&lt;br /&gt;
90            40                0                20                            // TORSO_GESTURE&lt;br /&gt;
&lt;br /&gt;
130          6                0                15                            // TORSO_ATTACK                             (MUST NOT CHANGE -- hand animation is synced to this)&lt;br /&gt;
&lt;br /&gt;
136           6                0                15                            // TORSO_ATTACK2           (MUST NOT CHANGE -- hand animation is synced to this)&lt;br /&gt;
&lt;br /&gt;
142          5                0                 20                            // TORSO_DROP                (MUST NOT CHANGE -- hand animation is synced to this)&lt;br /&gt;
&lt;br /&gt;
147          4                0                20                            // TORSO_RAISE                 (MUST NOT CHANGE -- hand animation is synced to this)&lt;br /&gt;
&lt;br /&gt;
151          1                0                15                            // TORSO_STAND&lt;br /&gt;
&lt;br /&gt;
152          1                 0                15                            // TORSO_STAND2&lt;br /&gt;
&lt;br /&gt;
153          8                8                20                             // LEGS_WALKCR&lt;br /&gt;
&lt;br /&gt;
161          12                12                20                            // LEGS_WALK&lt;br /&gt;
&lt;br /&gt;
173          9                 9                18                            // LEGS_RUN&lt;br /&gt;
&lt;br /&gt;
182          10                10                20                            // LEGS_BACK&lt;br /&gt;
&lt;br /&gt;
192          10                10                15                            // LEGS_SWIM&lt;br /&gt;
&lt;br /&gt;
202          8                0                 15                            // LEGS_JUMP&lt;br /&gt;
&lt;br /&gt;
210          1                0                15                            // LEGS_LAND&lt;br /&gt;
&lt;br /&gt;
211          8                0                15                            // LEGS_JUMPB&lt;br /&gt;
&lt;br /&gt;
219          1                0                 15                            // LEGS_LANDB&lt;br /&gt;
&lt;br /&gt;
220          10                10                15                            // LEGS_IDLE&lt;br /&gt;
&lt;br /&gt;
230          10                10                15                            // LEGS_IDLECR&lt;br /&gt;
&lt;br /&gt;
240          7                7                 15                            // LEGS_TURN&lt;br /&gt;
&lt;br /&gt;
 //////////////////////////////////////////////////////////////////&lt;br /&gt;
&lt;br /&gt;
# The Conversion Process&lt;br /&gt;
The models need to be run through id’s custom  md3 conversion/'grabber' program.  The program uses the information in the Quake Data text file ([filename].qdt) to grab and convert the 3dsMax files.&lt;br /&gt;
&lt;br /&gt;
= 10.1    The Conversion File =&lt;br /&gt;
 Create a “Quake Data” text file for the model with the extension “.qdt”.  The contents  for our  [character].qdt file would read something like:&lt;br /&gt;
&lt;br /&gt;
 $asecanimconvert models/players/[character]/[character].ase -playerparms 92 155&lt;br /&gt;
&lt;br /&gt;
 $asecanimconvert models/players/[character]/[character]_1.ase -lod 1 -playerparms 92 155&lt;br /&gt;
&lt;br /&gt;
 $asecanimconvert models/players/[character]/[character]_2.ase -lod 2 -playerparms 92 155&lt;br /&gt;
&lt;br /&gt;
== 10.1.1             “$asecanimconvert” ==&lt;br /&gt;
This is the grrabber program executable.&lt;br /&gt;
&lt;br /&gt;
== 10.1.2              “models/players/[character]/[character].ase” ==&lt;br /&gt;
This is the path to the model’s .ase file. The program looks for files starting in your Quake3\baseq3 directory.&lt;br /&gt;
&lt;br /&gt;
== 10.1.3                          “-lod 1” or “-lod 2” ==&lt;br /&gt;
This tells the converter that this is the first level of reduced detail for the model.  The value “-lod 2” is for the second, or lowest level of detail for the model.&lt;br /&gt;
&lt;br /&gt;
== 10.1.3             “-playerparms 92 155” ==&lt;br /&gt;
This tells the converter which frame the upper body anims only start (first value) and which frame the lower body only anims start (second value). The numbers here are only used as examples&lt;br /&gt;
&lt;br /&gt;
 '''''10.2    Run the Conversion'''''&lt;br /&gt;
&lt;br /&gt;
 When the qdt file is set up correctly, run the grabber by opening MSDOS command prompt, going to the quake3 directory containing the model files and typing in 'q3data [character].qdt'&lt;br /&gt;
&lt;br /&gt;
 ''' 11.            Review the Model'''&lt;br /&gt;
&lt;br /&gt;
 Load up Quake 3 Arena.  Go to map Q3DM0 (or any map containing a mirror). Bring down the console and type “\model [character name]”.  Hit your Show Score key (default is TAB). You should see your new model here.  Tweak the frame rates in your animation.cfg file and save them. Type in “\vid_restart” on the console and hit enter to see the changes.&lt;/div&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/PolycountOldTOC</id>
		<title>PolycountOldTOC</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/PolycountOldTOC"/>
				<updated>2006-06-09T06:09:56Z</updated>
		
		<summary type="html">&lt;p&gt;VitoMiliano: All Quake 2 stuff done&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;s&amp;gt; This was thrilling to compile. &amp;lt;/s&amp;gt; This is ongoing thrills to convert to nice clean wiki formatting.&lt;br /&gt;
&lt;br /&gt;
r13 has ranked pages to be converted in priority order.  Pages that are crossed out and have a link next to them are ones that I have copy and pasted into the wiki.  '''THEY ARE NOT DONE BEING CONVERTED YET.'''  New pages should be made in a new hierarchy; &amp;quot;Old Site Whatever&amp;quot; is not where things should stay.  Most are in disgusting auto-HTML-to-wiki markup, some are in a terrible wiki-but-not text format.  You (whoever is doing this) must go through each page and verify each link.  If a link is dead, Google search to try and find it again.  If it's really gone, check the internet archive for it and make a page for it here, including salvaging any images you can.  Some links go to other Polycount pages; find the wiki page that replaced that link and correct the link (unless it's a later priority, in which case leave it or make a placeholder wiki page and note that in the list).  You also need to go through and clean up all the wiki formatting: it's been converted automatically from the original HTML, so it is really digusting, or it's just plain text, in which case it needs to be formatted in the first place.  Some pages have duplicate information.  Others are totally outdated and need to be rewritten.  Still others need to be combined with existing resources on the site or with other pages.  These pages should be nice and clean and mostly plain text so we can put them on the main Polycount site again.  That is all.&lt;br /&gt;
&lt;br /&gt;
Please keep things in the list format.  Dynamic pages that will be difficult to redirect properly are in italics.&lt;br /&gt;
&lt;br /&gt;
= General Links =&lt;br /&gt;
* Poll (poll/poll.shtml)  &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* ''News archives'' (news/newsarchives.asp)&lt;br /&gt;
* ''News search'' (news/newsarchives.asp?function=search&amp;amp;advanced=1)&lt;br /&gt;
* &amp;lt;s&amp;gt; Contact (contacts/index.shtml)  {1} &amp;lt;/s&amp;gt; [[OldSiteContact]]&lt;br /&gt;
* Polycount for PalmOS (news/pqa.zip)  &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* Links (links/index.shtml)     {2}&lt;br /&gt;
* &amp;lt;s&amp;gt; Credits (credits/index.shtml)  {1}  this should be merged with the contact page &amp;lt;/s&amp;gt; [[OldSiteCredits]]&lt;br /&gt;
= Download Database =&lt;br /&gt;
* ''UT2004 Models, UT2004 Vehicles, UT2003 Models, Quake 3 Models, UT Models, JKA Models, JK2 Models, GTA3 Models, Serious Sam Models, Quake 2 Models, Q3 Map Models, TA Team Models, TA Head Models, Elite Force Models, Half-Life Models, Heretic2 Models, [[CounterStrike]] Models, The Sims Models, Kingpin Models'' (downloads/ and downloads/index.asp?game=##&amp;amp;sort=date&amp;amp;order=DESC)  {2}&lt;br /&gt;
= Other Models and Skins =&lt;br /&gt;
* Q3 Weapon Models (q3weapons/q3weapons-index.shtml)  {3}&lt;br /&gt;
* HL Weapon Models (hlweapons/hlweapons-index.shtml)  {3}&lt;br /&gt;
* UT2003 Accessories (dynamic.gamespy.com/~polycount/skins/ut2003skin-index.shtml wtf?) {3}&lt;br /&gt;
* Quake 2 Accessories (skins/q2skin-index.shtml)  {3}&lt;br /&gt;
* Quake 3 Accessories (skins/q3skin-index.shtml)  {3}&lt;br /&gt;
* Unreal T Accessories (skins/utskin-index.shtml)  {3}&lt;br /&gt;
* Half-Life Accessories (skins/hlskin-index.shtml)  {3}&lt;br /&gt;
* Rune Accessories (skins/runeskin-index.shtml) {3}&lt;br /&gt;
* Sims Accessories (skins/simskin-index.shtml)  {3}&lt;br /&gt;
* Accessory Top-Picks (skins/top-picks/top-picks.shtml)   {3}  potentially &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* Top-Packs (skins/top-picks/top-packs/top-packs.shtml   {3}   potentially &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
= Resources =&lt;br /&gt;
* &amp;lt;s&amp;gt; Resources (resources/index.shtml) {1} we should be able to get alot of the heavy lifting here from the community &amp;lt;/s&amp;gt; [[OldSiteResources]]&lt;br /&gt;
&lt;br /&gt;
Under Resources, there are these directories and significant files.  Directories without any sub-content just have an index.shtml file in them listing resources elsewhere on the net.  Most directories also have lots of other directories with supporting files, like images and stuff, which aren't listed for brevity.&lt;br /&gt;
&lt;br /&gt;
* avp2 {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tutorials&lt;br /&gt;
*** talonengine&lt;br /&gt;
**** talonenginetut.shtml&lt;br /&gt;
* bandw  {3} {i} wtf is this? Black and White&lt;br /&gt;
* chat-rooms {2}&lt;br /&gt;
** chat-index.shtml&lt;br /&gt;
** 2design &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
*** 2design.shtml&lt;br /&gt;
* model_design&lt;br /&gt;
** model_design.shtml&lt;br /&gt;
* modjobs &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
** modjobs.shtml&lt;br /&gt;
* drakan {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** gfx&lt;br /&gt;
*** JSheffield.zip&lt;br /&gt;
* eliteforce {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
** tutorials&lt;br /&gt;
*** q3-ef&lt;br /&gt;
**** Q3AEF.shtml&lt;br /&gt;
* &amp;lt;s&amp;gt; FAQ-genera {1}  probably needs reviewl &amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt; faq-general-index.shtml&amp;lt;/s&amp;gt; [[OldSiteResourcesFaqGeneral]]&lt;br /&gt;
* &amp;lt;s&amp;gt; general {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneral]]&lt;br /&gt;
** misc {i}  sunstorm?&lt;br /&gt;
*** sunstorm.shtml&lt;br /&gt;
* &amp;lt;s&amp;gt; tools {1} &amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt; infografica.shtml &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralToolsInfografica]]&lt;br /&gt;
** &amp;lt;s&amp;gt; polychop &amp;lt;/s&amp;gt; &lt;br /&gt;
*** &amp;lt;s&amp;gt; gdmag.pdf &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralToolsPolyChop]]&lt;br /&gt;
* tutorials {2}&lt;br /&gt;
** ALPHAWolf_Tut01&lt;br /&gt;
*** Low&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Poly&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Characters.shtml&lt;br /&gt;
* cswingstut&lt;br /&gt;
** cswingstut.shtml&lt;br /&gt;
* Hitman&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Daz_Tut01&lt;br /&gt;
** Digital&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Painting.shtml&lt;br /&gt;
* Model-unwrap&lt;br /&gt;
** model-unwrap.shtml&lt;br /&gt;
** model-unwrap-pic1.shtml&lt;br /&gt;
** model-unwrap-pic2.shtml&lt;br /&gt;
** model-unwrap-pic3.shtml&lt;br /&gt;
** model-unwrap-pic4.shtml&lt;br /&gt;
** model-unwrap-pic5.shtml&lt;br /&gt;
* NURBS-mapping&lt;br /&gt;
** Nurbs-mapping.shtml&lt;br /&gt;
** tutorial.html&lt;br /&gt;
** vrml1.html&lt;br /&gt;
** vrml2.html&lt;br /&gt;
** vrml3.html&lt;br /&gt;
* Shine_Tut03&lt;br /&gt;
** Poly&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Reduce.shtml&lt;br /&gt;
* Shine_Tut04&lt;br /&gt;
** Making a Head.shtml&lt;br /&gt;
* Shine_Tut05&lt;br /&gt;
** Setup Bones Part1.shtml&lt;br /&gt;
* Surface&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Tools&lt;br /&gt;
** Surface Tools for Low Poly Modeling2.doc&lt;br /&gt;
** Surface&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Tools.shtml&lt;br /&gt;
** Surface&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Tools-mts.shtml&lt;br /&gt;
* UVWunwrap&lt;br /&gt;
** UVWunwrap.shtml&lt;br /&gt;
* ASC_Export_Tut01.shtml&lt;br /&gt;
** Shine_Tut01.shtml&lt;br /&gt;
** Shine_Tut02.shtml&lt;br /&gt;
* &amp;lt;s&amp;gt; video_tutorials {1} &amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt; video-tut-list.shtml &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralVideoTutorials]]&lt;br /&gt;
* &amp;lt;s&amp;gt; apps.shtml {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralApplications]]&lt;br /&gt;
** &amp;lt;s&amp;gt; genmisc.shtml  {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralMiscellaneous]]&lt;br /&gt;
** index.shtml&lt;br /&gt;
** &amp;lt;s&amp;gt; lightwave.shtml   {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralLightwave]]&lt;br /&gt;
** &amp;lt;s&amp;gt; max.shtml  {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralMax]]&lt;br /&gt;
** &amp;lt;s&amp;gt; maya.shtml  {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralMaya]]&lt;br /&gt;
** &amp;lt;s&amp;gt; milkshape.shtml  {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralMilkshape]]&lt;br /&gt;
** &amp;lt;s&amp;gt; misc.shtml  {1} &amp;lt;/s&amp;gt; &amp;quot;Sorry, I had something here, but it turned out to be illegal.&amp;quot;&lt;br /&gt;
** &amp;lt;s&amp;gt; modelanim.shtml  {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralModelingAndAnimation]]&lt;br /&gt;
** nst.shtml  {3}&lt;br /&gt;
** q2m.shtml   {3}&lt;br /&gt;
** &amp;lt;s&amp;gt; skinning.shtml   {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralSkinning]]&lt;br /&gt;
** &amp;lt;s&amp;gt; tools.shtml  {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralTools]]&lt;br /&gt;
** tutindex.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* gfx (looks like game logos for pages maybe) {i}  i suspect it is, thats what i think its a dup of that other directory&lt;br /&gt;
* &amp;lt;s&amp;gt;glossary (24 pages of definitions plus images) {1} &amp;lt;/s&amp;gt; http://nathan.perilith.com/~vito/oldpolycount/glossary/&lt;br /&gt;
* &amp;lt;s&amp;gt; glossary2 (only one glossary page, but lots of examples files)   {1} can we consolidate these? &amp;lt;/s&amp;gt; http://nathan.perilith.com/~vito/oldpolycount/glossary2/glossary.html&lt;br /&gt;
* gta3 {3}&lt;br /&gt;
* halflife {2}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
** tutorials (directory with 20 pages of modeling tutorials plus example content)&lt;br /&gt;
* heretic2 {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* jk2 {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tutorials&lt;br /&gt;
*** Model&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Tutorial (eight files under here making this up)&lt;br /&gt;
*** jk2_model_construction.shtml&lt;br /&gt;
* kingpin {3}&lt;br /&gt;
** tools&lt;br /&gt;
*** framelist.shtml&lt;br /&gt;
*** tools.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
** Kingpin-animations.html&lt;br /&gt;
* lithtech {3}&lt;br /&gt;
** tutorials&lt;br /&gt;
*** lithtech_primer.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* manual (how to review a model?)  {i}  it may go &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* nolf {3}&lt;br /&gt;
* quake {2}&lt;br /&gt;
** FAQ.shtml&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* &amp;lt;s&amp;gt; quake2 {1} &amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt; tools &amp;lt;/s&amp;gt;&lt;br /&gt;
*** &amp;lt;s&amp;gt; Prefabs &amp;lt;/s&amp;gt;&lt;br /&gt;
**** &amp;lt;s&amp;gt; Alx_Prefabs-info.shtml &amp;lt;/s&amp;gt; [[OldSiteResourcesQuake2ToolsPrefabsAlx]]&lt;br /&gt;
**** &amp;lt;s&amp;gt; Hunter_Prefabs-info.shtml &amp;lt;/s&amp;gt; [[OldSiteResourcesQuake2ToolsPrefabsHunter]]&lt;br /&gt;
** &amp;lt;s&amp;gt; Testbox &amp;lt;/s&amp;gt;&lt;br /&gt;
*** &amp;lt;s&amp;gt; testbox.shtml &amp;lt;/s&amp;gt; [[OldSiteResourcesQuake2ToolsTestbox]]&lt;br /&gt;
* &amp;lt;s&amp;gt; tutorials &amp;lt;/s&amp;gt; &lt;br /&gt;
** &amp;lt;s&amp;gt; NGLV &amp;lt;/s&amp;gt; [[OldSiteResourcesQuake2TutorialsNglv]]&lt;br /&gt;
** &amp;lt;s&amp;gt; NST_Tut01 &amp;lt;/s&amp;gt; [[OldSiteResourcesQuake2TutorialsNstTut1]]&lt;br /&gt;
** &amp;lt;s&amp;gt; Custom VWEP.shtml &amp;lt;/s&amp;gt; [[OldSiteResourcesQuake2TutorialsCustomVwep]]&lt;br /&gt;
** &amp;lt;s&amp;gt; NST_Retro&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Map.shtml &amp;lt;/s&amp;gt; [[OldSiteResourcesQuake2TutorialsNstRetroMap]]&lt;br /&gt;
** &amp;lt;s&amp;gt; Weapon Skin Linking.shtml &amp;lt;/s&amp;gt; [[OldSiteResourcesQuake2WeaponSkinLinking]]&lt;br /&gt;
* &amp;lt;s&amp;gt; FAQ.shtml &amp;lt;/s&amp;gt; [[OldSiteResourcesQuake2Faq]]&lt;br /&gt;
** &amp;lt;s&amp;gt; FAQ-stecki.shtml &amp;lt;/s&amp;gt; [[OldSiteResourcesQuake2PpmTroubleshooting]]&lt;br /&gt;
** &amp;lt;s&amp;gt; index.shtml &amp;lt;/s&amp;gt; [[OldSiteResourcesQuake2]]&lt;br /&gt;
** &amp;lt;s&amp;gt; md2text.txt &amp;lt;/s&amp;gt; [[OldSiteResourcesQuake2Md2ReadmeTemplate]]&lt;br /&gt;
** &amp;lt;s&amp;gt; q2frameslist.shtml &amp;lt;/s&amp;gt; [[OldSiteResourcesQuake2FramesList]]&lt;br /&gt;
** &amp;lt;s&amp;gt; tools.shtml &amp;lt;/s&amp;gt; [[OldSiteResourcesQuake2Tools]]&lt;br /&gt;
** &amp;lt;s&amp;gt; tutorials.shtml &amp;lt;/s&amp;gt; [[OldSiteResourcesQuake2Tutorials]]&lt;br /&gt;
* quake3 {1}&lt;br /&gt;
** Model_Doc&lt;br /&gt;
*** Model_manual_ps.htm&lt;br /&gt;
* Shader_Doc&lt;br /&gt;
** Q3&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Ashader_manual.htm&lt;br /&gt;
* tools&lt;br /&gt;
** tutorials (lots of files below these, ugh)&lt;br /&gt;
*** josh&lt;br /&gt;
*** max-to-q3&lt;br /&gt;
*** MAX-to-q3data&lt;br /&gt;
*** Skin-shader&lt;br /&gt;
*** Sound&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Pak&lt;br /&gt;
*** Steed-Tut&lt;br /&gt;
* index.shtml&lt;br /&gt;
** md3text.txt&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* rune {3}&lt;br /&gt;
** tutorials&lt;br /&gt;
*** lodsettings&lt;br /&gt;
**** runetut-lodsettings.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
* sims {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* ssam {3}&lt;br /&gt;
* thps {3} {i}&lt;br /&gt;
* tribes {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* unreal {2}&lt;br /&gt;
** tools&lt;br /&gt;
** tutorials (lots of files in these subdirs)&lt;br /&gt;
*** lodsettings&lt;br /&gt;
*** mage&lt;br /&gt;
*** pix&lt;br /&gt;
*** sounds&lt;br /&gt;
*** umod&lt;br /&gt;
*** umod-backup&lt;br /&gt;
*** UTut01.shtml&lt;br /&gt;
*** UTut02.shtml&lt;br /&gt;
*** UTut03.shtml&lt;br /&gt;
*** UTut04.shtml&lt;br /&gt;
*** UTut05.shtml&lt;br /&gt;
*** UTut06.shtml&lt;br /&gt;
*** Utut07.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
** UTtut-mainpage.shtml&lt;br /&gt;
** UTtut-part5.shtml&lt;br /&gt;
* ut2003 {1}&lt;br /&gt;
** tutorials&lt;br /&gt;
*** backups (this might just be backup content, not sure, something about Intertwined)&lt;br /&gt;
*** ut2mod&lt;br /&gt;
*** pushing_tutorial.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
Also what I'd consider resources are:&lt;br /&gt;
&lt;br /&gt;
* Good, Bad and Ugly (skins/gbu/* with eight article directories under it)  {2}&lt;br /&gt;
* Skin news archives (skins/archived-news/* with 30 pages of news under it)  {i}  no idea&lt;br /&gt;
* Articles (ten article directories below that:) {2}&lt;br /&gt;
** animation-tips&lt;br /&gt;
** BnW&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;interview&lt;br /&gt;
** chiq_interview_012602&lt;br /&gt;
** chrisbruce_072002&lt;br /&gt;
** Gwot062k2&lt;br /&gt;
** max3preview&lt;br /&gt;
** q3-model-preview&lt;br /&gt;
** Steed-gdc99&lt;br /&gt;
** Steed-Interview&lt;br /&gt;
** Steed-Interview-2&lt;br /&gt;
* Subdermal (six pages and a contest) {2}&lt;br /&gt;
&lt;br /&gt;
= Not Linked To =&lt;br /&gt;
* [[AskDev]] (ask a developer column?) &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;  this didnt pan out. a dev house wanted to help just answer questions. But pulled out right as we set it all up.&lt;br /&gt;
* docs/gamespace_release.zip &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* misc&lt;br /&gt;
** Discreet_QCon2k1 {3}  {i} needs review&lt;br /&gt;
** e32k4 {3}  {i} needs review&lt;br /&gt;
** gfx {i} is this just a directory full of original polycount gfx?&lt;br /&gt;
** id-model-renders {3}&lt;br /&gt;
** pimps {3}  {i} needs review&lt;br /&gt;
** 12-3action.htm {3}  {i} needs review&lt;br /&gt;
** gamespy-broadcastkey.txt &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
** lead_action_designer.doc &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
** micro-forte-syd-jobdoc.shtml &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
** stuff.htm {3}  {i} needs review&lt;br /&gt;
** Unreal_Coach_jobpost_053104.doc &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* modeloftheweek  &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* modelpacks  {3}&lt;br /&gt;
* paintchat {2}  conditional that we can get it working again, free/cheap.  if not... &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* previews  &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
** nicknacks  &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* reviewlists  &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* skindom (woah nelly tons of stuff here)  {3}&lt;br /&gt;
* cutedoll.shtml (contest?) {3}  archive purposes only&lt;br /&gt;
* info (actual static model info files, non-db) {2} after database&lt;br /&gt;
* reviews (actual static model review files, non-db) {2} after database&lt;/div&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/OldSiteResourcesQuake2Tools</id>
		<title>OldSiteResourcesQuake2Tools</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/OldSiteResourcesQuake2Tools"/>
				<updated>2006-06-09T06:09:33Z</updated>
		
		<summary type="html">&lt;p&gt;VitoMiliano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
'''Quake2 Tools'''&lt;br /&gt;
&lt;br /&gt;
[http://asp.planetquake.com/dl/dl.asp?q2pmp/q2_source.zip ID's Quake 2 Utilities]&lt;br /&gt;
   The source code and utilities to make all your quake 2 bells and whistles.  Don't leave home without them.&lt;br /&gt;
&lt;br /&gt;
[http://asp.planetquake.com/dl/dl.asp?q2pmp/NSTv09b3.zip NPherno's Skin Tool, version 0.9 beta 3]&lt;br /&gt;
   The best skin painter and skin vert layout program around.  A little learning curve with the advanced features, but once you see yourself painting directly on your model, you'll detail that old copy of Paint Shop Pro.   This program will of course allow you to paint on the model, but it also allows you to pull the faces off a new model and arrange them on the 2d skin for optimization and production.  I can't say enough about this program.  It's simply the best.  You'll find new betas of the final 1.0 version being offered in the messageboards.&lt;br /&gt;
&lt;br /&gt;
[tutorials/NGLV/NGLV.shtml NPherno's GL Viewer]&lt;br /&gt;
   Tools needed for this program: A Quake 2 model, A video car with good Open GL support, Skins to put on the model, &amp;amp; Time and patience.&lt;br /&gt;
&lt;br /&gt;
'''Overview:''' So now you're asking, &amp;quot;What is this thing and why should I use it?&amp;quot; Well that's understandable, plenty of people use Skinview and find this sort of thing useless. Fine, this app is about creating some excellent views of your model with colored lighting and a 4 pass rendering system. Yep, that means four skins per model. This is what id has say will be available to us for Quake3 models. If it doesn't happen for Q3, it is somewhat already part of Half Life, which does offer specularity texture maps for the models. So you can sort of &amp;quot;practice&amp;quot; now plus getting some superb images for your models which is always an excellent thing.&lt;br /&gt;
&lt;br /&gt;
'''[http://pakrat.fragland.net/ PakRat]''' by [mailto:naughton@mac.com Tom Naughton]&lt;br /&gt;
  [[PakRat]] is a program that displays MDL, MD2, and MD3 models and soon Quake 3 maps. You can drag textures from any paint program and drop them on any mesh (great for skinning). It also sports drag and drop MD3 assembly. It's free, open source, under active development, and Mac only.&lt;br /&gt;
&lt;br /&gt;
[http://grad.qeradiant.com/skined/ SkinEd]&lt;br /&gt;
   A nice skinning tool similar to NST, but concentrates on just painting the skin. Even does a nice 3d view as well to help you look around it. Works for Quake2 and Unreal.&lt;br /&gt;
&lt;br /&gt;
[http://asp.planetquake.com/dl/dl.asp?q2pmp/SkinView43.zip SkinView Mod 4.3]  by [http://telefragged.com/skinview/ The Skinview Team]&lt;br /&gt;
   This is a very nice tool for model authors and skinners who are worried on how their models will look in the game.  This tool will load up your model and skin and display it while its cycling through a single animation.   It also shows it off in several different lights and settings.  It's a invaluable tool. I highly recommend everyone working on a project to take look at your work in this at least once to see what to expect.  Here's [http://telefragged.com/skinview/ a link to the offical site] so you can read about it while downloading it.&lt;br /&gt;
&lt;br /&gt;
[http://www.swissquake.ch/chumbalum-soft/ chUmbaLum sOft's Quake2 Model Viewer]&lt;br /&gt;
   Features/Options: Player model browser, ( browse through player models and double-click to load them ) modified/improved pak file loading, ( double-click to load, or right-click for a popupmenu ), and a skin loading bug for pcx files which had a wrong header has been fixed.&lt;br /&gt;
&lt;br /&gt;
[http://asp.planetquake.com/dl/dl.asp?q2pmp/q2mdlr9b.zip Q2 Modeler v.9b]  by [mailto:phillip_martin@optusnet.com.au Philip Martin]&lt;br /&gt;
'''[http://www.eldermage.com/dl/q2mdl911.zip Updated to v.911b]''' by [mailto:jaimi@eldermage.com Jaimi McEntire]&lt;br /&gt;
  A free modeler to make your models with.   Many of the models on this site were modeled using this tool.  This program is an invaluable tool to the modelers of the community, both the beginner who can use this tool alone to create their models and the advanced who can bring the models from other programs to here for compiling and skin generation  [I personally couldn't do reviews or my own models with out it.]  '''Note''': Version .9b was thought to be the final version of the tool. The original author has stopped development on it, but another brave soul, [mailto:jaimi@eldermage.com Jaimi McEntire], has picked up the torch, and will lead it once again to glory. Jaimi has also updated it to [http://www.eldermage.com/dl/q2mdl911.zip version .911b]. Also, here's the [http://asp.planetquake.com/dl/dl.asp?q2pmp/MDL.HLP Help file for latest version] (place in the directory with the rest and it should work fine).&lt;br /&gt;
&lt;br /&gt;
[http://www.planetquake.com/qview/ QView] by [mailto:lonerunner@planetquake.com LoneRunner]&lt;br /&gt;
   QView is a small easy and free viewer for anybody who like to view models from games based on '''any''' Quake engine. A great list of features, and available source code. Definitely a good one to check out. Word them up, yo.&lt;br /&gt;
&lt;br /&gt;
'''[http://skynet.telefragged.com/ MAX to md2 Exporter]'''&lt;br /&gt;
   A new plugin for 3D Studio MAX has arrived in alpha form. It's a MAX to md2 exporter, similar to the [http://home.earthlink.net/~benthroop/ QTiP] plugin. It's being produced by the throbbing hunks of manly loving on the [http://skynet.telefragged.com/ The Skynet Project: Tactical Combat Simulation] page. It was originally going to be used for their Terminator based Q2 mod, which is neither Q2 nor Terminator based, because... well they state the reasons why. Here's a cut, well more a full copy of the all the info they have listed about the plugin on their site. &amp;quot;Max to Md2 is plugin for 3D Studio MAX 2.x. It imports &amp;amp; exports MD2's into 3D Studio MAX mesh or NURBS format.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
[tools/testbox/testbox.shtml Test Box] by [mailto:wrath@planetquake.com Wrath]&lt;br /&gt;
   This is actually a cube model with the entire Quake 2 palette mapped onto each side.  Meant for model and skin authors to get a feel for what their colors are going to do in game as Open GL can surprise a few people when they see what happens to their perfect skins.&lt;br /&gt;
&lt;br /&gt;
[tools/Prefabs/Alx_Prefabs-info.shtml Prefabs ]by [mailto:BigRocket@juno.com Big Rocket]&lt;br /&gt;
   A series of prefab primitive objects that you can use to help start a model.  Very useful in conjunction with model editing programs such as Quake 2 Modeler that doesn't offer primitive creation built in.&lt;br /&gt;
&lt;br /&gt;
[tools/Prefabs/Hunter_Prefabs-info.shtml More Prefabs ]by [mailto:Hunter@polycount.com Hunter]&lt;br /&gt;
   Yet another series of prefab primitive objects. Basically a larger selection of Primative shapes at your disposal, in creating your own PPMs for Quake 2, 3 etc.. (Comes in .md2 and .AQM formats)&lt;br /&gt;
&lt;br /&gt;
[http://asp.planetquake.com/dl/dl.asp?q2pmp/iouv.zip IOUV Max Script v0.7]  by [mailto:benny@mail.bip.net Elmek]&lt;br /&gt;
   This script allows you to bring a skin from a Quake2 model into 3DStudio MAX for texture mapping.  The new version will also allow you to export the skin back out.  This lets you use some of the more advanced skin editing plugin tools that are available for 3DStudio MAX.  The zip file contains an extensive how-to text that should get even the most timid modelers through the procedure. [Although if you're using MAX you can't be too timid :) ]&lt;br /&gt;
&lt;br /&gt;
[http://home.earthlink.net/~benthroop/ QTiP 1.2]&lt;br /&gt;
   Plugin for 3D Studio Max that will export directly to the md2 format.  Its a very nice program, but has a few bugs in it still. The team doing it still offer a little support, but for the most part have frozen development of the plugin as it stands now.  It comes in 2 flavors for MAX 1.x and 2.x users so make sure you grab what you need.  The site also has a full tutorial as well.&lt;br /&gt;
&lt;br /&gt;
'''[http://www.3dmatrix.com/ qME]&lt;br /&gt;
   ''' A nice basic model creation utility that can be used for Quake 1 and 2.  It comes with a variety of tools, but most have found it is a limiting program.  It's an excellent place to start though, the demo is free and will let you do models up to 30 frames.  The final version was 30 dollars to purchase with no restrictions built into it. You'll need to get it from the 3D Matrix site as they do the selling of it.&lt;br /&gt;
&lt;br /&gt;
'''[http://asp.planetquake.com/dl/dl.asp?q2pmp/q2ranger.zip Ranger or Q2 Ranger]'''  by [http://mondomed.com/ Mondo Media]&lt;br /&gt;
   A nice MAX script that allows you to select different active ranges in an single MAX file. An application of this is to only work and view a select number of frames in a long animation, say like the Q2 model format.  The zip comes with pre-made ranges for the Q2 frame list. Check Mondo's site for a ton of nice helper tools like this.&lt;/div&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/OldSiteResourcesQuake2FramesList</id>
		<title>OldSiteResourcesQuake2FramesList</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/OldSiteResourcesQuake2FramesList"/>
				<updated>2006-06-09T06:07:56Z</updated>
		
		<summary type="html">&lt;p&gt;VitoMiliano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
'''Welcome To The HTML Version Of The Q2 198 Commandments..'''&lt;br /&gt;
&lt;br /&gt;
Below you'll find the the list of all the frames in order as they need to appear in your own model so they will match the animation commands from the game engine correctly.  This is a modified version of the original that I've provided a link below to.  The only differences is that: I've renumbered the last column to accurately display the number order, rearranged the different sections into the correct order, pulled 2 extra frames from the original that did not appear in the final models, stripped away all the extra monster and player animations that we're not concerned with.  This is not meant to say Mr. Steed's original was bad.  He made it and was able to decipher through any inaccuracies that were in there.   I've tried to straighten it up, so that new modeler's can use it immediately.&lt;br /&gt;
&lt;br /&gt;
[http://asp.planetquake.com/dl/dl.asp?q2pmp/q2an1895.xls Paul Steed's Original Spreadsheet]&lt;br /&gt;
&lt;br /&gt;
 [http://asp.planetquake.com/dl/dl.asp?q2pmp/male2.xls rogue13's modified version]&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; height=&amp;quot;9px&amp;quot;&amp;gt;|'''''ANIMATION''''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot; height=&amp;quot;9px&amp;quot;&amp;gt;|'''FRAME #''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot; height=&amp;quot;9px&amp;quot;&amp;gt;|'''OFFSET''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot; height=&amp;quot;9px&amp;quot;&amp;gt;|'''ACTION DESCRIPTION''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot; height=&amp;quot;9px&amp;quot;&amp;gt;|'''FILE NAME''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot; height=&amp;quot;9px&amp;quot;&amp;gt;|'''NOTES''' &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |'''''STAND''''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|1 &lt;br /&gt;
|&amp;lt;width=&amp;quot;211px&amp;quot; |40&amp;gt;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|stand01 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|1 &lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;39&amp;quot; | &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|2 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|stand02 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|2 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|3 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|stand03 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|3 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|4 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|stand04 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|4 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|5 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|stand05 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|5 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|6 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|stand06 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|6 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|7 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|stand07 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|7 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|8 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|stand08 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|8 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|9 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|stand09 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|9 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|10 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|stand10 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|10 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|11 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|stand11 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|11 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|12 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|stand12 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|12 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|13 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|stand13 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|13 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|14 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|stand14 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|14 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|15 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|stand15 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|15 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|16 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|stand16 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|16 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|17 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|stand17 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|17 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|18 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|stand18 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|18 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|19 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|stand19 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|19 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|20 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|stand20 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|20 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|21 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|stand21 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|21 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|22 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|stand22 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|22 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|23 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|stand23 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|23 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|24 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|stand24 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|24 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|25 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|stand25 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|25 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|26 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|stand26 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|26 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|27 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|stand27 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|27 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|28 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|stand28 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|28 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|29 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|stand29 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|29 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|30 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|stand30 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|30 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|31 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|stand31 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|31 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|32 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|stand32 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|32 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|33 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|stand33 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|33 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|34 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|stand34 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|34 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|35 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|stand35 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|35 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|36 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|stand36 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|36 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|37 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|stand37 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|37 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|38 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|stand38 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|38 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|39 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|stand39 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|39 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''40''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|'''default''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''stand40''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|40 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; height=&amp;quot;20px&amp;quot;&amp;gt;|'''''ANIMATION''''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot; height=&amp;quot;20px&amp;quot;&amp;gt;|'''FRAME #''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot; height=&amp;quot;20px&amp;quot;&amp;gt;|'''OFFSET''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot; height=&amp;quot;20px&amp;quot;&amp;gt;|'''ACTION DESCRIPTION''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot; height=&amp;quot;20px&amp;quot;&amp;gt;|'''FILE NAME''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot; height=&amp;quot;20px&amp;quot;&amp;gt;|'''NOTES''' &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |'''''RUN''''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|1 &lt;br /&gt;
|&amp;lt;width=&amp;quot;211px&amp;quot; |6&amp;gt;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|runs &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|run1 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|3 &lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;5&amp;quot; | &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''2''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|'''plants foot''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''run2''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|4 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|3 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|runs &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|run3 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|5 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|4 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|runs &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|run4 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|6 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''5''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|'''plants foot''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''run5''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|7 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|6 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|runs &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|run6 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|8 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; height=&amp;quot;20px&amp;quot;&amp;gt;|'''''ANIMATION''''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot; height=&amp;quot;20px&amp;quot;&amp;gt;|'''FRAME #''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot; height=&amp;quot;20px&amp;quot;&amp;gt;|'''OFFSET''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot; height=&amp;quot;20px&amp;quot;&amp;gt;|'''ACTION DESCRIPTION''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot; height=&amp;quot;20px&amp;quot;&amp;gt;|'''FILE NAME''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot; height=&amp;quot;20px&amp;quot;&amp;gt;|'''NOTES''' &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |'''''ATTACK''''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''1''' &lt;br /&gt;
|&amp;lt;width=&amp;quot;211px&amp;quot; |8&amp;gt;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|'''POW (-6.4, -10.3, 28.0)''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''attack1''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|2 &lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot; | &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|2 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|recoils &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|attack2 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|3 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|3 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|reaches up to cock weapon &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|attack3 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|4 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|4 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|pulls slide back &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|attack4 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|5 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''5''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|'''slide back''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''attack5''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|6 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''6''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|'''slide forward''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''attack6''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|7 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|7 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|returns to default &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|attack7 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|8 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''8''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|'''default''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''attack8''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|9 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |'''''ANIMATION''''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''FRAME #''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|'''OFFSET''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|'''ACTION DESCRIPTION''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''FILE NAME''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|'''NOTES''' &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |'''''PAIN 1''''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|1 &lt;br /&gt;
|&amp;lt;width=&amp;quot;211px&amp;quot; |4&amp;gt;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|'''OUCH!''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|pain101 &lt;br /&gt;
|&amp;lt;width=&amp;quot;66px&amp;quot; |4&amp;gt;| &lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|2 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|recovers &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|pain102 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|3 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|default &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|pain103 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|4 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|default &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|pain104 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |'''''ANIMATION''''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''FRAME #''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|'''OFFSET''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|'''ACTION DESCRIPTION''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''FILE NAME''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|'''NOTES''' &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |'''''PAIN 2''''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|1 &lt;br /&gt;
|&amp;lt;width=&amp;quot;211px&amp;quot; |4&amp;gt;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|'''OUCH!''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|pain201 &lt;br /&gt;
|&amp;lt;width=&amp;quot;66px&amp;quot; |4&amp;gt;| &lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|2 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|recovers &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|pain202 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|3 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|default &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|pain203 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|4 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|default &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|pain204 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |'''''ANIMATION''''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''FRAME #''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|'''OFFSET''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|'''ACTION DESCRIPTION''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''FILE NAME''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|'''NOTES''' &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |'''''PAIN 3''''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|1 &lt;br /&gt;
|&amp;lt;width=&amp;quot;211px&amp;quot; |4&amp;gt;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|'''OUCH!''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|pain301 &lt;br /&gt;
|&amp;lt;width=&amp;quot;66px&amp;quot; |4&amp;gt;| &lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|2 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|recovers &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|pain302 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|3 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|default &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|pain303 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|4 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|default &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|pain304 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |'''''ANIMATION''''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''FRAME #''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|'''OFFSET''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|'''ACTION DESCRIPTION''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''FILE NAME''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|'''NOTES''' &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |'''''JUMP''''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''1''' &lt;br /&gt;
|&amp;lt;width=&amp;quot;211px&amp;quot; |6&amp;gt;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|'''JUMP''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''jump1''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|2 &lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;5&amp;quot; | &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|2 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|airborn &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|jump2 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|3 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|3 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|airborn &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|jump3 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|4 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''4''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|'''LANDS''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''jump4''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|5 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|5 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|recovers &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|jump5 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|6 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''6''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|'''default''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''jump6''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|7 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |'''''ANIMATION''''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''FRAME #''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|'''OFFSET''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|'''ACTION DESCRIPTION''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''FILE NAME''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|'''NOTES''' &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |'''''FLIPOFF''''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|1 &lt;br /&gt;
|&amp;lt;width=&amp;quot;211px&amp;quot; |12&amp;gt;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|reaches up for the finger &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|flip01 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|2 &lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;11&amp;quot; | &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|2 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|reaches up for the finger &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|flip02 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|3 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|3 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|fuck you &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|flip03 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|4 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|4 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|fuck you &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|flip04 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|5 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|5 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|fuck you &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|flip05 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|6 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|6 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|fuck you &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|flip06 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|7 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|7 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|fuck you &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|flip07 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|8 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|8 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|fuck you &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|flip08 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|9 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|9 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|fuck you &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|flip09 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|10 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|10 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|returns to default &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|flip10 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|11 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|11 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|returns to default &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|flip11 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|12 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''12''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|'''default''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''flip12''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|13 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; height=&amp;quot;8px&amp;quot;&amp;gt;|'''''ANIMATION''''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot; height=&amp;quot;8px&amp;quot;&amp;gt;|'''FRAME #''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot; height=&amp;quot;8px&amp;quot;&amp;gt;|'''OFFSET''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot; height=&amp;quot;8px&amp;quot;&amp;gt;|'''ACTION DESCRIPTION''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot; height=&amp;quot;8px&amp;quot;&amp;gt;|'''FILE NAME''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot; height=&amp;quot;8px&amp;quot;&amp;gt;|'''NOTES''' &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |'''''SALUTE''''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|1 &lt;br /&gt;
|&amp;lt;width=&amp;quot;211px&amp;quot; |11&amp;gt;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|brings arm up &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|salute01 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|2 &lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;10&amp;quot; | &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|2 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|brings arm up &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|salute02 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|3 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''3''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|'''SALUTE!''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''salute03''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|4 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|4 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|holds salute &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|salute04 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|5 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|5 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|holds salute &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|salute05 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|6 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|6 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|holds salute &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|salute06 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|7 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''7''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|'''pops salute''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''salute07''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|8 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|8 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|holds &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|salute08 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|9 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|9 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|returns to default &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|salute09 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|10 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|10 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|returns to default &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|salute10 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|11 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''11''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|'''default''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''salute11''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|13 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |'''''ANIMATION''''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''FRAME #''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|'''OFFSET''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|'''ACTION DESCRIPTION''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''FILE NAME''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|'''NOTES''' &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |'''''TAUNT''''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|1 &lt;br /&gt;
|&amp;lt;width=&amp;quot;211px&amp;quot; |17&amp;gt;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|reaches for crotch &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|taunt01 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|2 &lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;16&amp;quot; | &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|2 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|reaches for crotch &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|taunt02 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|3 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|3 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|grabs crotch &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|taunt03 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|4 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|4 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|grabs crotch &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|taunt04 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|5 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|5 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|grabs crotch &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|taunt05 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|6 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|6 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|grabs crotch &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|taunt06 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|7 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|7 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|grabs crotch &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|taunt07 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|8 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''8''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|'''grabs UP!''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''taunt08''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|9 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|9 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|grabs crotch &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|taunt09 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|10 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|10 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|grabs crotch &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|taunt10 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|11 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|11 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|grabs crotch &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|taunt11 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|12 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''12''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|'''grabs UP!''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''taunt12''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|13 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|13 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|grabs crotch &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|taunt13 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|14 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|14 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|returns to default &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|taunt14 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|15 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|15 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|returns to default &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|taunt15 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|16 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|16 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|returns to default &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|taunt16 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|17 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''17''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|'''default''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''taunt17''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|18 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |'''''ANIMATION''''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''FRAME #''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|'''OFFSET''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|'''ACTION DESCRIPTION''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''FILE NAME''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|'''NOTES''' &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |'''''WAVE''''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|1 &lt;br /&gt;
|&amp;lt;width=&amp;quot;211px&amp;quot; |11&amp;gt;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|brings arm up to wave &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|wave01 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|2 &lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;10&amp;quot; | &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|2 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|brings arm up to wave &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|wave02 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|3 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''3''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|'''waves''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''wave03''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|4 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''4''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|'''waves''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''wave04''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|5 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''5''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|'''waves''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''wave05''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|6 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''6''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|'''waves''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''wave06''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|7 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|7 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|returns to default &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|wave07 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|8 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|8 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|returns to default &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|wave08 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|9 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|9 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|returns to default &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|wave09 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|10 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|10 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|returns to default &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|wave10 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|11 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''11''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|'''default''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''wave11''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|12 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |'''''ANIMATION''''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''FRAME #''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|'''OFFSET''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|'''ACTION DESCRIPTION''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''FILE NAME''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|'''NOTES''' &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |'''''POINT''''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|1 &lt;br /&gt;
|&amp;lt;width=&amp;quot;211px&amp;quot; |12&amp;gt;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|raises hand to point &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|point01 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|2 &lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;11&amp;quot; | &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|2 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|raises hand to point &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|point02 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|3 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|3 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|raises hand to point &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|point03 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|4 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|4 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|points &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|point04 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|5 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|5 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|points &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|point05 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|6 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|6 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|points &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|point06 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|7 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|7 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|points &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|point07 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|8 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|8 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|points &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|point08 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|9 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|9 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|points &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|point09 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|10 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|10 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|returns to default &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|point10 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|11 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|11 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|returns to default &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|point11 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|12 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|12 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|default &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|point12 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|13 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |'''''ANIMATION''''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''FRAME #''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|'''OFFSET''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|'''ACTION DESCRIPTION''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''FILE NAME''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|'''NOTES''' &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |'''''CROUCH STAND''''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|1 &lt;br /&gt;
|&amp;lt;width=&amp;quot;211px&amp;quot; |19&amp;gt;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|crstnd01 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|3 &lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;18&amp;quot; | &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|2 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|crstnd02 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|4 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|3 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|crstnd03 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|5 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|4 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|crstnd04 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|6 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|5 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|crstnd05 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|7 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|6 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|crstnd06 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|8 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|7 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|crstnd07 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|9 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|8 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|crstnd08 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|10 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|9 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|crstnd09 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|11 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|10 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|crstnd10 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|12 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|11 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|crstnd11 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|13 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|12 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|crstnd12 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|14 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|13 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|crstnd13 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|15 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|14 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|crstnd14 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|16 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|15 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|crstnd15 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|17 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|16 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|crstnd16 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|18 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|17 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|crstnd17 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|19 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|18 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|crstnd18 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|20 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|19 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|idle &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|crstnd19 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|21 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |'''''ANIMATION''''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''FRAME #''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|'''OFFSET''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|'''ACTION DESCRIPTION''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''FILE NAME''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|'''NOTES''' &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |'''''CROUCH WALK''''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''1''' &lt;br /&gt;
|&amp;lt;width=&amp;quot;211px&amp;quot; |6&amp;gt;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|'''plants foot''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''crwalk1''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|3 &lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;5&amp;quot; | &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|2 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|walks &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|crwalk2 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|4 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''3''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|walks &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|crwalk3 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|5 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''4''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|'''plants foot''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''crwalk4''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|6 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|5 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|walks &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|crwalk5 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|7 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|6 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|walks &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|crwalk6 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|8 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |'''''ANIMATION''''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''FRAME #''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|'''OFFSET''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|'''ACTION DESCRIPTION''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''FILE NAME''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|'''NOTES''' &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |'''''CROUCH ATTACK''''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''1''' &lt;br /&gt;
|&amp;lt;width=&amp;quot;211px&amp;quot; |9&amp;gt;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|'''POW''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''crattak1''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|4 &lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;8&amp;quot; | &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|2 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|recoils &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|crattak2 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|5 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|3 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|recoils &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|crattak3 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|6 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|4 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|reaches for slide &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|crattak4 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|7 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''5''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|'''pulls slide forward''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''crattak5''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|8 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''6''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|'''pulls slide back''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''crattak6''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|9 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|7 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|returns to default &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|crattak7 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|10 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|8 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|returns to default &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|crattak8 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|11 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''9''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|'''default''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''crattak9''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|12 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |'''''ANIMATION''''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''FRAME #''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|'''OFFSET''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|'''ACTION DESCRIPTION''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''FILE NAME''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|'''NOTES''' &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |'''''CROUCH PAIN''''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''1''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|-2 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|'''OUCH!''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''crpain1.tri''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|'''3''' &lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; | &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|2 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|-2 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|recoils &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|crpain2.tri &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|'''4''' &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|3 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|1 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|recoils &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|crpain3.tri &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|'''5''' &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''4''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|3 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|'''crouch default''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''crpain4.tri''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|'''6''' &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |'''''ANIMATION''''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''FRAME #''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|'''OFFSET''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|'''ACTION DESCRIPTION''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''FILE NAME''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|'''NOTES''' &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |'''''CROUCH DEATH''''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''1''' &lt;br /&gt;
|&amp;lt;width=&amp;quot;211px&amp;quot; |5&amp;gt;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|'''OUCH''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''crdeath1''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|3 &lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot; | &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|2 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|dying &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|crdeath2 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|4 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|3 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|dying &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|crdeath3 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|5 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|4 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|dying &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|crdeath4 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|6 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''5''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|'''dead''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''crdeath5''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|7 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |'''''ANIMATION''''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''FRAME #''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|'''OFFSET''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|'''ACTION DESCRIPTION''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''FILE NAME''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot;&amp;gt;|'''NOTES''' &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |'''''DEATH 1''''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''1''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|0 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|'''OUCH''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''death101''' &lt;br /&gt;
|&amp;lt;width=&amp;quot;66px&amp;quot; |6&amp;gt;| &lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;5&amp;quot; | &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|2 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|0 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|body settles &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|death102 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|3 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|'''-14''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|body settles &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|death103 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|4 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|19 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|body settles &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|death104 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|5 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|5 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|body settles &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|death105 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''6''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|'''-2''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|'''dead''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''death106''' &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; height=&amp;quot;18px&amp;quot;&amp;gt;|'''''ANIMATION''''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot; height=&amp;quot;18px&amp;quot;&amp;gt;|'''FRAME #''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot; height=&amp;quot;18px&amp;quot;&amp;gt;|'''OFFSET''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot; height=&amp;quot;18px&amp;quot;&amp;gt;|'''ACTION DESCRIPTION''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot; height=&amp;quot;18px&amp;quot;&amp;gt;|'''FILE NAME''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot; height=&amp;quot;18px&amp;quot;&amp;gt;|'''NOTES''' &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |'''''DEATH 2''''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''1''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|0 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|'''OUCH''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''death201''' &lt;br /&gt;
|&amp;lt;width=&amp;quot;66px&amp;quot; |6&amp;gt;| &lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;5&amp;quot; | &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|2 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|0 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|body settles &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|death202 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|3 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|'''-11''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|body settles &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|death203 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|4 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|'''-5''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|body settles &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|death204 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|5 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|0 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|body settles &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|death205 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''6''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|0 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|'''dead''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''death206''' &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; height=&amp;quot;11px&amp;quot;&amp;gt;|'''''ANIMATION''''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot; height=&amp;quot;11px&amp;quot;&amp;gt;|'''FRAME #''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot; height=&amp;quot;11px&amp;quot;&amp;gt;|'''OFFSET''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot; height=&amp;quot;11px&amp;quot;&amp;gt;|'''ACTION DESCRIPTION''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot; height=&amp;quot;11px&amp;quot;&amp;gt;|'''FILE NAME''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;66px&amp;quot; height=&amp;quot;11px&amp;quot;&amp;gt;|'''NOTES''' &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; |'''''DEATH 3''''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''1''' &lt;br /&gt;
|&amp;lt;width=&amp;quot;211px&amp;quot; |8&amp;gt;| &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|'''OUCH''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''death301''' &lt;br /&gt;
|&amp;lt;width=&amp;quot;66px&amp;quot; |8&amp;gt;| &lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;7&amp;quot; | &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|2 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;213px&amp;quot;&amp;gt;|body settles &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|death302 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|3 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|body settles &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|death303 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|4 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|body settles &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|death304 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|5 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|body settles &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|death305 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|6 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|body settles &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|death306 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|7 &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|body settles &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|death307 &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;61px&amp;quot;&amp;gt;|'''8''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;211px&amp;quot;&amp;gt;|'''dead''' &lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; width=&amp;quot;83px&amp;quot;&amp;gt;|'''death308'''&lt;/div&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/OldSiteResourcesQuake2Md2ReadmeTemplate</id>
		<title>OldSiteResourcesQuake2Md2ReadmeTemplate</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/OldSiteResourcesQuake2Md2ReadmeTemplate"/>
				<updated>2006-06-09T06:05:27Z</updated>
		
		<summary type="html">&lt;p&gt;VitoMiliano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;INSERT DATE HERE&amp;gt;&lt;br /&gt;
================================================================&lt;br /&gt;
Model Name              : &amp;lt;NAME HERE&amp;gt;&lt;br /&gt;
installation directory  : quake2/baseq2/players/&amp;lt;DIR HERE&amp;gt;&lt;br /&gt;
Author                  : &amp;lt;YOUR NAME&amp;gt;&lt;br /&gt;
Skin Author 		: &amp;lt;Skinners name&amp;gt;  *only if different to modeler*&lt;br /&gt;
Email Address           : &amp;lt;YOUR ADDRESSS&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Model description       : &amp;lt;DESCRIPTION HERE&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Other info              : &amp;lt;OTHER STUFF&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Additional Credits to   : &amp;lt;id Software, etc etc &amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thanks to               : &amp;lt;PPL TO THANK&amp;gt;&lt;br /&gt;
================================================================&lt;br /&gt;
* Play Information *&lt;br /&gt;
&lt;br /&gt;
New Sounds              : &amp;lt;YES/NO&amp;gt;&lt;br /&gt;
CTF Skins               : &amp;lt;YES/NO&amp;gt;&lt;br /&gt;
VWEP Support            : &amp;lt;YES/NO&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Construction *&lt;br /&gt;
Poly Count              : &amp;lt;### polys&amp;gt;&lt;br /&gt;
Vert Count              : &amp;lt;### Verts&amp;gt;&lt;br /&gt;
Skin Count              : &amp;lt;## Skins&amp;gt;&lt;br /&gt;
Base                    : &amp;lt;New model or modified exsisting model&amp;gt;&lt;br /&gt;
Editor used             : &amp;lt;What editors you used&amp;gt;&lt;br /&gt;
Known Bugs              : &amp;lt;Any bugs&amp;gt;&lt;br /&gt;
Build/Animation time    : &amp;lt;time&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* How to use this model *&lt;br /&gt;
&lt;br /&gt;
&amp;lt;INSTALLATION INFO&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Copyright / Permissions *&lt;br /&gt;
&lt;br /&gt;
QUAKE(R) and QUAKE II(R) are registered trademarks of id Software, Inc.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Other Legal info about the use of your model&amp;gt;&lt;/div&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/OldSiteResourcesQuake2</id>
		<title>OldSiteResourcesQuake2</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/OldSiteResourcesQuake2"/>
				<updated>2006-06-09T06:04:03Z</updated>
		
		<summary type="html">&lt;p&gt;VitoMiliano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
You have a bunch of high powered weapons, and you run from room to room killing anything that moves.  That's the gist of Quake2.  But that's ok because most of use enjoy the online death matching, which is why we do models in the first place, more.&lt;br /&gt;
&lt;br /&gt;
'''[tools.shtml Tools]'''&lt;br /&gt;
&lt;br /&gt;
A variety of utilities to help you get through the night on your modeling efforts for Q2.&lt;br /&gt;
&lt;br /&gt;
'''[tutorials.shtml Tutorials]'''&lt;br /&gt;
&lt;br /&gt;
You want to see how to do any aspect of Q2 modeling, we got the goods and some links too.&lt;br /&gt;
&lt;br /&gt;
[q2frameslist.shtml Frames List]&lt;br /&gt;
&lt;br /&gt;
It's not quite a tools, and it's definitely not a tutorial, so the frames list for Quake2 player models gets its own section.  If you want to pursue Quake2 player models, you will need this chart to be able to arrange your frames correctly.&lt;br /&gt;
&lt;br /&gt;
'''[FAQ.shtml FAQ]'''&lt;br /&gt;
&lt;br /&gt;
Got the number one question of Q2 player models answered as well as links to a couple more FAQs.&lt;/div&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/OldSiteResourcesQuake2PpmTroubleshooting</id>
		<title>OldSiteResourcesQuake2PpmTroubleshooting</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/OldSiteResourcesQuake2PpmTroubleshooting"/>
				<updated>2006-06-09T05:51:29Z</updated>
		
		<summary type="html">&lt;p&gt;VitoMiliano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
''''''TROUBLESHOOTING PLUG-IN PLAYER MODELS -by Stecki''''''&lt;br /&gt;
&lt;br /&gt;
* Please read the text file included with most PPM's (and files for that matter) before contacting the authors. Many times, troubleshooting is addressed in those files. Also, they may give website addresses that can point you in the right direction to solving your problems...&lt;br /&gt;
* Okay, so you downloaded the latest PPM and it's not showing up. There are a few simple things you can check out before you fire off the e-mails to the author of the PPM or hit the [http://dynamic.gamespy.com/~q2pmp/ubb/Ultimate.cgi messageboards].&lt;br /&gt;
* If your PPM isn't showing up at all in the Multiplayer Selection Screen, then the most likely solution is to make sure there no files, except subdirectories in the baseq2/players folder. If there is even a hidden file in this directory, it can cause this error. So make sure the baseq2/players directory is clear of all files except the directories for the PPM's themselves.&lt;br /&gt;
* If this does not work, then the first step in troubleshooting is to rename the male marine to something else, and rename the troubled PPM to male. See if you even see the model, since the male model should always work.&lt;br /&gt;
* If it's not coming up now, check to make sure that the skins have a corresponding icon file. For example, if a skin is named &amp;quot;waste.pcx&amp;quot;  it must have a file that corresponds with it called &amp;quot;waste_i.pcx&amp;quot; If this file isn't there, create one. Q2 needs this file so that it can register the skin (and consequently the model).&lt;br /&gt;
* After this, if it's still not showing up, there is most likely an error with the model, check with the site you got it from for info. Read the Text file included with the downloaded file!&lt;br /&gt;
* Perhaps you are getting a NULL SKIN ERROR or similar message. This is a pretty common error. What it basically is telling you is that it doesn't understand what skin or where the skin is that goes on the model, so Q2 doesn't know what to do. This is a linking problem most likely. It is easily fixed, provided you have the tools. The best tool to correct this error is Npherno's Skin Tool (NST). This is a great program and easy to use, so don't worry. Load up NST and open the model that is giving you the error. It will ask if you want to load in some skins. Just say no. You wont see anything in the windows, and the palette will be a grayscale. This is normal. The model is there, you just can't see it yet. Go to the menu marked skins, and select open (or Shift+O). Find the skin that corresponds to the model. When you open it, the Q2 palette should replace the gray scale palette, and the model should be in the window along with the skin.&lt;br /&gt;
* Now open skins menu again, and select link (Shift+L). The skin is now linked to the file. Save the model out (remember to back up the original, just in case) and try running Q2 again. If it is still giving you the problem, do the same thing again, except unlink (Ctrl+L) the skin this time, and resave the model.&lt;br /&gt;
* This should fix it, and this has worked (sometimes linking, and sometimes unlinking) on various machines with different people I have talked to.&lt;br /&gt;
* This should help you out, and this does cover the most common errors mentioned. I can't stress enough about reading the text files included with the models, as well as researching modeling sites on the web before emailing authors comments like &amp;quot;your PPM doesn't show up, help!&amp;quot; If you have tried to find answers on the web, and still can't figure it out, at least type up an intelligent letter that explains the circumstances of the error, and not the one liner ambiguous help. I usually respond with as much info as a get, so the less you give to work with, the less you'll get back.&lt;br /&gt;
''Stecki is a pro artist who runs a very nice personal web page, [http://www.frag.com/deconstruct/ Deconstruct]. ''&lt;/div&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/OldSiteResourcesQuake2Tutorials</id>
		<title>OldSiteResourcesQuake2Tutorials</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/OldSiteResourcesQuake2Tutorials"/>
				<updated>2006-06-09T05:45:12Z</updated>
		
		<summary type="html">&lt;p&gt;VitoMiliano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
'''Quake2 Tutorials'''&lt;br /&gt;
&lt;br /&gt;
[tutorials/Custom%20VWEP.shtml Custom VWep tutorial]  by [http://www.netcom.ca/~jmoffatt Nemesis] - Shows the basics behind giving your model VWep support.  If you want an instantly popular model, follow the steps within and watch the glory fall at your feet.&lt;br /&gt;
&lt;br /&gt;
[http://weber.u.washington.edu/~vondoom/misc/skintut/skins.html Doctor Doom's Fun with Skins] by [mailto:vondoom@u.washington.edu Doctor Doom]  - Dr. Doom has given us the basics of doing the skin mapping and painting for box of shotgun shells in NST and Paint Shop Pro. A must for anyone wanting to learn to do their own model's skins and mappings.&lt;br /&gt;
&lt;br /&gt;
[tutorials/NST_Tut01/NST_Tut01.shtml NST Tutorials] - Instructs on the use of NPherno's Skin Tool.  They are a little rough, but they should get you pointed in the right direction.&lt;br /&gt;
&lt;br /&gt;
[http://members.xoom.com/JohnHsia/tut3/tut3.html NST Tutorial] by John Hsia - It's similar to the one above but he says it in a different way. So if others don't work for you, try this one.&lt;br /&gt;
&lt;br /&gt;
[tutorials/NST_RetroMap.shtml NST Retro Mapping Tutorial] by Space Dog - shows how to use the new function in NST .09b3.   It basically allows you to redo an existing skin mapping layout and then suck the pixels off the old skins and into correct arrangement in the new mapping layout.  A very useful tool for saving time and effort when you need to edit your model.&lt;br /&gt;
&lt;br /&gt;
[tutorials/NGLV/NGLV.shtml NPherno's GL Viewer Tutorial] by [mailto:melkior@usa.net rogue13] - A Quick and dirty primer on using NPherno's GL Viewer.&lt;br /&gt;
&lt;br /&gt;
[tutorials/Weapon%20Skin%20Linking.shtml Weapon Skin Linking] by [mailto:melkior@usa.net rogue13]  - If you're clueless to how to link your weapon model's skin or you're seeing the nasty nullskin warning, this is the place to go.&lt;/div&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/OldSiteResourcesQuake2WeaponSkinLinking</id>
		<title>OldSiteResourcesQuake2WeaponSkinLinking</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/OldSiteResourcesQuake2WeaponSkinLinking"/>
				<updated>2006-06-09T05:43:47Z</updated>
		
		<summary type="html">&lt;p&gt;VitoMiliano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
'''Weapon Skin Linking'''&lt;br /&gt;
&lt;br /&gt;
by rogue13&lt;br /&gt;
&lt;br /&gt;
A lot of beginning modelers have a problem with correctly linking the weapon model's skin to the weapon.  This creates the nasty &amp;quot;nullskin&amp;quot; warning one or two of you may have seen before.   So with that in mind I've written a tutorial on this arduous task.  This will work for any model with the requirements listed and should be easy enough that any user can fix any model that they have problems with.&lt;br /&gt;
&lt;br /&gt;
This only works for Quake2 models and will work for any model that has its skins not in a PAK file. Usually the weapon and its skin are in the player model directory and tutorial follows this assumption.&lt;br /&gt;
&lt;br /&gt;
# Open the weapon model in [[q2pmp/dev central1/tools.htm|NST]], and pull down the '''Skins''' menu.   From here '''D''''''elete/Close''' the current skin. You may have to do this a couple of times until the model goes black and the Skins listing is blank.&lt;br /&gt;
# Now under the '''File''' menu go to '''Save As''' and save on top of the weapon model under the proper directory.&lt;br /&gt;
# Close [[q2pmp/dev central1/tools.htm|NST]] and reopen it.  [this is just to be completely sure that everything is fine]&lt;br /&gt;
# Manually reopen the model even if it loaded automatically, again just to be sure.&lt;br /&gt;
# Under the '''Skins''' menu select the weapon's skin under the '''Open''' command.&lt;br /&gt;
# Now you should be seeing the skin correctly. Under the '''Skins''' menu go to '''Link''' and re-pick the exact same skin. It is now linked correctly.&lt;br /&gt;
# Under the '''File''' menu, do another '''Save As''' on top of the model again and you should be gold.  If you close [[q2pmp/dev central1/tools.htm|NST]] and reopen it, NST should automatically reload the skin.&lt;/div&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/OldSiteResourcesQuake2TutorialsNstRetroMap</id>
		<title>OldSiteResourcesQuake2TutorialsNstRetroMap</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/OldSiteResourcesQuake2TutorialsNstRetroMap"/>
				<updated>2006-06-09T05:42:16Z</updated>
		
		<summary type="html">&lt;p&gt;VitoMiliano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Space Dog's Retro-Map Tutorial&lt;br /&gt;
&lt;br /&gt;
'''Explaination of Skin Mapping for Newbies'''&lt;br /&gt;
&lt;br /&gt;
     Every model has a set of coordinates, usually referred to as the &amp;quot;skin mapping&amp;quot;, that maps a skin to the model's surface. Since no two models have the same skin mapping, skins for one model cannot be used on another.&lt;br /&gt;
&lt;br /&gt;
'''Explaination of Retro-Map'''&lt;br /&gt;
&lt;br /&gt;
     Simply put, Retro-Map takes your skins made for an old skin mapping and rearranges the pixels to create a new skins for a different skin mapping. There are several reasons you'd want to do this: First of all, there's the simple fact that everyone makes mistakes. You may decide after finishing a skin that the skin waste is way to high, or that the layout of the skin is less than optimal, and when that happens, you'd rather not have to completely start a skin from scratch. Another reason is that you may want to use a photograph as your skin, and you need to rearrange it to fit a pre-existing skin mapping.&lt;br /&gt;
&lt;br /&gt;
'''How It Works'''&lt;br /&gt;
&lt;br /&gt;
     Open a copy of the model with the old skin mapping in NST. Let's assume you want to Retro-Map the entire mesh, so click &amp;quot;Mapping-&amp;gt;Select All&amp;quot;, then click &amp;quot;Mapping-&amp;gt;Export&amp;quot;. Enter a file name (in this tutorial we'll call the file &amp;quot;oldmapping.nmp&amp;quot;) and save.&lt;br /&gt;
&lt;br /&gt;
     Now open the model with the new skin mapping. Click &amp;quot;Mapping-&amp;gt;Select All&amp;quot; again, then click &amp;quot;Mapping-&amp;gt;Retro-Map&amp;quot;. A pop-up file dialog will appear. Find the skin you want to retro-map and double-click. Next, a second file dialog will appear, and this time you'll want to find &amp;quot;oldmapping.nmp&amp;quot; and double-click. That's it. The retro-mapped skin should appear before your very eyes.&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;Black Edge&amp;quot; Phenomenon'''&lt;br /&gt;
&lt;br /&gt;
     As some of you already know, NST isn't exactly perfect when it comes the edges of your skin mapping, and the Retro-Map feature is no exception. When retro-mapping, NST will drop some pixels that lie on the very edges of your skin mapping. Since skinners usually us a black background for their skins, the result is usually a series of black triangles that line the edges of your model in Quake 2 software mode, and definite black seams on your model in OpenGL mode. You will have to compensate for this problem by filling in the missing pixels.&lt;br /&gt;
&lt;br /&gt;
'''Double Your Skin Size, Double Your Fun'''&lt;br /&gt;
&lt;br /&gt;
     Retro-Map doesn't do any blending of pixels, so if a sizable area of a skin is retro-mapped to a relatively small area in the new skin, you'll get a sort of non-mipmapped glittery effect that looks especially bad if the area had a lot of detail. One way to fix this is to double the scale of everything (doubling the skin size for both skin mappings as well as doubling the size of the skin), performing the Retro-Map at the increased scale, then shrinking the resulting skin down to the original size. It should be noted, however, that this process is labor intensive and often unnecessary.&lt;br /&gt;
&lt;br /&gt;
'''You Ought To Be In Pictures'''&lt;br /&gt;
&lt;br /&gt;
     Say you want to Retro-Map a photograph to fit the skin mapping for your model. Create a skin mapping that matches the layout on the photograph and export it to an NMP file. (DO NOT SAVE THE MODEL!) Then load up your model with the original skin mapping and Retro-Map the photograph using the NMP file you just saved. Easy as cake!&lt;br /&gt;
&lt;br /&gt;
'''Showing Your True Color'''&lt;br /&gt;
&lt;br /&gt;
     &amp;quot;Oh, no!&amp;quot;, you cry. &amp;quot;I work on my skins in 24-bit color and then reduce them to the Quake 2 pallette, and NST only supports 256 colors! How do I retro-map my beautiful true color images???&amp;quot;&lt;br /&gt;
&lt;br /&gt;
     Okay, so maybe you're not thinking that. However, there are some situations you'll want to do this, especially if you're developing a model for both Q2 and Quake III Arena formats at the same time. Here's the solution: First, get a copy of Paint Shop Pro 5.01. (Note: You may be able to do the following with another graphics editor, such as Photoshop. You'll have to check the features of your software.) Load up your image, break it up into Red, Green and Blue channels, and save each channel as a 256 color PCX or BMP file. Since NST supports any 256 pallette rather than just the Q2 pallette, you can retro-map the three images one at a time, then recombine the channels in Paint Shop Pro once you're done. For best results, you may want to combine this with the scale doubling technique I mentioned earlier.&lt;/div&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/OldSiteResourcesQuake2TutorialsCustomVwep</id>
		<title>OldSiteResourcesQuake2TutorialsCustomVwep</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/OldSiteResourcesQuake2TutorialsCustomVwep"/>
				<updated>2006-06-09T05:35:40Z</updated>
		
		<summary type="html">&lt;p&gt;VitoMiliano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
'''Custom             VWEP'''&lt;br /&gt;
&lt;br /&gt;
by [http://www.netcom.ca/~jmoffatt Nemesis]&lt;br /&gt;
&lt;br /&gt;
'''What             you will need'''&lt;br /&gt;
&lt;br /&gt;
3DS             MAX 1.2 or 2.&lt;br /&gt;
             MDL model editor and asc exporter for 3DS MAX&lt;br /&gt;
             and this handy little zip I made for you: [http://asp.planetquake.com/dl/dl.asp?q2pmp/vwepfile.zip vwepfile.zip]&lt;br /&gt;
&lt;br /&gt;
             '''Step One: Importing weapons into MAX'''&lt;br /&gt;
&lt;br /&gt;
            First open up your Model that you             created in 3DS MAX. Then import all the 3ds files that I included in             the zip. If you already had a weapon from before that was animated             then the best thing to do is to position and scale the models you             just imported at the first frame. Then link the new weapons to the             old weapon. This will make them follow the movement of your old             weapon. Don't know how to link them? Use the link button!&lt;br /&gt;
&lt;br /&gt;
             '''Step Two: Exporting weapons from MAX'''&lt;br /&gt;
&lt;br /&gt;
            Now you will need to go into the             Utilities section of MAX and use the ascii exporter. First make sure             you time frame is set for frames 0 - 172 or like I have 1 - 173             (this is cause there are no animation’s for weapons when you die).             Then click ascii object output click the &amp;quot;pick object&amp;quot;             button and select a weapon. You will be prompted to name the output,             What I did was create a folder for each weapon and named each weapon             according to its proper name. Example: w_rlauncher.asc in the             w_rlauncher folder.&lt;br /&gt;
             Your computer will now make 173 asc files of that weapon model into             that folder. Repeat these steps for each of the weapons.&lt;br /&gt;
&lt;br /&gt;
              '''Step Three: Importing weapons into MDL'''&lt;br /&gt;
&lt;br /&gt;
            OK open up MDL. The open up the             sshotgun.md2 that I included in the zip. Notice that there is only             one frame, I deleted all the other frames for you so you better             thank me. OK now click File/Import/Import append frames. You will             then be prompted to select your sshotgun.asc files. It is important             for you to do this right: select sshotgun173.asc first then while             holding shift select sshotgun001.asc, all the sshotgun files should             be highlighted now so click OK. If you don’t select the files like             this then the order gets screwed up (maybe he fixed this in new             version but I don't know).&lt;br /&gt;
&lt;br /&gt;
             Now that you have imported all these files you can delete that first             frame that was there before. Don't delete this frame before you             import your frames or else you will get some errors because you have             0 frames. Now click File/export/export to md2 and save you model in             the same directory as you model's tris.md2 using its proper name             e.g.: sshotgun.md2. You will then be asked to chose a skin, if you             have unpacked the models and skins from the vwep pack file then you             just have to point to them. If you haven't unpacked the vwep zip             then go unpack it you fool! What? you don't have an unpacker OK go             here: [http://goldrush.com/~hicks/adquedit/ Adquedit]&lt;br /&gt;
&lt;br /&gt;
             You should now have a nice perfect sshotgun.md2 that works perfectly             with your model. Do those last steps for the rest of the weapons and             frag me baby.&lt;/div&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/OldSiteResourcesQuake2TutorialsNstTut1</id>
		<title>OldSiteResourcesQuake2TutorialsNstTut1</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/OldSiteResourcesQuake2TutorialsNstTut1"/>
				<updated>2006-06-09T05:31:54Z</updated>
		
		<summary type="html">&lt;p&gt;VitoMiliano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
'''Down             and Dirty Tutorials For NST'''&lt;br /&gt;
&lt;br /&gt;
'''Tools             needed for this tutorial'''&lt;br /&gt;
&lt;br /&gt;
Npherno's             Skin Tool&lt;br /&gt;
&lt;br /&gt;
a             model of some type in MD2 format.&lt;br /&gt;
&lt;br /&gt;
'''Overview'''&lt;br /&gt;
&lt;br /&gt;
These             tutorials are pulled from the set of posts I put up on the Message             Board.  I've attempted to spell check and flesh them out a bit             more, but I'm afraid they will also require a little thinking on             your end as well. You may need to do a little trial and error as             well.  Good luck with these and your own models.  -             rogue13&lt;br /&gt;
&lt;br /&gt;
'''Skin             Mapping'''&lt;br /&gt;
&lt;br /&gt;
This             exercise is for when you have a completed model in MD2 format and             you are ready to lay the polygons from the 3d model onto the 2d             skin.&lt;br /&gt;
&lt;br /&gt;
# In the 3d window, turn your model so you have a full view of one             side of an hand. For the purposes of this tutorial, I'll be remaping             the back of the left hand from the standard female model. It helps,             but not necessary, if you've done some of your animations already so             you can get into different tight areas as you cycle through the             frames. You want to be looking at the set of faces you're currently             interested in as perpendicular to the 3d viewing plane as possible.             Obviously it's impractical to line the view up for every single             face. So we make an educated guess and try to average the difference             between a set of faces.&lt;br /&gt;
&lt;br /&gt;
attachment:nst3.gif&lt;br /&gt;
&lt;br /&gt;
             2.Another tip to make your life easier: Check the color sections             I've put into my presets in the lower left of the screen.  The             green will display as unselected polys on the model and the red will             be selected.  Pick your own color scheme if my Xmas theme             doesn't do it for you.&lt;br /&gt;
&lt;br /&gt;
Now             make sure you've selected the triangle tool and have turned off the             camera mode. [ The 3rd and 1st buttons respectively, check the             screenshot as well. ] You can toggle between camera and edit modes             by hitting the space bar.&lt;br /&gt;
&lt;br /&gt;
Now             select the faces you are looking at mapping by holding the cursor             over the face and hitting the left mouse button.  The right             mouse button deselects it.&lt;br /&gt;
&lt;br /&gt;
attachment:new-3b.gif&lt;br /&gt;
&lt;br /&gt;
3.             Now select the rectangle tool [ 8th from the left ] and click and             drag a box onto the 2d skin that's vaguely the same proportions as             if you put a box around your selections in the 3d view.&lt;br /&gt;
&lt;br /&gt;
attachment:nst4.gif&lt;br /&gt;
&lt;br /&gt;
4.             Select the Rectangle pulldown menu and select the only option you             have, &amp;quot;Map from 3D View&amp;quot;  You'll get a dialog box up.             Until you get the hang of it, select &amp;quot;parallel&amp;quot; and             &amp;quot;no backfaces&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
attachment:nst5.gif&lt;br /&gt;
&lt;br /&gt;
You             should almost always say no backfaces.   If you know why             you shouldn't select that for a particular case, you're probably not             needing to be  read this tutorial.  The options here can             help you set up your skin to map several pieces of the model to the             same place of the skin.  This saves space for other sections of             the model and can help increase your level of detail that you can             put it.  Look at the dire avenger model and the terminator             models for good examples of this. These are also advanced concepts             and remember that although there is no undo, you can simply reselect             the faces and remap them again if you bungle something.&lt;br /&gt;
&lt;br /&gt;
Click             ok and the faces will appear in the rectangle on the 2d skin.               you'll also notice that the checkerboard pattern appears on the             model.  This is important. Npherno didn't pick the pattern on             accident.  It can help you arrange your skin so that you can             paint across different sections properly without texture sheer.&lt;br /&gt;
&lt;br /&gt;
attachment:nst6.gif&lt;br /&gt;
&lt;br /&gt;
'''Texture             Sheer'''&lt;br /&gt;
&lt;br /&gt;
Texture             Sheer: when a triangle is mapped to a section of the skin in such a             way that it causes the texture to warp excessively across the plane             of the polygon on the model.&lt;br /&gt;
&lt;br /&gt;
See             the first side picture of the hand that has some sheer, because of             the way the initial selection was laid down on the skin.  See             the second pic that I've adjusted the triangles and have gotten the             texture to blend better with the adjacent triangles.  This             tends to make for some wacky skin arrangements. Where you pull your             skin off of, and how its laid out can be an art to get right, if             you're so inclined.  This is something that takes time to get a             good feel for it and don't worry if you end up remapping a section a             couple of times to get it to lay out properly.  Of course             &amp;quot;properly&amp;quot; is subjective, here.&lt;br /&gt;
&lt;br /&gt;
attachment:nst7.gif attachment:nst8.gif&lt;br /&gt;
&lt;br /&gt;
'''Sticky             Mapping'''&lt;br /&gt;
&lt;br /&gt;
[             this is the raw post from the message board, I'll refine it at a             later date ]&lt;br /&gt;
&lt;br /&gt;
This             is for arranging the polygons on the 2d skin, once you've pulled             them off the model.&lt;br /&gt;
&lt;br /&gt;
1.             after you select the faces you want to move, hit the paperclip             button. this is the sticky mapping button.&lt;br /&gt;
&lt;br /&gt;
# now hold your cursor over the selected faces on the 2d skin and             click and hold the right mouse button, then drag the faces to where             you want.:&lt;br /&gt;
&lt;br /&gt;
3.             thats all you have to do :) but say you like the way a set of faces             are lined up but you just need to scale them to fit. no problem.: do             the same as above and hold the control key down, then click and drag             the right mouse button. it will scale in relation to each axis that             you drag the mouse button.:&lt;br /&gt;
&lt;br /&gt;
4. if             you've don this on an already skinned model, you are already quite             excited but I suggest that you do a quick scribble on some faces and             then experiment with the above concepts. you'll see why the button             is called &amp;quot;sticky mapping&amp;quot; it also works when you adjust             individual vertices.&lt;/div&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/OldSiteResourcesQuake2TutorialsNstTut1</id>
		<title>OldSiteResourcesQuake2TutorialsNstTut1</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/OldSiteResourcesQuake2TutorialsNstTut1"/>
				<updated>2006-06-09T05:29:07Z</updated>
		
		<summary type="html">&lt;p&gt;VitoMiliano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
'''Down             and Dirty Tutorials For NST'''&lt;br /&gt;
&lt;br /&gt;
'''Tools             needed for this tutorial'''&lt;br /&gt;
&lt;br /&gt;
Npherno's             Skin Tool&lt;br /&gt;
&lt;br /&gt;
a             model of some type in MD2 format.&lt;br /&gt;
&lt;br /&gt;
'''Overview'''&lt;br /&gt;
&lt;br /&gt;
These             tutorials are pulled from the set of posts I put up on the Message             Board.  I've attempted to spell check and flesh them out a bit             more, but I'm afraid they will also require a little thinking on             your end as well. You may need to do a little trial and error as             well.  Good luck with these and your own models.  -             rogue13&lt;br /&gt;
&lt;br /&gt;
'''Skin             Mapping'''&lt;br /&gt;
&lt;br /&gt;
This             exercise is for when you have a completed model in MD2 format and             you are ready to lay the polygons from the 3d model onto the 2d             skin.&lt;br /&gt;
&lt;br /&gt;
# In the 3d window, turn your model so you have a full view of one             side of an hand. For the purposes of this tutorial, I'll be remaping             the back of the left hand from the standard female model. It helps,             but not necessary, if you've done some of your animations already so             you can get into different tight areas as you cycle through the             frames. You want to be looking at the set of faces you're currently             interested in as perpendicular to the 3d viewing plane as possible.             Obviously it's impractical to line the view up for every single             face. So we make an educated guess and try to average the difference             between a set of faces.&lt;br /&gt;
&lt;br /&gt;
image!&lt;br /&gt;
&lt;br /&gt;
             2.Another tip to make your life easier: Check the color sections             I've put into my presets in the lower left of the screen.  The             green will display as unselected polys on the model and the red will             be selected.  Pick your own color scheme if my Xmas theme             doesn't do it for you.&lt;br /&gt;
&lt;br /&gt;
Now             make sure you've selected the triangle tool and have turned off the             camera mode. [ The 3rd and 1st buttons respectively, check the             screenshot as well. ] You can toggle between camera and edit modes             by hitting the space bar.&lt;br /&gt;
&lt;br /&gt;
Now             select the faces you are looking at mapping by holding the cursor             over the face and hitting the left mouse button.  The right             mouse button deselects it.&lt;br /&gt;
&lt;br /&gt;
image!&lt;br /&gt;
&lt;br /&gt;
3.             Now select the rectangle tool [ 8th from the left ] and click and             drag a box onto the 2d skin that's vaguely the same proportions as             if you put a box around your selections in the 3d view.&lt;br /&gt;
&lt;br /&gt;
image!&lt;br /&gt;
&lt;br /&gt;
4.             Select the Rectangle pulldown menu and select the only option you             have, &amp;quot;Map from 3D View&amp;quot;  You'll get a dialog box up.             Until you get the hang of it, select &amp;quot;parallel&amp;quot; and             &amp;quot;no backfaces&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
image!&lt;br /&gt;
&lt;br /&gt;
You             should almost always say no backfaces.   If you know why             you shouldn't select that for a particular case, you're probably not             needing to be  read this tutorial.  The options here can             help you set up your skin to map several pieces of the model to the             same place of the skin.  This saves space for other sections of             the model and can help increase your level of detail that you can             put it.  Look at the dire avenger model and the terminator             models for good examples of this. These are also advanced concepts             and remember that although there is no undo, you can simply reselect             the faces and remap them again if you bungle something.&lt;br /&gt;
&lt;br /&gt;
Click             ok and the faces will appear in the rectangle on the 2d skin.               you'll also notice that the checkerboard pattern appears on the             model.  This is important. Npherno didn't pick the pattern on             accident.  It can help you arrange your skin so that you can             paint across different sections properly without texture sheer.&lt;br /&gt;
&lt;br /&gt;
image!&lt;br /&gt;
&lt;br /&gt;
'''Texture             Sheer'''&lt;br /&gt;
&lt;br /&gt;
Texture             Sheer: when a triangle is mapped to a section of the skin in such a             way that it causes the texture to warp excessively across the plane             of the polygon on the model.&lt;br /&gt;
&lt;br /&gt;
See             the first side picture of the hand that has some sheer, because of             the way the initial selection was laid down on the skin.  See             the second pic that I've adjusted the triangles and have gotten the             texture to blend better with the adjacent triangles.  This             tends to make for some wacky skin arrangements. Where you pull your             skin off of, and how its laid out can be an art to get right, if             you're so inclined.  This is something that takes time to get a             good feel for it and don't worry if you end up remapping a section a             couple of times to get it to lay out properly.  Of course             &amp;quot;properly&amp;quot; is subjective, here.&lt;br /&gt;
&lt;br /&gt;
image! image!&lt;br /&gt;
&lt;br /&gt;
'''Sticky             Mapping'''&lt;br /&gt;
&lt;br /&gt;
[             this is the raw post from the message board, I'll refine it at a             later date ]&lt;br /&gt;
&lt;br /&gt;
This             is for arranging the polygons on the 2d skin, once you've pulled             them off the model.&lt;br /&gt;
&lt;br /&gt;
1.             after you select the faces you want to move, hit the paperclip             button. this is the sticky mapping button.&lt;br /&gt;
&lt;br /&gt;
# now hold your cursor over the selected faces on the 2d skin and             click and hold the right mouse button, then drag the faces to where             you want.:&lt;br /&gt;
&lt;br /&gt;
3.             thats all you have to do :) but say you like the way a set of faces             are lined up but you just need to scale them to fit. no problem.: do             the same as above and hold the control key down, then click and drag             the right mouse button. it will scale in relation to each axis that             you drag the mouse button.:&lt;br /&gt;
&lt;br /&gt;
4. if             you've don this on an already skinned model, you are already quite             excited but I suggest that you do a quick scribble on some faces and             then experiment with the above concepts. you'll see why the button             is called &amp;quot;sticky mapping&amp;quot; it also works when you adjust             individual vertices.&lt;/div&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/PolycountOldTOC</id>
		<title>PolycountOldTOC</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/PolycountOldTOC"/>
				<updated>2006-05-31T05:02:23Z</updated>
		
		<summary type="html">&lt;p&gt;VitoMiliano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;s&amp;gt; This was thrilling to compile. &amp;lt;/s&amp;gt; This is ongoing thrills to convert to nice clean wiki formatting.&lt;br /&gt;
&lt;br /&gt;
r13 has ranked pages to be converted in priority order.  Pages that are crossed out and have a link next to them are ones that I have copy and pasted into the wiki.  '''THEY ARE NOT DONE BEING CONVERTED YET.'''  New pages should be made in a new hierarchy; &amp;quot;Old Site Whatever&amp;quot; is not where things should stay.  Most are in disgusting auto-HTML-to-wiki markup, some are in a terrible wiki-but-not text format.  You (whoever is doing this) must go through each page and verify each link.  If a link is dead, Google search to try and find it again.  If it's really gone, check the internet archive for it and make a page for it here, including salvaging any images you can.  Some links go to other Polycount pages; find the wiki page that replaced that link and correct the link (unless it's a later priority, in which case leave it or make a placeholder wiki page and note that in the list).  You also need to go through and clean up all the wiki formatting: it's been converted automatically from the original HTML, so it is really digusting, or it's just plain text, in which case it needs to be formatted in the first place.  Some pages have duplicate information.  Others are totally outdated and need to be rewritten.  Still others need to be combined with existing resources on the site or with other pages.  These pages should be nice and clean and mostly plain text so we can put them on the main Polycount site again.  That is all.&lt;br /&gt;
&lt;br /&gt;
Please keep things in the list format.  Dynamic pages that will be difficult to redirect properly are in italics.&lt;br /&gt;
&lt;br /&gt;
= General Links =&lt;br /&gt;
* Poll (poll/poll.shtml)  &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* ''News archives'' (news/newsarchives.asp)&lt;br /&gt;
* ''News search'' (news/newsarchives.asp?function=search&amp;amp;advanced=1)&lt;br /&gt;
* &amp;lt;s&amp;gt; Contact (contacts/index.shtml)  {1} &amp;lt;/s&amp;gt; [[OldSiteContact]]&lt;br /&gt;
* Polycount for PalmOS (news/pqa.zip)  &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* Links (links/index.shtml)     {2}&lt;br /&gt;
* &amp;lt;s&amp;gt; Credits (credits/index.shtml)  {1}  this should be merged with the contact page &amp;lt;/s&amp;gt; [[OldSiteCredits]]&lt;br /&gt;
= Download Database =&lt;br /&gt;
* ''UT2004 Models, UT2004 Vehicles, UT2003 Models, Quake 3 Models, UT Models, JKA Models, JK2 Models, GTA3 Models, Serious Sam Models, Quake 2 Models, Q3 Map Models, TA Team Models, TA Head Models, Elite Force Models, Half-Life Models, Heretic2 Models, [[CounterStrike]] Models, The Sims Models, Kingpin Models'' (downloads/ and downloads/index.asp?game=##&amp;amp;sort=date&amp;amp;order=DESC)  {2}&lt;br /&gt;
= Other Models and Skins =&lt;br /&gt;
* Q3 Weapon Models (q3weapons/q3weapons-index.shtml)  {3}&lt;br /&gt;
* HL Weapon Models (hlweapons/hlweapons-index.shtml)  {3}&lt;br /&gt;
* UT2003 Accessories (dynamic.gamespy.com/~polycount/skins/ut2003skin-index.shtml wtf?) {3}&lt;br /&gt;
* Quake 2 Accessories (skins/q2skin-index.shtml)  {3}&lt;br /&gt;
* Quake 3 Accessories (skins/q3skin-index.shtml)  {3}&lt;br /&gt;
* Unreal T Accessories (skins/utskin-index.shtml)  {3}&lt;br /&gt;
* Half-Life Accessories (skins/hlskin-index.shtml)  {3}&lt;br /&gt;
* Rune Accessories (skins/runeskin-index.shtml) {3}&lt;br /&gt;
* Sims Accessories (skins/simskin-index.shtml)  {3}&lt;br /&gt;
* Accessory Top-Picks (skins/top-picks/top-picks.shtml)   {3}  potentially &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* Top-Packs (skins/top-picks/top-packs/top-packs.shtml   {3}   potentially &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
= Resources =&lt;br /&gt;
* &amp;lt;s&amp;gt; Resources (resources/index.shtml) {1} we should be able to get alot of the heavy lifting here from the community &amp;lt;/s&amp;gt; [[OldSiteResources]]&lt;br /&gt;
&lt;br /&gt;
Under Resources, there are these directories and significant files.  Directories without any sub-content just have an index.shtml file in them listing resources elsewhere on the net.  Most directories also have lots of other directories with supporting files, like images and stuff, which aren't listed for brevity.&lt;br /&gt;
&lt;br /&gt;
* avp2 {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tutorials&lt;br /&gt;
*** talonengine&lt;br /&gt;
**** talonenginetut.shtml&lt;br /&gt;
* bandw  {3} {i} wtf is this? Black and White&lt;br /&gt;
* chat-rooms {2}&lt;br /&gt;
** chat-index.shtml&lt;br /&gt;
** 2design &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
*** 2design.shtml&lt;br /&gt;
* model_design&lt;br /&gt;
** model_design.shtml&lt;br /&gt;
* modjobs &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
** modjobs.shtml&lt;br /&gt;
* drakan {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** gfx&lt;br /&gt;
*** JSheffield.zip&lt;br /&gt;
* eliteforce {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
** tutorials&lt;br /&gt;
*** q3-ef&lt;br /&gt;
**** Q3AEF.shtml&lt;br /&gt;
* &amp;lt;s&amp;gt; FAQ-genera {1}  probably needs reviewl &amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt; faq-general-index.shtml&amp;lt;/s&amp;gt; [[OldSiteResourcesFaqGeneral]]&lt;br /&gt;
* &amp;lt;s&amp;gt; general {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneral]]&lt;br /&gt;
** misc {i}  sunstorm?&lt;br /&gt;
*** sunstorm.shtml&lt;br /&gt;
* &amp;lt;s&amp;gt; tools {1} &amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt; infografica.shtml &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralToolsInfografica]]&lt;br /&gt;
** &amp;lt;s&amp;gt; polychop &amp;lt;/s&amp;gt; &lt;br /&gt;
*** &amp;lt;s&amp;gt; gdmag.pdf &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralToolsPolyChop]]&lt;br /&gt;
* tutorials {2}&lt;br /&gt;
** ALPHAWolf_Tut01&lt;br /&gt;
*** Low&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Poly&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Characters.shtml&lt;br /&gt;
* cswingstut&lt;br /&gt;
** cswingstut.shtml&lt;br /&gt;
* Hitman&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Daz_Tut01&lt;br /&gt;
** Digital&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Painting.shtml&lt;br /&gt;
* Model-unwrap&lt;br /&gt;
** model-unwrap.shtml&lt;br /&gt;
** model-unwrap-pic1.shtml&lt;br /&gt;
** model-unwrap-pic2.shtml&lt;br /&gt;
** model-unwrap-pic3.shtml&lt;br /&gt;
** model-unwrap-pic4.shtml&lt;br /&gt;
** model-unwrap-pic5.shtml&lt;br /&gt;
* NURBS-mapping&lt;br /&gt;
** Nurbs-mapping.shtml&lt;br /&gt;
** tutorial.html&lt;br /&gt;
** vrml1.html&lt;br /&gt;
** vrml2.html&lt;br /&gt;
** vrml3.html&lt;br /&gt;
* Shine_Tut03&lt;br /&gt;
** Poly&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Reduce.shtml&lt;br /&gt;
* Shine_Tut04&lt;br /&gt;
** Making a Head.shtml&lt;br /&gt;
* Shine_Tut05&lt;br /&gt;
** Setup Bones Part1.shtml&lt;br /&gt;
* Surface&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Tools&lt;br /&gt;
** Surface Tools for Low Poly Modeling2.doc&lt;br /&gt;
** Surface&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Tools.shtml&lt;br /&gt;
** Surface&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Tools-mts.shtml&lt;br /&gt;
* UVWunwrap&lt;br /&gt;
** UVWunwrap.shtml&lt;br /&gt;
* ASC_Export_Tut01.shtml&lt;br /&gt;
** Shine_Tut01.shtml&lt;br /&gt;
** Shine_Tut02.shtml&lt;br /&gt;
* &amp;lt;s&amp;gt; video_tutorials {1} &amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt; video-tut-list.shtml &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralVideoTutorials]]&lt;br /&gt;
* &amp;lt;s&amp;gt; apps.shtml {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralApplications]]&lt;br /&gt;
** &amp;lt;s&amp;gt; genmisc.shtml  {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralMiscellaneous]]&lt;br /&gt;
** index.shtml&lt;br /&gt;
** &amp;lt;s&amp;gt; lightwave.shtml   {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralLightwave]]&lt;br /&gt;
** &amp;lt;s&amp;gt; max.shtml  {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralMax]]&lt;br /&gt;
** &amp;lt;s&amp;gt; maya.shtml  {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralMaya]]&lt;br /&gt;
** &amp;lt;s&amp;gt; milkshape.shtml  {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralMilkshape]]&lt;br /&gt;
** &amp;lt;s&amp;gt; misc.shtml  {1} &amp;lt;/s&amp;gt; &amp;quot;Sorry, I had something here, but it turned out to be illegal.&amp;quot;&lt;br /&gt;
** &amp;lt;s&amp;gt; modelanim.shtml  {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralModelingAndAnimation]]&lt;br /&gt;
** nst.shtml  {3}&lt;br /&gt;
** q2m.shtml   {3}&lt;br /&gt;
** &amp;lt;s&amp;gt; skinning.shtml   {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralSkinning]]&lt;br /&gt;
** &amp;lt;s&amp;gt; tools.shtml  {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralTools]]&lt;br /&gt;
** tutindex.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* gfx (looks like game logos for pages maybe) {i}  i suspect it is, thats what i think its a dup of that other directory&lt;br /&gt;
* &amp;lt;s&amp;gt;glossary (24 pages of definitions plus images) {1} &amp;lt;/s&amp;gt; http://nathan.perilith.com/~vito/oldpolycount/glossary/&lt;br /&gt;
* &amp;lt;s&amp;gt; glossary2 (only one glossary page, but lots of examples files)   {1} can we consolidate these? &amp;lt;/s&amp;gt; http://nathan.perilith.com/~vito/oldpolycount/glossary2/glossary.html&lt;br /&gt;
* gta3 {3}&lt;br /&gt;
* halflife {2}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
** tutorials (directory with 20 pages of modeling tutorials plus example content)&lt;br /&gt;
* heretic2 {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* jk2 {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tutorials&lt;br /&gt;
*** Model&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Tutorial (eight files under here making this up)&lt;br /&gt;
*** jk2_model_construction.shtml&lt;br /&gt;
* kingpin {3}&lt;br /&gt;
** tools&lt;br /&gt;
*** framelist.shtml&lt;br /&gt;
*** tools.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
** Kingpin-animations.html&lt;br /&gt;
* lithtech {3}&lt;br /&gt;
** tutorials&lt;br /&gt;
*** lithtech_primer.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* manual (how to review a model?)  {i}  it may go &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* nolf {3}&lt;br /&gt;
* quake {2}&lt;br /&gt;
** FAQ.shtml&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* &amp;lt;s&amp;gt; quake2 {1} &amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt; tools &amp;lt;/s&amp;gt;&lt;br /&gt;
*** &amp;lt;s&amp;gt; Prefabs &amp;lt;/s&amp;gt;&lt;br /&gt;
**** &amp;lt;s&amp;gt; Alx_Prefabs-info.shtml &amp;lt;/s&amp;gt; [[OldSiteResourcesQuake2ToolsPrefabsAlx]]&lt;br /&gt;
**** &amp;lt;s&amp;gt; Hunter_Prefabs-info.shtml &amp;lt;/s&amp;gt; [[OldSiteResourcesQuake2ToolsPrefabsHunter]]&lt;br /&gt;
** &amp;lt;s&amp;gt; Testbox &amp;lt;/s&amp;gt;&lt;br /&gt;
*** &amp;lt;s&amp;gt; testbox.shtml &amp;lt;/s&amp;gt; [[OldSiteResourcesQuake2ToolsTestbox]]&lt;br /&gt;
* tutorials&lt;br /&gt;
** &amp;lt;s&amp;gt; NGLV &amp;lt;/s&amp;gt; [[OldSiteResourcesQuake2TutorialsNglv]]&lt;br /&gt;
** NST_Tut01&lt;br /&gt;
** Custom VWEP.shtml&lt;br /&gt;
** NST_Retro&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Map.shtml&lt;br /&gt;
** Weapon Skin Linking.shtml&lt;br /&gt;
* FAQ.shtml&lt;br /&gt;
** index.shtml&lt;br /&gt;
** md2text.txt&lt;br /&gt;
** q2frameslist.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* quake3 {1}&lt;br /&gt;
** Model_Doc&lt;br /&gt;
*** Model_manual_ps.htm&lt;br /&gt;
* Shader_Doc&lt;br /&gt;
** Q3&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Ashader_manual.htm&lt;br /&gt;
* tools&lt;br /&gt;
** tutorials (lots of files below these, ugh)&lt;br /&gt;
*** josh&lt;br /&gt;
*** max-to-q3&lt;br /&gt;
*** MAX-to-q3data&lt;br /&gt;
*** Skin-shader&lt;br /&gt;
*** Sound&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Pak&lt;br /&gt;
*** Steed-Tut&lt;br /&gt;
* index.shtml&lt;br /&gt;
** md3text.txt&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* rune {3}&lt;br /&gt;
** tutorials&lt;br /&gt;
*** lodsettings&lt;br /&gt;
**** runetut-lodsettings.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
* sims {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* ssam {3}&lt;br /&gt;
* thps {3} {i}&lt;br /&gt;
* tribes {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* unreal {2}&lt;br /&gt;
** tools&lt;br /&gt;
** tutorials (lots of files in these subdirs)&lt;br /&gt;
*** lodsettings&lt;br /&gt;
*** mage&lt;br /&gt;
*** pix&lt;br /&gt;
*** sounds&lt;br /&gt;
*** umod&lt;br /&gt;
*** umod-backup&lt;br /&gt;
*** UTut01.shtml&lt;br /&gt;
*** UTut02.shtml&lt;br /&gt;
*** UTut03.shtml&lt;br /&gt;
*** UTut04.shtml&lt;br /&gt;
*** UTut05.shtml&lt;br /&gt;
*** UTut06.shtml&lt;br /&gt;
*** Utut07.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
** UTtut-mainpage.shtml&lt;br /&gt;
** UTtut-part5.shtml&lt;br /&gt;
* ut2003 {1}&lt;br /&gt;
** tutorials&lt;br /&gt;
*** backups (this might just be backup content, not sure, something about Intertwined)&lt;br /&gt;
*** ut2mod&lt;br /&gt;
*** pushing_tutorial.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
Also what I'd consider resources are:&lt;br /&gt;
&lt;br /&gt;
* Good, Bad and Ugly (skins/gbu/* with eight article directories under it)  {2}&lt;br /&gt;
* Skin news archives (skins/archived-news/* with 30 pages of news under it)  {i}  no idea&lt;br /&gt;
* Articles (ten article directories below that:) {2}&lt;br /&gt;
** animation-tips&lt;br /&gt;
** BnW&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;interview&lt;br /&gt;
** chiq_interview_012602&lt;br /&gt;
** chrisbruce_072002&lt;br /&gt;
** Gwot062k2&lt;br /&gt;
** max3preview&lt;br /&gt;
** q3-model-preview&lt;br /&gt;
** Steed-gdc99&lt;br /&gt;
** Steed-Interview&lt;br /&gt;
** Steed-Interview-2&lt;br /&gt;
* Subdermal (six pages and a contest) {2}&lt;br /&gt;
&lt;br /&gt;
= Not Linked To =&lt;br /&gt;
* [[AskDev]] (ask a developer column?) &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;  this didnt pan out. a dev house wanted to help just answer questions. But pulled out right as we set it all up.&lt;br /&gt;
* docs/gamespace_release.zip &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* misc&lt;br /&gt;
** Discreet_QCon2k1 {3}  {i} needs review&lt;br /&gt;
** e32k4 {3}  {i} needs review&lt;br /&gt;
** gfx {i} is this just a directory full of original polycount gfx?&lt;br /&gt;
** id-model-renders {3}&lt;br /&gt;
** pimps {3}  {i} needs review&lt;br /&gt;
** 12-3action.htm {3}  {i} needs review&lt;br /&gt;
** gamespy-broadcastkey.txt &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
** lead_action_designer.doc &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
** micro-forte-syd-jobdoc.shtml &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
** stuff.htm {3}  {i} needs review&lt;br /&gt;
** Unreal_Coach_jobpost_053104.doc &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* modeloftheweek  &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* modelpacks  {3}&lt;br /&gt;
* paintchat {2}  conditional that we can get it working again, free/cheap.  if not... &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* previews  &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
** nicknacks  &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* reviewlists  &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* skindom (woah nelly tons of stuff here)  {3}&lt;br /&gt;
* cutedoll.shtml (contest?) {3}  archive purposes only&lt;br /&gt;
* info (actual static model info files, non-db) {2} after database&lt;br /&gt;
* reviews (actual static model review files, non-db) {2} after database&lt;/div&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/OldSiteResourcesQuake2TutorialsNglv</id>
		<title>OldSiteResourcesQuake2TutorialsNglv</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/OldSiteResourcesQuake2TutorialsNglv"/>
				<updated>2006-05-31T05:01:11Z</updated>
		
		<summary type="html">&lt;p&gt;VitoMiliano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
'''NPherno's GL Viewer'''&lt;br /&gt;
&lt;br /&gt;
by             rogue13'''             - [http://asp.planetquake.com/dl/dl.asp?q2pmp/nglv.zip Download             it here]'''&lt;br /&gt;
&lt;br /&gt;
'''Tools needed             for this program'''&lt;br /&gt;
&lt;br /&gt;
Npherno's             GL viewer&lt;br /&gt;
&lt;br /&gt;
A             Quake 2 model&lt;br /&gt;
&lt;br /&gt;
A             video car with good Open GL support&lt;br /&gt;
&lt;br /&gt;
Skins             to put on the model&lt;br /&gt;
&lt;br /&gt;
Time             and patience&lt;br /&gt;
&lt;br /&gt;
'''Overview'''&lt;br /&gt;
&lt;br /&gt;
This             is to be a help file / tutorial / read me text for the GL viewer.              This viewer is pure GL.  It will not run on sub standard cards,             nor will it run on 3DFX based cards that use the proprietary Glide             drivers.  It needs to be the real thing.&lt;br /&gt;
&lt;br /&gt;
If             your running a TNT based card, you are set. That's what it was built             and tested on, both in Win 98 and NT4.  Other cards may or may             not be able to provide the proper platform.  Next is a list of             cards that we know of after beta testing, if you have another type             and have success or not, we'd love to hear about it to add to the             list here:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| '''TNT''' &lt;br /&gt;
|-&lt;br /&gt;
| '''Permedia2''' &lt;br /&gt;
|-&lt;br /&gt;
| '''i740''' &lt;br /&gt;
|-&lt;br /&gt;
| '''Voodoo                   1/2''' &lt;br /&gt;
|-&lt;br /&gt;
| '''G200''' &lt;br /&gt;
|}&lt;br /&gt;
So now you're             asking me &amp;quot;What is this thing and why should I use it?&amp;quot;               Well that's understandable, plenty of people use Skinview and find             this sort of thing useless.  Fine, this app is about creating             some excellent views of your model with colored lighting and a 4             pass rendering system.  Yep, that means four skins per model.              This is what id has say will be available to us for Quake3 models.             If it doesn't happen for Q3, it is somewhat already part of Half             Life, which does offer specularity texture maps for the models.               So you can sort of &amp;quot;practice&amp;quot; now plus getting some superb             images for your models which is always an excellent thing.&lt;br /&gt;
&lt;br /&gt;
'''The             Installation'''&lt;br /&gt;
&lt;br /&gt;
1.             Unzip the two files into a directory.  How about             &amp;quot;c:\NGLV&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2.             Make an icon for yourself in the appropriate spot, I chose my             desktop.&lt;br /&gt;
&lt;br /&gt;
3.             Double click on the icon of love and you're in.&lt;br /&gt;
&lt;br /&gt;
'''Using the             Viewer'''&lt;br /&gt;
&lt;br /&gt;
attachment:NGLV-1.jpg&lt;br /&gt;
&lt;br /&gt;
On             this first edition of the readme for the viewer, I'm basically going             to call out what everything is and then refine later.&lt;br /&gt;
&lt;br /&gt;
I             also suggest you get at least the [../../../models2/unit01.htm Unit01 model] that is             shown above as it was released with all 4 skins in .bmp format             already.  The other two Unit models 00 and 02 were not released             with the GLV skins, but they were made. Here's a link to get them             separately if you already have those models and would like to test             the viewer with more that just one model.&lt;br /&gt;
&lt;br /&gt;
* &lt;br /&gt;
 [http://asp.planetquake.com/dl/dl.asp?q2pmp/unit00-02-GLVskins.ZIP Unit 00/02 GL skins                 for the Nglv]&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| LGT Transfer &lt;br /&gt;
|}&lt;br /&gt;
                    ||&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| Exit &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Texture &lt;br /&gt;
|}&lt;br /&gt;
                    ||&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| Multipass &lt;br /&gt;
|}&lt;br /&gt;
                   ||&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| Background color &lt;br /&gt;
|}&lt;br /&gt;
                   ||&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| Wireframe &lt;br /&gt;
|}&lt;br /&gt;
                   ||&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| Environment Map &lt;br /&gt;
|}&lt;br /&gt;
                    ||&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Help &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Setup &lt;br /&gt;
|}&lt;br /&gt;
                     ||&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| Models &lt;br /&gt;
|}&lt;br /&gt;
                    ||&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| Lights &lt;br /&gt;
|}&lt;br /&gt;
                   ||&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| Texture &lt;br /&gt;
|}&lt;br /&gt;
                     ||&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| Specularity &lt;br /&gt;
|}&lt;br /&gt;
                    ||&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| Diffuse &lt;br /&gt;
|}&lt;br /&gt;
                    ||&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| Glow &lt;br /&gt;
|}&lt;br /&gt;
                     ||&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| Props &lt;br /&gt;
|}&lt;br /&gt;
                    ||&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Left Mouse Button &lt;br /&gt;
|-&lt;br /&gt;
| Right Mouse Button &lt;br /&gt;
|-&lt;br /&gt;
| Shift &lt;br /&gt;
|-&lt;br /&gt;
| Crtl &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Left and Right Arrow Buttons &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Regular models and skins &lt;br /&gt;
|-&lt;br /&gt;
| Multiple Lights&lt;/div&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/OldSiteResourcesQuake2TutorialsNglv</id>
		<title>OldSiteResourcesQuake2TutorialsNglv</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/OldSiteResourcesQuake2TutorialsNglv"/>
				<updated>2006-05-31T05:00:07Z</updated>
		
		<summary type="html">&lt;p&gt;VitoMiliano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
'''NPherno's GL Viewer'''&lt;br /&gt;
&lt;br /&gt;
by             rogue13'''             - [http://asp.planetquake.com/dl/dl.asp?q2pmp/nglv.zip Download             it here]'''&lt;br /&gt;
&lt;br /&gt;
'''Tools needed             for this program'''&lt;br /&gt;
&lt;br /&gt;
Npherno's             GL viewer&lt;br /&gt;
&lt;br /&gt;
A             Quake 2 model&lt;br /&gt;
&lt;br /&gt;
A             video car with good Open GL support&lt;br /&gt;
&lt;br /&gt;
Skins             to put on the model&lt;br /&gt;
&lt;br /&gt;
Time             and patience&lt;br /&gt;
&lt;br /&gt;
'''Overview'''&lt;br /&gt;
&lt;br /&gt;
This             is to be a help file / tutorial / read me text for the GL viewer.              This viewer is pure GL.  It will not run on sub standard cards,             nor will it run on 3DFX based cards that use the proprietary Glide             drivers.  It needs to be the real thing.&lt;br /&gt;
&lt;br /&gt;
If             your running a TNT based card, you are set. That's what it was built             and tested on, both in Win 98 and NT4.  Other cards may or may             not be able to provide the proper platform.  Next is a list of             cards that we know of after beta testing, if you have another type             and have success or not, we'd love to hear about it to add to the             list here:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| '''TNT''' &lt;br /&gt;
|-&lt;br /&gt;
| '''Permedia2''' &lt;br /&gt;
|-&lt;br /&gt;
| '''i740''' &lt;br /&gt;
|-&lt;br /&gt;
| '''Voodoo                   1/2''' &lt;br /&gt;
|-&lt;br /&gt;
| '''G200''' &lt;br /&gt;
|}&lt;br /&gt;
So now you're             asking me &amp;quot;What is this thing and why should I use it?&amp;quot;               Well that's understandable, plenty of people use Skinview and find             this sort of thing useless.  Fine, this app is about creating             some excellent views of your model with colored lighting and a 4             pass rendering system.  Yep, that means four skins per model.              This is what id has say will be available to us for Quake3 models.             If it doesn't happen for Q3, it is somewhat already part of Half             Life, which does offer specularity texture maps for the models.               So you can sort of &amp;quot;practice&amp;quot; now plus getting some superb             images for your models which is always an excellent thing.&lt;br /&gt;
&lt;br /&gt;
'''The             Installation'''&lt;br /&gt;
&lt;br /&gt;
1.             Unzip the two files into a directory.  How about             &amp;quot;c:\NGLV&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2.             Make an icon for yourself in the appropriate spot, I chose my             desktop.&lt;br /&gt;
&lt;br /&gt;
3.             Double click on the icon of love and you're in.&lt;br /&gt;
&lt;br /&gt;
'''Using the             Viewer'''&lt;br /&gt;
&lt;br /&gt;
On             this first edition of the readme for the viewer, I'm basically going             to call out what everything is and then refine later.&lt;br /&gt;
&lt;br /&gt;
I             also suggest you get at least the [../../../models2/unit01.htm Unit01 model] that is             shown above as it was released with all 4 skins in .bmp format             already.  The other two Unit models 00 and 02 were not released             with the GLV skins, but they were made. Here's a link to get them             separately if you already have those models and would like to test             the viewer with more that just one model.&lt;br /&gt;
&lt;br /&gt;
* &lt;br /&gt;
 [http://asp.planetquake.com/dl/dl.asp?q2pmp/unit00-02-GLVskins.ZIP Unit 00/02 GL skins                 for the Nglv]&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| LGT Transfer &lt;br /&gt;
|}&lt;br /&gt;
                    ||&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| Exit &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Texture &lt;br /&gt;
|}&lt;br /&gt;
                    ||&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| Multipass &lt;br /&gt;
|}&lt;br /&gt;
                   ||&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| Background color &lt;br /&gt;
|}&lt;br /&gt;
                   ||&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| Wireframe &lt;br /&gt;
|}&lt;br /&gt;
                   ||&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| Environment Map &lt;br /&gt;
|}&lt;br /&gt;
                    ||&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Help &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Setup &lt;br /&gt;
|}&lt;br /&gt;
                     ||&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| Models &lt;br /&gt;
|}&lt;br /&gt;
                    ||&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| Lights &lt;br /&gt;
|}&lt;br /&gt;
                   ||&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| Texture &lt;br /&gt;
|}&lt;br /&gt;
                     ||&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| Specularity &lt;br /&gt;
|}&lt;br /&gt;
                    ||&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| Diffuse &lt;br /&gt;
|}&lt;br /&gt;
                    ||&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| Glow &lt;br /&gt;
|}&lt;br /&gt;
                     ||&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| Props &lt;br /&gt;
|}&lt;br /&gt;
                    ||&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| Left Mouse Button &lt;br /&gt;
|-&lt;br /&gt;
| Right Mouse Button &lt;br /&gt;
|-&lt;br /&gt;
| Shift &lt;br /&gt;
|-&lt;br /&gt;
| Crtl &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Left and Right Arrow Buttons &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Regular models and skins &lt;br /&gt;
|-&lt;br /&gt;
| Multiple Lights&lt;/div&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/OldSiteResourcesQuake2TutorialsNglv</id>
		<title>OldSiteResourcesQuake2TutorialsNglv</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/OldSiteResourcesQuake2TutorialsNglv"/>
				<updated>2006-05-31T04:56:52Z</updated>
		
		<summary type="html">&lt;p&gt;VitoMiliano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
'''NPherno's GL Viewer'''&lt;br /&gt;
&lt;br /&gt;
by             rogue13'''             - [http://asp.planetquake.com/dl/dl.asp?q2pmp/nglv.zip Download             it here]'''&lt;br /&gt;
&lt;br /&gt;
'''Tools needed             for this program'''&lt;br /&gt;
&lt;br /&gt;
Npherno's             GL viewer&lt;br /&gt;
&lt;br /&gt;
A             Quake 2 model&lt;br /&gt;
&lt;br /&gt;
A             video car with good Open GL support&lt;br /&gt;
&lt;br /&gt;
Skins             to put on the model&lt;br /&gt;
&lt;br /&gt;
Time             and patience&lt;br /&gt;
&lt;br /&gt;
'''Overview'''&lt;br /&gt;
&lt;br /&gt;
This             is to be a help file / tutorial / read me text for the GL viewer.              This viewer is pure GL.  It will not run on sub standard cards,             nor will it run on 3DFX based cards that use the proprietary Glide             drivers.  It needs to be the real thing.&lt;br /&gt;
&lt;br /&gt;
If             your running a TNT based card, you are set. That's what it was built             and tested on, both in Win 98 and NT4.  Other cards may or may             not be able to provide the proper platform.  Next is a list of             cards that we know of after beta testing, if you have another type             and have success or not, we'd love to hear about it to add to the             list here:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; 1 0 %&amp;gt;|'''TNT''' &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; 1 0 %&amp;gt;|'''Permedia2''' &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; 1 0 %&amp;gt;|'''i740''' &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; 1 0 %&amp;gt;|'''Voodoo                   1/2''' &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; &amp;lt; 1 0 %&amp;gt;|'''G200''' &lt;br /&gt;
|}&lt;br /&gt;
So now you're             asking me &amp;quot;What is this thing and why should I use it?&amp;quot;               Well that's understandable, plenty of people use Skinview and find             this sort of thing useless.  Fine, this app is about creating             some excellent views of your model with colored lighting and a 4             pass rendering system.  Yep, that means four skins per model.              This is what id has say will be available to us for Quake3 models.             If it doesn't happen for Q3, it is somewhat already part of Half             Life, which does offer specularity texture maps for the models.               So you can sort of &amp;quot;practice&amp;quot; now plus getting some superb             images for your models which is always an excellent thing.&lt;br /&gt;
&lt;br /&gt;
'''The             Installation'''&lt;br /&gt;
&lt;br /&gt;
1.             Unzip the two files into a directory.  How about             &amp;quot;c:\NGLV&amp;quot;&lt;br /&gt;
&lt;br /&gt;
2.             Make an icon for yourself in the appropriate spot, I chose my             desktop.&lt;br /&gt;
&lt;br /&gt;
3.             Double click on the icon of love and you're in.&lt;br /&gt;
&lt;br /&gt;
'''Using the             Viewer'''&lt;br /&gt;
&lt;br /&gt;
On             this first edition of the readme for the viewer, I'm basically going             to call out what everything is and then refine later.&lt;br /&gt;
&lt;br /&gt;
I             also suggest you get at least the [../../../models2/unit01.htm Unit01 model] that is             shown above as it was released with all 4 skins in .bmp format             already.  The other two Unit models 00 and 02 were not released             with the GLV skins, but they were made. Here's a link to get them             separately if you already have those models and would like to test             the viewer with more that just one model.&lt;br /&gt;
&lt;br /&gt;
* &lt;br /&gt;
 [http://asp.planetquake.com/dl/dl.asp?q2pmp/unit00-02-GLVskins.ZIP Unit 00/02 GL skins                 for the Nglv]&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; &amp;lt; ^ 5 0 % height=&amp;quot;64px&amp;quot;&amp;gt;|LGT Transfer &lt;br /&gt;
|}&lt;br /&gt;
                    ||&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; &amp;lt; 5 0 % height=&amp;quot;16px&amp;quot;&amp;gt;|Exit &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; &amp;lt; ^ 5 0 % height=&amp;quot;32px&amp;quot;&amp;gt;|Texture &lt;br /&gt;
|}&lt;br /&gt;
                    ||&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; &amp;lt; ^ 5 0 % height=&amp;quot;48px&amp;quot;&amp;gt;|Multipass &lt;br /&gt;
|}&lt;br /&gt;
                   ||&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; &amp;lt; ^ 5 0 % height=&amp;quot;48px&amp;quot;&amp;gt;|Background color &lt;br /&gt;
|}&lt;br /&gt;
                   ||&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; &amp;lt; ^ 5 0 % height=&amp;quot;32px&amp;quot;&amp;gt;|Wireframe &lt;br /&gt;
|}&lt;br /&gt;
                   ||&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; &amp;lt; ^ 5 0 % height=&amp;quot;220px&amp;quot;&amp;gt;|Environment Map &lt;br /&gt;
|}&lt;br /&gt;
                    ||&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; &amp;lt; &amp;lt;sup&amp;gt;| 5 0 % height=&amp;quot;58px&amp;quot;&amp;gt;Help &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; &amp;lt; ^ 5 0 % height=&amp;quot;239px&amp;quot;&amp;gt;|Setup &lt;br /&gt;
|}&lt;br /&gt;
                     ||&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; &amp;lt; ^ 5 0 % height=&amp;quot;131px&amp;quot;&amp;gt;|Models &lt;br /&gt;
|}&lt;br /&gt;
                    ||&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; &amp;lt; ^ 5 0 % height=&amp;quot;112px&amp;quot;&amp;gt;|Lights &lt;br /&gt;
|}&lt;br /&gt;
                   ||&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; &amp;lt; ^ 5 0 % height=&amp;quot;99px&amp;quot;&amp;gt;|Texture &lt;br /&gt;
|}&lt;br /&gt;
                     ||&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; &amp;lt; ^ 5 0 % height=&amp;quot;48px&amp;quot;&amp;gt;|Specularity &lt;br /&gt;
|}&lt;br /&gt;
                    ||&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; &amp;lt; ^ 5 0 % height=&amp;quot;48px&amp;quot;&amp;gt;|Diffuse &lt;br /&gt;
|}&lt;br /&gt;
                    ||&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; &amp;lt; ^ 5 0 % height=&amp;quot;115px&amp;quot;&amp;gt;|Glow &lt;br /&gt;
|}&lt;br /&gt;
                     ||&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot; &amp;lt; &amp;lt;sup&amp;gt;| 5 0 % height=&amp;quot;115px&amp;quot;&amp;gt;Props &lt;br /&gt;
|}&lt;br /&gt;
                    ||&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; &amp;lt; &amp;lt;sup&amp;gt;| 5 0 % height=&amp;quot;99px&amp;quot;&amp;gt;Left Mouse Button &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; &amp;lt; &amp;lt;sup&amp;gt;| 5 0 % height=&amp;quot;64px&amp;quot;&amp;gt;Right Mouse Button &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; &amp;lt; &amp;lt;sup&amp;gt;| 5 0 % height=&amp;quot;64px&amp;quot;&amp;gt;Shift &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; &amp;lt; &amp;lt;sup&amp;gt;| 5 0 % height=&amp;quot;64px&amp;quot;&amp;gt;Crtl &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; &amp;lt; &amp;lt;sup&amp;gt;| 5 0 % height=&amp;quot;99px&amp;quot;&amp;gt;Left and Right Arrow Buttons &lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; &amp;lt; &amp;lt;sup&amp;gt;| 5 0 % height=&amp;quot;99px&amp;quot;&amp;gt;Regular models and skins &lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;left&amp;quot; &amp;lt; &amp;lt;sup&amp;gt;| 5 0 % height=&amp;quot;64px&amp;quot;&amp;gt;Multiple Lights&lt;/div&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/PolycountOldTOC</id>
		<title>PolycountOldTOC</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/PolycountOldTOC"/>
				<updated>2006-05-31T04:51:38Z</updated>
		
		<summary type="html">&lt;p&gt;VitoMiliano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;s&amp;gt; This was thrilling to compile. &amp;lt;/s&amp;gt; This is ongoing thrills to convert to nice clean wiki formatting.&lt;br /&gt;
&lt;br /&gt;
r13 has ranked pages to be converted in priority order.  Pages that are crossed out and have a link next to them are ones that I have copy and pasted into the wiki.  '''THEY ARE NOT DONE BEING CONVERTED YET.'''  New pages should be made in a new hierarchy; &amp;quot;Old Site Whatever&amp;quot; is not where things should stay.  Most are in disgusting auto-HTML-to-wiki markup, some are in a terrible wiki-but-not text format.  You (whoever is doing this) must go through each page and verify each link.  If a link is dead, Google search to try and find it again.  If it's really gone, check the internet archive for it and make a page for it here, including salvaging any images you can.  Some links go to other Polycount pages; find the wiki page that replaced that link and correct the link (unless it's a later priority, in which case leave it or make a placeholder wiki page and note that in the list).  You also need to go through and clean up all the wiki formatting: it's been converted automatically from the original HTML, so it is really digusting, or it's just plain text, in which case it needs to be formatted in the first place.  Some pages have duplicate information.  Others are totally outdated and need to be rewritten.  Still others need to be combined with existing resources on the site or with other pages.  These pages should be nice and clean and mostly plain text so we can put them on the main Polycount site again.  That is all.&lt;br /&gt;
&lt;br /&gt;
Please keep things in the list format.  Dynamic pages that will be difficult to redirect properly are in italics.&lt;br /&gt;
&lt;br /&gt;
= General Links =&lt;br /&gt;
* Poll (poll/poll.shtml)  &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* ''News archives'' (news/newsarchives.asp)&lt;br /&gt;
* ''News search'' (news/newsarchives.asp?function=search&amp;amp;advanced=1)&lt;br /&gt;
* &amp;lt;s&amp;gt; Contact (contacts/index.shtml)  {1} &amp;lt;/s&amp;gt; [[OldSiteContact]]&lt;br /&gt;
* Polycount for PalmOS (news/pqa.zip)  &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* Links (links/index.shtml)     {2}&lt;br /&gt;
* &amp;lt;s&amp;gt; Credits (credits/index.shtml)  {1}  this should be merged with the contact page &amp;lt;/s&amp;gt; [[OldSiteCredits]]&lt;br /&gt;
= Download Database =&lt;br /&gt;
* ''UT2004 Models, UT2004 Vehicles, UT2003 Models, Quake 3 Models, UT Models, JKA Models, JK2 Models, GTA3 Models, Serious Sam Models, Quake 2 Models, Q3 Map Models, TA Team Models, TA Head Models, Elite Force Models, Half-Life Models, Heretic2 Models, [[CounterStrike]] Models, The Sims Models, Kingpin Models'' (downloads/ and downloads/index.asp?game=##&amp;amp;sort=date&amp;amp;order=DESC)  {2}&lt;br /&gt;
= Other Models and Skins =&lt;br /&gt;
* Q3 Weapon Models (q3weapons/q3weapons-index.shtml)  {3}&lt;br /&gt;
* HL Weapon Models (hlweapons/hlweapons-index.shtml)  {3}&lt;br /&gt;
* UT2003 Accessories (dynamic.gamespy.com/~polycount/skins/ut2003skin-index.shtml wtf?) {3}&lt;br /&gt;
* Quake 2 Accessories (skins/q2skin-index.shtml)  {3}&lt;br /&gt;
* Quake 3 Accessories (skins/q3skin-index.shtml)  {3}&lt;br /&gt;
* Unreal T Accessories (skins/utskin-index.shtml)  {3}&lt;br /&gt;
* Half-Life Accessories (skins/hlskin-index.shtml)  {3}&lt;br /&gt;
* Rune Accessories (skins/runeskin-index.shtml) {3}&lt;br /&gt;
* Sims Accessories (skins/simskin-index.shtml)  {3}&lt;br /&gt;
* Accessory Top-Picks (skins/top-picks/top-picks.shtml)   {3}  potentially &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* Top-Packs (skins/top-picks/top-packs/top-packs.shtml   {3}   potentially &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
= Resources =&lt;br /&gt;
* &amp;lt;s&amp;gt; Resources (resources/index.shtml) {1} we should be able to get alot of the heavy lifting here from the community &amp;lt;/s&amp;gt; [[OldSiteResources]]&lt;br /&gt;
&lt;br /&gt;
Under Resources, there are these directories and significant files.  Directories without any sub-content just have an index.shtml file in them listing resources elsewhere on the net.  Most directories also have lots of other directories with supporting files, like images and stuff, which aren't listed for brevity.&lt;br /&gt;
&lt;br /&gt;
* avp2 {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tutorials&lt;br /&gt;
*** talonengine&lt;br /&gt;
**** talonenginetut.shtml&lt;br /&gt;
* bandw  {3} {i} wtf is this? Black and White&lt;br /&gt;
* chat-rooms {2}&lt;br /&gt;
** chat-index.shtml&lt;br /&gt;
** 2design &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
*** 2design.shtml&lt;br /&gt;
* model_design&lt;br /&gt;
** model_design.shtml&lt;br /&gt;
* modjobs &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
** modjobs.shtml&lt;br /&gt;
* drakan {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** gfx&lt;br /&gt;
*** JSheffield.zip&lt;br /&gt;
* eliteforce {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
** tutorials&lt;br /&gt;
*** q3-ef&lt;br /&gt;
**** Q3AEF.shtml&lt;br /&gt;
* &amp;lt;s&amp;gt; FAQ-genera {1}  probably needs reviewl &amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt; faq-general-index.shtml&amp;lt;/s&amp;gt; [[OldSiteResourcesFaqGeneral]]&lt;br /&gt;
* &amp;lt;s&amp;gt; general {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneral]]&lt;br /&gt;
** misc {i}  sunstorm?&lt;br /&gt;
*** sunstorm.shtml&lt;br /&gt;
* &amp;lt;s&amp;gt; tools {1} &amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt; infografica.shtml &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralToolsInfografica]]&lt;br /&gt;
** &amp;lt;s&amp;gt; polychop &amp;lt;/s&amp;gt; &lt;br /&gt;
*** &amp;lt;s&amp;gt; gdmag.pdf &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralToolsPolyChop]]&lt;br /&gt;
* tutorials {2}&lt;br /&gt;
** ALPHAWolf_Tut01&lt;br /&gt;
*** Low&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Poly&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Characters.shtml&lt;br /&gt;
* cswingstut&lt;br /&gt;
** cswingstut.shtml&lt;br /&gt;
* Hitman&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Daz_Tut01&lt;br /&gt;
** Digital&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Painting.shtml&lt;br /&gt;
* Model-unwrap&lt;br /&gt;
** model-unwrap.shtml&lt;br /&gt;
** model-unwrap-pic1.shtml&lt;br /&gt;
** model-unwrap-pic2.shtml&lt;br /&gt;
** model-unwrap-pic3.shtml&lt;br /&gt;
** model-unwrap-pic4.shtml&lt;br /&gt;
** model-unwrap-pic5.shtml&lt;br /&gt;
* NURBS-mapping&lt;br /&gt;
** Nurbs-mapping.shtml&lt;br /&gt;
** tutorial.html&lt;br /&gt;
** vrml1.html&lt;br /&gt;
** vrml2.html&lt;br /&gt;
** vrml3.html&lt;br /&gt;
* Shine_Tut03&lt;br /&gt;
** Poly&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Reduce.shtml&lt;br /&gt;
* Shine_Tut04&lt;br /&gt;
** Making a Head.shtml&lt;br /&gt;
* Shine_Tut05&lt;br /&gt;
** Setup Bones Part1.shtml&lt;br /&gt;
* Surface&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Tools&lt;br /&gt;
** Surface Tools for Low Poly Modeling2.doc&lt;br /&gt;
** Surface&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Tools.shtml&lt;br /&gt;
** Surface&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Tools-mts.shtml&lt;br /&gt;
* UVWunwrap&lt;br /&gt;
** UVWunwrap.shtml&lt;br /&gt;
* ASC_Export_Tut01.shtml&lt;br /&gt;
** Shine_Tut01.shtml&lt;br /&gt;
** Shine_Tut02.shtml&lt;br /&gt;
* &amp;lt;s&amp;gt; video_tutorials {1} &amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt; video-tut-list.shtml &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralVideoTutorials]]&lt;br /&gt;
* &amp;lt;s&amp;gt; apps.shtml {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralApplications]]&lt;br /&gt;
** &amp;lt;s&amp;gt; genmisc.shtml  {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralMiscellaneous]]&lt;br /&gt;
** index.shtml&lt;br /&gt;
** &amp;lt;s&amp;gt; lightwave.shtml   {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralLightwave]]&lt;br /&gt;
** &amp;lt;s&amp;gt; max.shtml  {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralMax]]&lt;br /&gt;
** &amp;lt;s&amp;gt; maya.shtml  {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralMaya]]&lt;br /&gt;
** &amp;lt;s&amp;gt; milkshape.shtml  {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralMilkshape]]&lt;br /&gt;
** &amp;lt;s&amp;gt; misc.shtml  {1} &amp;lt;/s&amp;gt; &amp;quot;Sorry, I had something here, but it turned out to be illegal.&amp;quot;&lt;br /&gt;
** &amp;lt;s&amp;gt; modelanim.shtml  {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralModelingAndAnimation]]&lt;br /&gt;
** nst.shtml  {3}&lt;br /&gt;
** q2m.shtml   {3}&lt;br /&gt;
** &amp;lt;s&amp;gt; skinning.shtml   {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralSkinning]]&lt;br /&gt;
** &amp;lt;s&amp;gt; tools.shtml  {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralTools]]&lt;br /&gt;
** tutindex.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* gfx (looks like game logos for pages maybe) {i}  i suspect it is, thats what i think its a dup of that other directory&lt;br /&gt;
* &amp;lt;s&amp;gt;glossary (24 pages of definitions plus images) {1} &amp;lt;/s&amp;gt; http://nathan.perilith.com/~vito/oldpolycount/glossary/&lt;br /&gt;
* &amp;lt;s&amp;gt; glossary2 (only one glossary page, but lots of examples files)   {1} can we consolidate these? &amp;lt;/s&amp;gt; http://nathan.perilith.com/~vito/oldpolycount/glossary2/glossary.html&lt;br /&gt;
* gta3 {3}&lt;br /&gt;
* halflife {2}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
** tutorials (directory with 20 pages of modeling tutorials plus example content)&lt;br /&gt;
* heretic2 {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* jk2 {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tutorials&lt;br /&gt;
*** Model&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Tutorial (eight files under here making this up)&lt;br /&gt;
*** jk2_model_construction.shtml&lt;br /&gt;
* kingpin {3}&lt;br /&gt;
** tools&lt;br /&gt;
*** framelist.shtml&lt;br /&gt;
*** tools.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
** Kingpin-animations.html&lt;br /&gt;
* lithtech {3}&lt;br /&gt;
** tutorials&lt;br /&gt;
*** lithtech_primer.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* manual (how to review a model?)  {i}  it may go &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* nolf {3}&lt;br /&gt;
* quake {2}&lt;br /&gt;
** FAQ.shtml&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* &amp;lt;s&amp;gt; quake2 {1} &amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt; tools &amp;lt;/s&amp;gt;&lt;br /&gt;
*** &amp;lt;s&amp;gt; Prefabs &amp;lt;/s&amp;gt;&lt;br /&gt;
**** &amp;lt;s&amp;gt; Alx_Prefabs-info.shtml &amp;lt;/s&amp;gt; [[OldSiteResourcesQuake2ToolsPrefabsAlx]]&lt;br /&gt;
**** &amp;lt;s&amp;gt; Hunter_Prefabs-info.shtml &amp;lt;/s&amp;gt; [[OldSiteResourcesQuake2ToolsPrefabsHunter]]&lt;br /&gt;
** &amp;lt;s&amp;gt; Testbox &amp;lt;/s&amp;gt;&lt;br /&gt;
*** &amp;lt;s&amp;gt; testbox.shtml &amp;lt;/s&amp;gt; [[OldSiteResourcesQuake2ToolsTestbox]]&lt;br /&gt;
* tutorials&lt;br /&gt;
** NGLV&lt;br /&gt;
** NST_Tut01&lt;br /&gt;
** Custom VWEP.shtml&lt;br /&gt;
** NST_Retro&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Map.shtml&lt;br /&gt;
** Weapon Skin Linking.shtml&lt;br /&gt;
* FAQ.shtml&lt;br /&gt;
** index.shtml&lt;br /&gt;
** md2text.txt&lt;br /&gt;
** q2frameslist.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* quake3 {1}&lt;br /&gt;
** Model_Doc&lt;br /&gt;
*** Model_manual_ps.htm&lt;br /&gt;
* Shader_Doc&lt;br /&gt;
** Q3&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Ashader_manual.htm&lt;br /&gt;
* tools&lt;br /&gt;
** tutorials (lots of files below these, ugh)&lt;br /&gt;
*** josh&lt;br /&gt;
*** max-to-q3&lt;br /&gt;
*** MAX-to-q3data&lt;br /&gt;
*** Skin-shader&lt;br /&gt;
*** Sound&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Pak&lt;br /&gt;
*** Steed-Tut&lt;br /&gt;
* index.shtml&lt;br /&gt;
** md3text.txt&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* rune {3}&lt;br /&gt;
** tutorials&lt;br /&gt;
*** lodsettings&lt;br /&gt;
**** runetut-lodsettings.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
* sims {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* ssam {3}&lt;br /&gt;
* thps {3} {i}&lt;br /&gt;
* tribes {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* unreal {2}&lt;br /&gt;
** tools&lt;br /&gt;
** tutorials (lots of files in these subdirs)&lt;br /&gt;
*** lodsettings&lt;br /&gt;
*** mage&lt;br /&gt;
*** pix&lt;br /&gt;
*** sounds&lt;br /&gt;
*** umod&lt;br /&gt;
*** umod-backup&lt;br /&gt;
*** UTut01.shtml&lt;br /&gt;
*** UTut02.shtml&lt;br /&gt;
*** UTut03.shtml&lt;br /&gt;
*** UTut04.shtml&lt;br /&gt;
*** UTut05.shtml&lt;br /&gt;
*** UTut06.shtml&lt;br /&gt;
*** Utut07.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
** UTtut-mainpage.shtml&lt;br /&gt;
** UTtut-part5.shtml&lt;br /&gt;
* ut2003 {1}&lt;br /&gt;
** tutorials&lt;br /&gt;
*** backups (this might just be backup content, not sure, something about Intertwined)&lt;br /&gt;
*** ut2mod&lt;br /&gt;
*** pushing_tutorial.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
Also what I'd consider resources are:&lt;br /&gt;
&lt;br /&gt;
* Good, Bad and Ugly (skins/gbu/* with eight article directories under it)  {2}&lt;br /&gt;
* Skin news archives (skins/archived-news/* with 30 pages of news under it)  {i}  no idea&lt;br /&gt;
* Articles (ten article directories below that:) {2}&lt;br /&gt;
** animation-tips&lt;br /&gt;
** BnW&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;interview&lt;br /&gt;
** chiq_interview_012602&lt;br /&gt;
** chrisbruce_072002&lt;br /&gt;
** Gwot062k2&lt;br /&gt;
** max3preview&lt;br /&gt;
** q3-model-preview&lt;br /&gt;
** Steed-gdc99&lt;br /&gt;
** Steed-Interview&lt;br /&gt;
** Steed-Interview-2&lt;br /&gt;
* Subdermal (six pages and a contest) {2}&lt;br /&gt;
&lt;br /&gt;
= Not Linked To =&lt;br /&gt;
* [[AskDev]] (ask a developer column?) &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;  this didnt pan out. a dev house wanted to help just answer questions. But pulled out right as we set it all up.&lt;br /&gt;
* docs/gamespace_release.zip &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* misc&lt;br /&gt;
** Discreet_QCon2k1 {3}  {i} needs review&lt;br /&gt;
** e32k4 {3}  {i} needs review&lt;br /&gt;
** gfx {i} is this just a directory full of original polycount gfx?&lt;br /&gt;
** id-model-renders {3}&lt;br /&gt;
** pimps {3}  {i} needs review&lt;br /&gt;
** 12-3action.htm {3}  {i} needs review&lt;br /&gt;
** gamespy-broadcastkey.txt &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
** lead_action_designer.doc &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
** micro-forte-syd-jobdoc.shtml &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
** stuff.htm {3}  {i} needs review&lt;br /&gt;
** Unreal_Coach_jobpost_053104.doc &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* modeloftheweek  &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* modelpacks  {3}&lt;br /&gt;
* paintchat {2}  conditional that we can get it working again, free/cheap.  if not... &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* previews  &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
** nicknacks  &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* reviewlists  &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* skindom (woah nelly tons of stuff here)  {3}&lt;br /&gt;
* cutedoll.shtml (contest?) {3}  archive purposes only&lt;br /&gt;
* info (actual static model info files, non-db) {2} after database&lt;br /&gt;
* reviews (actual static model review files, non-db) {2} after database&lt;/div&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/OldSiteResourcesQuake2ToolsPrefabsHunter</id>
		<title>OldSiteResourcesQuake2ToolsPrefabsHunter</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/OldSiteResourcesQuake2ToolsPrefabsHunter"/>
				<updated>2006-05-31T04:46:49Z</updated>
		
		<summary type="html">&lt;p&gt;VitoMiliano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
| '''[[PreFabs]]             model'''&lt;br /&gt;
|-&lt;br /&gt;
| baseq2/players/Hunter_PreFabs&lt;br /&gt;
|}&lt;br /&gt;
Similar to the         &amp;quot;Alx_Prefabs&amp;quot; these are a small collection of Primative shapes for use in         creating various model meshes. It is not a model in the sense that you can play with them         in game, but more for the purpose of learning to create basic shapes when learning to         model.  These shapes are somewhat more complex then they need to be (I will probably         put together another set with others and maybe basic body parts too, arms, hands, torsos,         etc) and can be optimized for your wn specific uses. The &amp;quot;spheres&amp;quot; are not         Geo-spheres so they have a higher polycount than they should (Geo-spheres are much more         efficient and I guess I just didnt think of including one (all the more reason for me to         create another group too)) Basically there are two files. One file comes as one .md2 file         with all the shapes included and the other is in .AQM ([[Q2Modeler]]) format. All you need to         do is open or import the file to your modeling program and utilize the shapes you need, or         cut, paste and save each to its own file.&lt;br /&gt;
&lt;br /&gt;
         Other Info :  Technically these primatives were created in Qme and exported to .md2         format and converted to .AQM format too, but if you happen to use these in creating your         own model, a nice mention in a read-me is sorta cool..  If you can think of other         useful prefab shapes, send an e-mail to '''[mailto:Hunter@Polycount.com Hunter]''',         and don't forget to check out [http://www.planetquake.com/polycount/resources/quake2/tools/Prefabs/Alx_Prefabs-info.shtml Big         Rockets prefabs] too..&lt;br /&gt;
&lt;br /&gt;
Stay tuned for more         Prefabs.. soon... such as various body parts and generic forms for use in humanoid         models.. any suggestions ????&lt;br /&gt;
&lt;br /&gt;
Enjoy the Pre-fabs, they should be very         useful for those using bare bones programs that don't offer primitive shape creation         automatically.&lt;br /&gt;
&lt;br /&gt;
attachment:Primatives.jpg&lt;/div&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/OldSiteResourcesQuake2ToolsPrefabsHunter</id>
		<title>OldSiteResourcesQuake2ToolsPrefabsHunter</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/OldSiteResourcesQuake2ToolsPrefabsHunter"/>
				<updated>2006-05-31T04:46:01Z</updated>
		
		<summary type="html">&lt;p&gt;VitoMiliano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|&amp;lt; 5 0 %&amp;gt;|'''[[PreFabs]]             model'''&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;5 0 %&amp;gt;|baseq2/players/Hunter_PreFabs&lt;br /&gt;
|}&lt;br /&gt;
Similar to the         &amp;quot;Alx_Prefabs&amp;quot; these are a small collection of Primative shapes for use in         creating various model meshes. It is not a model in the sense that you can play with them         in game, but more for the purpose of learning to create basic shapes when learning to         model.  These shapes are somewhat more complex then they need to be (I will probably         put together another set with others and maybe basic body parts too, arms, hands, torsos,         etc) and can be optimized for your wn specific uses. The &amp;quot;spheres&amp;quot; are not         Geo-spheres so they have a higher polycount than they should (Geo-spheres are much more         efficient and I guess I just didnt think of including one (all the more reason for me to         create another group too)) Basically there are two files. One file comes as one .md2 file         with all the shapes included and the other is in .AQM ([[Q2Modeler]]) format. All you need to         do is open or import the file to your modeling program and utilize the shapes you need, or         cut, paste and save each to its own file.&lt;br /&gt;
&lt;br /&gt;
         Other Info :  Technically these primatives were created in Qme and exported to .md2         format and converted to .AQM format too, but if you happen to use these in creating your         own model, a nice mention in a read-me is sorta cool..  If you can think of other         useful prefab shapes, send an e-mail to '''[mailto:Hunter@Polycount.com Hunter]''',         and don't forget to check out [http://www.planetquake.com/polycount/resources/quake2/tools/Prefabs/Alx_Prefabs-info.shtml Big         Rockets prefabs] too..&lt;br /&gt;
&lt;br /&gt;
Stay tuned for more         Prefabs.. soon... such as various body parts and generic forms for use in humanoid         models.. any suggestions ????&lt;br /&gt;
&lt;br /&gt;
Enjoy the Pre-fabs, they should be very         useful for those using bare bones programs that don't offer primitive shape creation         automatically.&lt;/div&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/OldSiteResourcesGeneralModelingAndAnimation</id>
		<title>OldSiteResourcesGeneralModelingAndAnimation</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/OldSiteResourcesGeneralModelingAndAnimation"/>
				<updated>2006-05-31T04:23:25Z</updated>
		
		<summary type="html">&lt;p&gt;VitoMiliano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
'''Modeling and Animation'''&lt;br /&gt;
&lt;br /&gt;
[http://www.machinima.com/articles/modeling_intro_index/ KOWBOY's kickass 3D Studio Max r3 tutorial ]''' - [http://www.cfxweb.net/articles/hugi21/gf3ds01.shtml part 1]''', '''[http://www.cfxweb.net/articles/hugi21/gf3ds02.shtml part 2]''', '''[http://www.cfxweb.net/articles/hugi21/gf3ds03.shtml part 3]''', '''[http://www.cfxweb.net/articles/hugi21/gf3ds04.shtml part 4]''', '''[http://www.cfxweb.net/articles/hugi21/gf3ds05.shtml part 5]''', by [mailto:kowboy@nextempire.com Kowboy/Nextempire]&lt;br /&gt;
  Some 3D Studio Max tutorials that are very good. The first one is targeted toward the beginner and is about the interface. The second is on basic model creation and getting started. Then in the third one we put in textures, then on to dealing with lighting, and finishing up with makin the suckah move. A fairly nice little set. Head over and look.&lt;br /&gt;
&lt;br /&gt;
'''[http://www.planetquake.com/q3manga/modelling_tut1.htm ZeroCartin's Q3 Modelling tutorial in 3ds Max]'''  by [mailto:zero_cartin@hotmail.com Zero Cartin]&lt;br /&gt;
    A quick and dirty tutorial for modeling a torso, arms and head in 3DSMax. Brought to you by the [http://www.planetquake.com/q3manga/ Q3 Manga Mod] folks.&lt;br /&gt;
&lt;br /&gt;
[http://www.users.qwest.net/~hayesbrian/modeling/modeling.htm Milkshape Tutorials] by [http://www.users.qwest.net/~hayesbrian/ Brian &amp;quot;-Iso-&amp;quot; Hayes]&lt;br /&gt;
  A whole bunch of really good tutorials dealing with modeling in Milkshape. If you're a casual game artist without much dough and a good conscience this is probably the best modeling software available. If you're not sure how to use it, turn here. As with all tutorials in this section, many of the ideas presented can be carried to other software packages.&lt;br /&gt;
&lt;br /&gt;
[http://www.gamasutra.com/features/visual_arts/19981113/charmod_01.htm Anatomically Correct Character Modeling] by Stefan Henry-Biskup (courtesy of [http://www.gamasutra.com/ Gamasutra])&lt;br /&gt;
 A really nice tutorial/discussion on the finer points of modeling. Very useful if you're having trouble setting up bones in your bipedal creatures, and just a good resource in general.&lt;br /&gt;
&lt;br /&gt;
 [http://www.planetquake.com/polycount/resources/general/tutorials/SurfaceTools/SurfaceTools.shtml Surface Tools] by Scott A. H. Ruggels&lt;br /&gt;
  This method of construction uses the native splines in Max, for the construction of &amp;quot;cages&amp;quot; that define the shape and volume of an object, and then use those splines to generate a surface, which is then converted to a polygonal mesh. Sound complicated? Well it's quickly becoming one of the most popular methods for constructing models.&lt;br /&gt;
&lt;br /&gt;
[http://machinima.com/articles/modelling_intro_1/ Machinima Modeling Tutorials]''' - [http://machinima.com/articles/modelling_intro_1/ part 1]''', '''[http://machinima.com/articles/modelling_intro_2/ part 2]''', '''[http://machinima.com/articles/modelling_intro_3/ part 3]''', '''[http://machinima.com/articles/modelling_intro_4/ part 4]''', '''[http://machinima.com/articles/modelling_intro_5/ part 5]''', '''[http://machinima.com/articles/modelling_intro_6/ part 6]'''[http://machinima.com/articles/modelling_intro_6/ ] by [http://machinima.com/ Machinima.com]&lt;br /&gt;
   A multi-part article and tutorial on making 3D characters and animations, speifically for use in real-time 3D engines such as the Quake series of engines. These tutorials are based in Milkshape, but the principles can be applied to many modeling packages. The last two installments get kind of game specific.&lt;br /&gt;
&lt;br /&gt;
 [http://www.planetquake.com/caphold/tutorials.html Modeling a Weapon with 3D Studio Max 3.0] by [http://www.planetquake.com/caphold/news.html Capture 'n Hold]&lt;br /&gt;
  A tutorial for modeling weapons and creating mapping coordinates for them.&lt;br /&gt;
&lt;br /&gt;
[http://www.planetquake.com/polycount/cottages/alcor/Truc/Truc.htm Alcor's Clever Ways] by [http://www.planetquake.com/polycount/cottages/alcor/ Alcor]&lt;br /&gt;
  Some great tips from one of our very own, the author of Hellspawn, Witchblade, and the Mask. An absolute plethora of information on all manner of stuff, from skinning, to modeling to animating. Highly recommended.&lt;br /&gt;
&lt;br /&gt;
[http://sgs.newsninja.com/Amazon/gwot/ GWOT's Tutorials and Links]&lt;br /&gt;
  The author of the [../../../myweb/models/terminator.htm Terminator] model has compiled a set of tutorials that he's made as well as a set of link to different links around the community. Definitely worth a look around if you're looking for info on getting started.  He's also pretty competent in 3D Studio MAX and can answer questions from newbies on that program&lt;br /&gt;
&lt;br /&gt;
[http://max3d.3dluvr.com/tutorials/mms/ Mesh Modeling All the Way] by [mailto:strat@mail.bip.net Claes Wikdahl]&lt;br /&gt;
   This tutorial explains the techniques and concepts behind mesh modeling as the author does it. It covers the basics and up, so that even beginners can get the hang of it. At the same time, this is all you need to know to create some really advanced models. This is really good stuff and almost required reading.&lt;br /&gt;
&lt;br /&gt;
[http://www.roguespeardatabase.com/_tutorial/3dmax1.shtml How to Make 3D Weapon Models] by [http://www.roguespeardatabase.com/ The Rogue Spear Database]&lt;br /&gt;
  How to model a gun in Max, pretty much. The concepts discussed in this tutorial can be applied to almost anything, so extrapolate what you may.&lt;br /&gt;
&lt;br /&gt;
[http://www.planethalflife.com/coldfusion/tutorials/intro.htm ColdFusion's Modeling Tutorials] by [mailto:scarecrow@dial.pipex.com Scarecrow] of [http://www.planethalflife.com/coldfusion/ Cold Fusion]&lt;br /&gt;
  Some absolutely wonderful tutorials for modeling, skinning and animating in Max or Milkshape.&lt;br /&gt;
&lt;br /&gt;
[http://www.quake3mods.net/darkstar/tutorials.htm Modeling in Milkshape] by [http://www.quake3mods.net/darkstar/ Darkstar Entertainment]&lt;br /&gt;
  Several tutorials, in .avi format, about modeling in a nice free program that's a viable alternative if you don't have the cash to shell out for the big boys.&lt;br /&gt;
&lt;br /&gt;
[http://www.planetquake.com/polycount/cottages/shadokat/q2mtut.html ShadoKat's Q2Modeler Tutorial] by [mailto:shadokat@polycount.com ShadoKat]&lt;br /&gt;
  Building a box using [[Q2Modeler]], a nice freeware modeling program. More installments are planned, but I wouldn't hold my breath. These are considered to be for the ABSOLUTE beginner.&lt;br /&gt;
&lt;br /&gt;
[http://www.loonygames.com/content/1.13/totb/ Character Modeling] by [mailto:psteed@idsoftware.com Paul Steed]&lt;br /&gt;
  Mr. Steed does a very nice tutorial on basic model creation in MAX. He shows us step by step creation of a character model including a few redos of some sections of the model. The model his called Sleeg, but it very well could be the start of the Sorlag model for Q3A. Comes in 3 parts: http://www.loonygames.com/content/1.14/totb/ part2]] [[http://www.loonygames.com/content/1.16/totb/ part3&lt;br /&gt;
&lt;br /&gt;
[http://members.xoom.com/JohnHsia/tut1/edgeturn.html Edge Turn - Inside 3D MAX / volume 1] by John Hsia&lt;br /&gt;
  Author's Note: Edge turn affects a single, shared edge by redirecting the edge to the other vertices of the two faces.&lt;br /&gt;
&lt;br /&gt;
[http://members.xoom.com/JohnHsia/tut2/extrudearm.html Lets'Grow'Them'Arms - Inside 3D MAX / volume 1] by John Hsia&lt;br /&gt;
  Author's Note: These next few pics will show you how I use extrude in some instances to grow arms. You can basically model your whole character this way, by selecting key faces where the head, arms and legs should be and extrude them out.&lt;br /&gt;
&lt;br /&gt;
[http://www.planetquake.com/polycount/resources/general/tutorials/alphawolf_tut01/lowpolycharacters.shtml Low Polygon Character Generation using 3DSMAX 1.x or 2.0] by [mailto:Alphawolf@planetquake.com Andrew &amp;quot;ALPHAwolf&amp;quot; Gilmour]&lt;br /&gt;
  This tutorial will guide you to build a low poly single mesh character starting with a box. There are various ways of building LPCs and this is just one method.&lt;br /&gt;
  It's gotta be a good place to start if it's coming from ALPHAwolf's brain.&lt;br /&gt;
&lt;br /&gt;
[http://www.3dcafe.com/tuts/shark/shark.htm Low Polygon Modeling In MAX R2.5]&lt;br /&gt;
  Located in the [http://www.3dcafe.com 3D Cafe] by [http://www.platinumpictures.com Platinum Pictures] this modeling tutorial guides users step by step through the process of creating a low polygon shark. To all you budding MAX modelers out there, this could give you a few handy pointers.&lt;br /&gt;
&lt;br /&gt;
[tutorials/Shine_Tut03/PolyReduce.shtml Polygon Reduction] by [mailto:vertmanip@cander.net Jon &amp;quot;shine&amp;quot; Jones]&lt;br /&gt;
  This one goes through a high polygon count gun and shows some basic ideas and steps on deleting completely unused polygons and reducing polygon detail in areas that its just not needed.  A nice tutorial for all new modelers for the concepts, not just for Lightwave users anymore.&lt;br /&gt;
&lt;br /&gt;
[tutorials/Shine_Tut04/Making%20a%20Head.shtml Modeling A Head] by [mailto:vertmanip@cander.net Jon &amp;quot;shine&amp;quot; Jones]&lt;br /&gt;
  Just when you thought you were about to bust from all the LW knowledge you now have, Shine come along with a pin to pop ya with another nice tutorial for you.  The title pretty much says it all.&lt;br /&gt;
&lt;br /&gt;
[http://www.loonygames.com/content/1.28/totb/ Character Studio basics] by [mailto:psteed@idsoftware.com Paul Steed]&lt;br /&gt;
  This is a pair of tutorials on the basics of Character Studio's two parts, Biped and Physique.  If you're looking to learn this plugin for MAX and don't have the manual [cough] for some reason, this is going to be your single best source tutorial for using it in the realm of player models. http://www.loonygames.com/content/1.30/totb/ part two&lt;br /&gt;
&lt;br /&gt;
[http://www.planetquake.com/q2pmp/hostings/zedaxis/ Character Studio Tutorials]&lt;br /&gt;
  For those looking to do a little Character Studio-ing, Nemesis has bitch slapped together many incredible Character Studio tutorials. Very useful lessons are going on at his home, [http://www.planetquake.com/q2pmp/hostings/zedaxis/ Zed-Axis], so get a move on!&lt;br /&gt;
&lt;br /&gt;
'''[http://www.loonygames.com/content/1.22/totb/index2.shtml Walk cycle animation basics]''' by [mailto:psteed@idsoftware.com Paul Steed]&lt;br /&gt;
  A basic and succinct tutorial on making a walk cycle for a character.&lt;br /&gt;
&lt;br /&gt;
[tutorials/Shine_Tut05/Setup%20Bones%20Part1.shtml Setting up bones and IK in Lightwave, Part 1] by [mailto:vertmanip@cander.net Jon &amp;quot;shine&amp;quot; Jones]&lt;br /&gt;
  IK isn't covered in this first part, but setting up a character with bones is. So if you're lookin' for Lightwave help, then check this one out and don't hesitate to check out all of shine's previous tutorials while you're at it!&lt;/div&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/PolycountOldTOC</id>
		<title>PolycountOldTOC</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/PolycountOldTOC"/>
				<updated>2006-05-31T04:19:26Z</updated>
		
		<summary type="html">&lt;p&gt;VitoMiliano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;s&amp;gt; This was thrilling to compile. &amp;lt;/s&amp;gt; This is ongoing thrills to convert to nice clean wiki formatting.&lt;br /&gt;
&lt;br /&gt;
r13 has ranked pages to be converted in priority order.  Pages that are crossed out and have a link next to them are ones that I have copy and pasted into the wiki.  '''THEY ARE NOT DONE BEING CONVERTED YET.'''  You (whoever is doing this) must go through each page and verify each link.  If a link is dead, Google search to try and find it again.  If it's really gone, check the internet archive for it and make a page for it here, including salvaging any images you can.  You also need to go through and clean up all the wiki formatting: it's been converted automatically from the original HTML, so it is really digusting.  These pages should be nice and clean and mostly plain text so we can put them on the main Polycount site again.  That is all.&lt;br /&gt;
&lt;br /&gt;
Please keep things in the list format.  Dynamic pages that will be difficult to redirect properly are in italics.&lt;br /&gt;
&lt;br /&gt;
= General Links =&lt;br /&gt;
* Poll (poll/poll.shtml)  &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* ''News archives'' (news/newsarchives.asp)&lt;br /&gt;
* ''News search'' (news/newsarchives.asp?function=search&amp;amp;advanced=1)&lt;br /&gt;
* &amp;lt;s&amp;gt; Contact (contacts/index.shtml)  {1} &amp;lt;/s&amp;gt; [[OldSiteContact]]&lt;br /&gt;
* Polycount for PalmOS (news/pqa.zip)  &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* Links (links/index.shtml)     {2}&lt;br /&gt;
* &amp;lt;s&amp;gt; Credits (credits/index.shtml)  {1}  this should be merged with the contact page &amp;lt;/s&amp;gt; [[OldSiteCredits]]&lt;br /&gt;
= Download Database =&lt;br /&gt;
* ''UT2004 Models, UT2004 Vehicles, UT2003 Models, Quake 3 Models, UT Models, JKA Models, JK2 Models, GTA3 Models, Serious Sam Models, Quake 2 Models, Q3 Map Models, TA Team Models, TA Head Models, Elite Force Models, Half-Life Models, Heretic2 Models, [[CounterStrike]] Models, The Sims Models, Kingpin Models'' (downloads/ and downloads/index.asp?game=##&amp;amp;sort=date&amp;amp;order=DESC)  {2}&lt;br /&gt;
= Other Models and Skins =&lt;br /&gt;
* Q3 Weapon Models (q3weapons/q3weapons-index.shtml)  {3}&lt;br /&gt;
* HL Weapon Models (hlweapons/hlweapons-index.shtml)  {3}&lt;br /&gt;
* UT2003 Accessories (dynamic.gamespy.com/~polycount/skins/ut2003skin-index.shtml wtf?) {3}&lt;br /&gt;
* Quake 2 Accessories (skins/q2skin-index.shtml)  {3}&lt;br /&gt;
* Quake 3 Accessories (skins/q3skin-index.shtml)  {3}&lt;br /&gt;
* Unreal T Accessories (skins/utskin-index.shtml)  {3}&lt;br /&gt;
* Half-Life Accessories (skins/hlskin-index.shtml)  {3}&lt;br /&gt;
* Rune Accessories (skins/runeskin-index.shtml) {3}&lt;br /&gt;
* Sims Accessories (skins/simskin-index.shtml)  {3}&lt;br /&gt;
* Accessory Top-Picks (skins/top-picks/top-picks.shtml)   {3}  potentially &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* Top-Packs (skins/top-picks/top-packs/top-packs.shtml   {3}   potentially &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
= Resources =&lt;br /&gt;
* &amp;lt;s&amp;gt; Resources (resources/index.shtml) {1} we should be able to get alot of the heavy lifting here from the community &amp;lt;/s&amp;gt; [[OldSiteResources]]&lt;br /&gt;
&lt;br /&gt;
Under Resources, there are these directories and significant files.  Directories without any sub-content just have an index.shtml file in them listing resources elsewhere on the net.  Most directories also have lots of other directories with supporting files, like images and stuff, which aren't listed for brevity.&lt;br /&gt;
&lt;br /&gt;
* avp2 {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tutorials&lt;br /&gt;
*** talonengine&lt;br /&gt;
**** talonenginetut.shtml&lt;br /&gt;
* bandw  {3} {i} wtf is this? Black and White&lt;br /&gt;
* chat-rooms {2}&lt;br /&gt;
** chat-index.shtml&lt;br /&gt;
** 2design &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
*** 2design.shtml&lt;br /&gt;
* model_design&lt;br /&gt;
** model_design.shtml&lt;br /&gt;
* modjobs &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
** modjobs.shtml&lt;br /&gt;
* drakan {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** gfx&lt;br /&gt;
*** JSheffield.zip&lt;br /&gt;
* eliteforce {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
** tutorials&lt;br /&gt;
*** q3-ef&lt;br /&gt;
**** Q3AEF.shtml&lt;br /&gt;
* &amp;lt;s&amp;gt; FAQ-genera {1}  probably needs reviewl &amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt; faq-general-index.shtml&amp;lt;/s&amp;gt; [[OldSiteResourcesFaqGeneral]]&lt;br /&gt;
* &amp;lt;s&amp;gt; general {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneral]]&lt;br /&gt;
** misc {i}  sunstorm?&lt;br /&gt;
*** sunstorm.shtml&lt;br /&gt;
* &amp;lt;s&amp;gt; tools {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralTools]]&lt;br /&gt;
** &amp;lt;s&amp;gt; infografica.shtml &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralToolsInfografica]]&lt;br /&gt;
** &amp;lt;s&amp;gt; polychop &amp;lt;/s&amp;gt; &lt;br /&gt;
*** &amp;lt;s&amp;gt; gdmag.pdf &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralToolsPolyChop]]&lt;br /&gt;
* tutorials {2}&lt;br /&gt;
** ALPHAWolf_Tut01&lt;br /&gt;
*** Low&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Poly&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Characters.shtml&lt;br /&gt;
* cswingstut&lt;br /&gt;
** cswingstut.shtml&lt;br /&gt;
* Hitman&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Daz_Tut01&lt;br /&gt;
** Digital&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Painting.shtml&lt;br /&gt;
* Model-unwrap&lt;br /&gt;
** model-unwrap.shtml&lt;br /&gt;
** model-unwrap-pic1.shtml&lt;br /&gt;
** model-unwrap-pic2.shtml&lt;br /&gt;
** model-unwrap-pic3.shtml&lt;br /&gt;
** model-unwrap-pic4.shtml&lt;br /&gt;
** model-unwrap-pic5.shtml&lt;br /&gt;
* NURBS-mapping&lt;br /&gt;
** Nurbs-mapping.shtml&lt;br /&gt;
** tutorial.html&lt;br /&gt;
** vrml1.html&lt;br /&gt;
** vrml2.html&lt;br /&gt;
** vrml3.html&lt;br /&gt;
* Shine_Tut03&lt;br /&gt;
** Poly&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Reduce.shtml&lt;br /&gt;
* Shine_Tut04&lt;br /&gt;
** Making a Head.shtml&lt;br /&gt;
* Shine_Tut05&lt;br /&gt;
** Setup Bones Part1.shtml&lt;br /&gt;
* Surface&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Tools&lt;br /&gt;
** Surface Tools for Low Poly Modeling2.doc&lt;br /&gt;
** Surface&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Tools.shtml&lt;br /&gt;
** Surface&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Tools-mts.shtml&lt;br /&gt;
* UVWunwrap&lt;br /&gt;
** UVWunwrap.shtml&lt;br /&gt;
* ASC_Export_Tut01.shtml&lt;br /&gt;
** Shine_Tut01.shtml&lt;br /&gt;
** Shine_Tut02.shtml&lt;br /&gt;
* &amp;lt;s&amp;gt; video_tutorials {1} &amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt; video-tut-list.shtml &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralVideoTutorials]]&lt;br /&gt;
* &amp;lt;s&amp;gt; apps.shtml {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralApplications]]&lt;br /&gt;
** &amp;lt;s&amp;gt; genmisc.shtml  {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralMiscellaneous]]&lt;br /&gt;
** index.shtml&lt;br /&gt;
** &amp;lt;s&amp;gt; lightwave.shtml   {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralLightwave]]&lt;br /&gt;
** &amp;lt;s&amp;gt; max.shtml  {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralMax]]&lt;br /&gt;
** &amp;lt;s&amp;gt; maya.shtml  {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralMaya]]&lt;br /&gt;
** &amp;lt;s&amp;gt; milkshape.shtml  {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralMilkshape]]&lt;br /&gt;
** misc.shtml  {1}&lt;br /&gt;
** modelanim.shtml  {1}&lt;br /&gt;
** nst.shtml  {3}&lt;br /&gt;
** q2m.shtml   {3}&lt;br /&gt;
** skinning.shtml   {1}&lt;br /&gt;
** tools.shtml  {1}&lt;br /&gt;
** tutindex.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* gfx (looks like game logos for pages maybe) {i}  i suspect it is, thats what i think its a dup of that other directory&lt;br /&gt;
* glossary (24 pages of definitions plus images) {1}&lt;br /&gt;
* glossary2 (only one glossary page, but lots of examples files)   {1} can we consolidate these?&lt;br /&gt;
* gta3 {3}&lt;br /&gt;
* halflife {2}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
** tutorials (directory with 20 pages of modeling tutorials plus example content)&lt;br /&gt;
* heretic2 {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* jk2 {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tutorials&lt;br /&gt;
*** Model&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Tutorial (eight files under here making this up)&lt;br /&gt;
*** jk2_model_construction.shtml&lt;br /&gt;
* kingpin {3}&lt;br /&gt;
** tools&lt;br /&gt;
*** framelist.shtml&lt;br /&gt;
*** tools.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
** Kingpin-animations.html&lt;br /&gt;
* lithtech {3}&lt;br /&gt;
** tutorials&lt;br /&gt;
*** lithtech_primer.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* manual (how to review a model?)  {i}  it may go &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* nolf {3}&lt;br /&gt;
* quake {2}&lt;br /&gt;
** FAQ.shtml&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* quake2 {1}&lt;br /&gt;
** tools&lt;br /&gt;
*** Prefabs&lt;br /&gt;
**** Alx_Prefabs-info.shtml&lt;br /&gt;
**** Hunter_Prefabs-info.shtml&lt;br /&gt;
** Testbox&lt;br /&gt;
*** testbox.shtml&lt;br /&gt;
* tutorials&lt;br /&gt;
** NGLV&lt;br /&gt;
** NST_Tut01&lt;br /&gt;
** Custom VWEP.shtml&lt;br /&gt;
** NST_Retro&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Map.shtml&lt;br /&gt;
** Weapon Skin Linking.shtml&lt;br /&gt;
* FAQ.shtml&lt;br /&gt;
** index.shtml&lt;br /&gt;
** md2text.txt&lt;br /&gt;
** q2frameslist.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* quake3 {1}&lt;br /&gt;
** Model_Doc&lt;br /&gt;
*** Model_manual_ps.htm&lt;br /&gt;
* Shader_Doc&lt;br /&gt;
** Q3&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Ashader_manual.htm&lt;br /&gt;
* tools&lt;br /&gt;
** tutorials (lots of files below these, ugh)&lt;br /&gt;
*** josh&lt;br /&gt;
*** max-to-q3&lt;br /&gt;
*** MAX-to-q3data&lt;br /&gt;
*** Skin-shader&lt;br /&gt;
*** Sound&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Pak&lt;br /&gt;
*** Steed-Tut&lt;br /&gt;
* index.shtml&lt;br /&gt;
** md3text.txt&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* rune {3}&lt;br /&gt;
** tutorials&lt;br /&gt;
*** lodsettings&lt;br /&gt;
**** runetut-lodsettings.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
* sims {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* ssam {3}&lt;br /&gt;
* thps {3} {i}&lt;br /&gt;
* tribes {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* unreal {2}&lt;br /&gt;
** tools&lt;br /&gt;
** tutorials (lots of files in these subdirs)&lt;br /&gt;
*** lodsettings&lt;br /&gt;
*** mage&lt;br /&gt;
*** pix&lt;br /&gt;
*** sounds&lt;br /&gt;
*** umod&lt;br /&gt;
*** umod-backup&lt;br /&gt;
*** UTut01.shtml&lt;br /&gt;
*** UTut02.shtml&lt;br /&gt;
*** UTut03.shtml&lt;br /&gt;
*** UTut04.shtml&lt;br /&gt;
*** UTut05.shtml&lt;br /&gt;
*** UTut06.shtml&lt;br /&gt;
*** Utut07.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
** UTtut-mainpage.shtml&lt;br /&gt;
** UTtut-part5.shtml&lt;br /&gt;
* ut2003 {1}&lt;br /&gt;
** tutorials&lt;br /&gt;
*** backups (this might just be backup content, not sure, something about Intertwined)&lt;br /&gt;
*** ut2mod&lt;br /&gt;
*** pushing_tutorial.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
Also what I'd consider resources are:&lt;br /&gt;
&lt;br /&gt;
* Good, Bad and Ugly (skins/gbu/* with eight article directories under it)  {2}&lt;br /&gt;
* Skin news archives (skins/archived-news/* with 30 pages of news under it)  {i}  no idea&lt;br /&gt;
* Articles (ten article directories below that:) {2}&lt;br /&gt;
** animation-tips&lt;br /&gt;
** BnW&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;interview&lt;br /&gt;
** chiq_interview_012602&lt;br /&gt;
** chrisbruce_072002&lt;br /&gt;
** Gwot062k2&lt;br /&gt;
** max3preview&lt;br /&gt;
** q3-model-preview&lt;br /&gt;
** Steed-gdc99&lt;br /&gt;
** Steed-Interview&lt;br /&gt;
** Steed-Interview-2&lt;br /&gt;
* Subdermal (six pages and a contest) {2}&lt;br /&gt;
&lt;br /&gt;
= Not Linked To =&lt;br /&gt;
* [[AskDev]] (ask a developer column?) &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;  this didnt pan out. a dev house wanted to help just answer questions. But pulled out right as we set it all up.&lt;br /&gt;
* docs/gamespace_release.zip &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* misc&lt;br /&gt;
** Discreet_QCon2k1 {3}  {i} needs review&lt;br /&gt;
** e32k4 {3}  {i} needs review&lt;br /&gt;
** gfx {i} is this just a directory full of original polycount gfx?&lt;br /&gt;
** id-model-renders {3}&lt;br /&gt;
** pimps {3}  {i} needs review&lt;br /&gt;
** 12-3action.htm {3}  {i} needs review&lt;br /&gt;
** gamespy-broadcastkey.txt &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
** lead_action_designer.doc &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
** micro-forte-syd-jobdoc.shtml &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
** stuff.htm {3}  {i} needs review&lt;br /&gt;
** Unreal_Coach_jobpost_053104.doc &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* modeloftheweek  &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* modelpacks  {3}&lt;br /&gt;
* paintchat {2}  conditional that we can get it working again, free/cheap.  if not... &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* previews  &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
** nicknacks  &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* reviewlists  &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* skindom (woah nelly tons of stuff here)  {3}&lt;br /&gt;
* cutedoll.shtml (contest?) {3}  archive purposes only&lt;br /&gt;
* info (actual static model info files, non-db) {2} after database&lt;br /&gt;
* reviews (actual static model review files, non-db) {2} after database&lt;/div&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/OldSiteResourcesGeneralMilkshape</id>
		<title>OldSiteResourcesGeneralMilkshape</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/OldSiteResourcesGeneralMilkshape"/>
				<updated>2006-05-31T04:16:11Z</updated>
		
		<summary type="html">&lt;p&gt;VitoMiliano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
'''Milkshape Tutorials'''&lt;br /&gt;
&lt;br /&gt;
[http://www.users.qwest.net/~hayesbrian/modeling/modeling.htm Milkshape Tutorials] by [http://www.users.qwest.net/~hayesbrian/ Brian &amp;quot;-Iso-&amp;quot; Hayes]&lt;br /&gt;
 A whole bunch of really good tutorials dealing with modeling in Milkshape. If you're a casual game artist without much dough and a good conscience this is probably the best modeling software available. If you're not sure how to use it, turn here.&lt;br /&gt;
&lt;br /&gt;
[http://www.planethalflife.com/coldfusion/tutorials/intro.htm ColdFusion's Modeling Tutorials] by [mailto:scarecrow@dial.pipex.com Scarecrow] of [http://www.planethalflife.com/coldfusion/ Cold Fusion]&lt;br /&gt;
  Some absolutely wonderful tutorials for modeling, skinning and animating in Max or Milkshape.&lt;br /&gt;
&lt;br /&gt;
     [http://www.quake3mods.net/darkstar/tutorials.htm Modeling in Milkshape] by [http://www.quake3mods.net/darkstar/ Darkstar Entertainment]&lt;br /&gt;
  Several tutorials, in .avi format, about modeling in a nice free program that's a viable alternative if you don't have the cash to shell out for the big boys.&lt;br /&gt;
&lt;br /&gt;
    [http://www.machinima.com/articles/modeling_intro_index/ Machinima Modeling Tutorials]''' - [http://machinima.com/articles/modelling_intro_1/ part 1]''', '''[http://machinima.com/articles/modelling_intro_2/ part 2]''', '''[http://machinima.com/articles/modelling_intro_3/ part 3]''', '''[http://machinima.com/articles/modelling_intro_4/ part 4]''', '''[http://machinima.com/articles/modelling_intro_5/ part 5]''', '''[http://machinima.com/articles/modelling_intro_6/ part 6]'''[http://machinima.com/articles/modelling_intro_6/ ] by [http://machinima.com/ Machinima.com]&lt;br /&gt;
   A multi-part article and tutorial on making 3D characters and animations, speifically for use in real-time 3D engines such as the Quake series of engines. These tutorials are based in Milkshape, but the principles can be applied to many modeling packages. The last two installments get kind of game specific.&lt;/div&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/OldSiteResourcesGeneralMaya</id>
		<title>OldSiteResourcesGeneralMaya</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/OldSiteResourcesGeneralMaya"/>
				<updated>2006-05-31T04:15:12Z</updated>
		
		<summary type="html">&lt;p&gt;VitoMiliano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
'''Maya and Maya PLE Tutorials'''&lt;br /&gt;
&lt;br /&gt;
'''[http://www.planetquake.com/sin2q3/tutpart1.htm Modeling a Simple Low-Poly Human with Maya] - [http://www.planetquake.com/sin2q3/tutpart1.htm Part 1], [http://www.planetquake.com/sin2q3/tutpart2.htm Part 2]'''  by Undertow of [http://www.planetquake.com/sin2q3/ Sin Arena]&lt;br /&gt;
    A very nice and detailed tutorial on modeling a low-polygon humanoid figure using Alias|Wavefront's Maya.&lt;/div&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/OldSiteResourcesGeneralMax</id>
		<title>OldSiteResourcesGeneralMax</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/OldSiteResourcesGeneralMax"/>
				<updated>2006-05-31T04:13:55Z</updated>
		
		<summary type="html">&lt;p&gt;VitoMiliano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
'''3D Studio MAX and gmax Tutorials'''&lt;br /&gt;
&lt;br /&gt;
'''[http://gmax.digitalarenas.com/modules.php?op=modload&amp;amp;name=Sections&amp;amp;file=index&amp;amp;req=viewarticle&amp;amp;artid=7 Beginning gmax - How to Model a Cart]'''  by Paul Beattie&lt;br /&gt;
    Just what it says. A tutorial for modeling a cart with gmax.&lt;br /&gt;
&lt;br /&gt;
'''[http://www.flipcode.com/tutorials/spaceship/ Modeling a Simple Spaceship]'''  by [http://ghoul.flipcode.com/ Max Shelekhov]&lt;br /&gt;
    Just what it says. A tutorial for modeling a simple spaceship with either Max or gmax.&lt;br /&gt;
&lt;br /&gt;
[http://www.machinima.com/articles/modeling_intro_index/ KOWBOY's kickass 3D Studio Max r3 tutorial ]''' - [http://www.cfxweb.net/articles/hugi21/gf3ds01.shtml part 1]''', '''[http://www.cfxweb.net/articles/hugi21/gf3ds02.shtml part 2]''', '''[http://www.cfxweb.net/articles/hugi21/gf3ds03.shtml part 3]''', '''[http://www.cfxweb.net/articles/hugi21/gf3ds04.shtml part 4]''', '''[http://www.cfxweb.net/articles/hugi21/gf3ds05.shtml part 5]''', by [mailto:kowboy@nextempire.com Kowboy/Nextempire]&lt;br /&gt;
  Some 3D Studio Max tutorials that are very good. The first one is targeted toward the beginner and is about the interface. The second is on basic model creation and getting started. Then in the third one we put in textures, then on to dealing with lighting, and finishing up with makin the suckah move. A fairly nice little set. Head over and look.&lt;br /&gt;
&lt;br /&gt;
'''[http://www.planetquake.com/q3manga/modelling_tut1.htm ZeroCartin's Q3 Modelling tutorial in 3ds Max]'''  by [mailto:zero_cartin@hotmail.com Zero Cartin]&lt;br /&gt;
    A quick and dirty tutorial for modeling a torso, arms and head in 3DSMax. Brought to you by the [http://www.planetquake.com/q3manga/ Q3 Manga Mod] folks.&lt;br /&gt;
&lt;br /&gt;
[http://www.planetquake.com/polycount/resources/general/tutorials/cswingstut/cswingstut.shtml Tutorial on how to animate wings using Character Studio] by [mailto:SkullboX@planetquake.com Bastiaan &amp;quot;SkullboX&amp;quot; Schravendeel]&lt;br /&gt;
  Just what it says. A nicely detailed tutorial on how to add bones to a Biped object in Max so you can animate all those extra bits. You'll definitely find this one useful if your imagination tends to extend beyond the standard &amp;quot;two-legged-humanoid&amp;quot; characters.&lt;br /&gt;
&lt;br /&gt;
[http://www.maxforums.org/ MaxForums]&lt;br /&gt;
  Your one stop source for all the 3D Studio MAX tutorials you could ever want or need. Seriously, if you’re a MAX user, you NEED this place, and should go here often. Just click on the Tutorials link in the nav-bar. While you’re there, be sure to browse around, as they also have message boards.&lt;br /&gt;
&lt;br /&gt;
[http://www.planetquake.com/polycount/cottages/zedaxis/ Zed-Axis Tutorials] by [mailto:nemesis@lightwolf.com Nemesis]&lt;br /&gt;
   Some nice 3DStudioMax tutorials. But these are no regular ones. These are full video with sound captures of him actually going through the procedures of making the models. These really big (100+ MB) downloads but, if you email him with 20$ for shipping and the cost of the CD, he will burn it to disc and send it to you.&lt;br /&gt;
&lt;br /&gt;
[http://max3d.3dluvr.com/tutorials/mms/ Mesh Modeling All the Way] by [mailto:strat@mail.bip.net Claes Wikdahl]&lt;br /&gt;
   This tutorial explains the techniques and concepts behind mesh modeling as the author does it. It covers the basics and up, so that even beginners can get the hang of it. At the same time, this is all you need to know to create some really advanced models. This is really good stuff and almost required reading.&lt;br /&gt;
&lt;br /&gt;
[http://jurassic.mpog.com Unwrapping tutorials] by [http://jurassic.mpog.com/ Vision Studios]&lt;br /&gt;
   A fabulous tutorial explaining how to generate texture co-ordinates for 3d models (unwrapping), from one bitmap to multiple bitmaps on a single mesh. This is some pretty handy stuff when you are knee-deep in the model-making process. Click the portfolio link in the nav-bar and you’ll see it in there.&lt;br /&gt;
&lt;br /&gt;
[http://welbot.8m.com/UVtut/ UV Unwrapping] by [mailto:webmaster@welbot.8m.com Welbot]&lt;br /&gt;
   A very nice tutorial explaining how to lay out a texture map for your 3d models using 3DSMax. This tutorial also makes use of the [http://www.cuneytozdas.com/software/max/texporter/ Texporter] plugin, so go get that before you start. It assumes you have a completed mesh, ready to be skinned, so be sure you have one of those.&lt;br /&gt;
&lt;br /&gt;
[tutorials/ASC_Export_Tut01.shtml ASC Exporter Plugin] by [mailto:melkior@usa.net rogue13]&lt;br /&gt;
  Instructs on the use of the ASC exporter for getting Max models into Q2 Modeler for skin generation and compiling to MD2 format.&lt;br /&gt;
&lt;br /&gt;
[http://www.planetquake.com/polycount/cottages/alcor/Truc/Truc.htm Alcor's Clever Ways] by [http://www.planetquake.com/polycount/cottages/alcor/ Alcor]&lt;br /&gt;
  Some great tips from one of our very own, the author of Hellspawn, Witchblade, and the Mask. An absolute plethora of information on all manner of stuff, from skinning, to modeling to animating. Highly recommended.&lt;br /&gt;
&lt;br /&gt;
'''[http://epicknights.com/tutorials/multiple_materials_max.shtml Applying Multiple Materials to an Object in Max]''' by [jgreen@epicgames.com James Green]&lt;br /&gt;
    Epic's very own James Green has graced us with this tutorial on setting up multiple materials to apply to a single object in Max. Very useful even if your model's not for Unreal Tournament.&lt;br /&gt;
&lt;br /&gt;
[http://www.3d-editing.com/coldfusion/tutorials.htm ColdFusion's Modeling Tutorials] by [mailto:scarecrow@dial.pipex.com Scarecrow] of [http://www.3d-editing.com/coldfusion/ Cold Fusion]&lt;br /&gt;
  Some absolutely wonderful tutorials for modeling, skinning and animating in Max or Milkshape.&lt;br /&gt;
&lt;br /&gt;
[http://sgs.newsninja.com/Amazon/gwot/ GWOT's Tutorials and Links]&lt;br /&gt;
  The author of the [../../../myweb/models/terminator.htm Terminator] model has compiled a set of tutorials that he's made as well as a set of link to different links around the community. Definitely worth a look around if you're looking for info on getting started.  He's also pretty competent in 3D Studio MAX and can answer questions from newbies on that program&lt;br /&gt;
&lt;br /&gt;
[http://www.converted2.com/dev/index.php3?issue=7 Basic Texture Mapping in MAX 2.x] by [mailto:shockman/@converted2.com Shockman] from the [http:\\chemical.valveworld.com Chemical Existence] TC&lt;br /&gt;
  discuss basic issues of texture mapping using the standard UV tools inside of MAX.&lt;br /&gt;
&lt;br /&gt;
[http://www.loonygames.com/content/1.28/totb/ Character Studio basics] by [mailto:psteed@idsoftware.com Paul Steed]&lt;br /&gt;
  This is a pair of tutorials on the basics of Character Studio's two parts, Biped and Physique.  If you're looking to learn this plugin for MAX and don't have the manual [cough] for some reason, this is going to be your single best source tutorial for using it in the realm of player models. http://www.loonygames.com/content/1.30/totb/ part two&lt;br /&gt;
&lt;br /&gt;
[http://www.planetquake.com/q2pmp/hostings/zedaxis/ Character Studio Tutorials]&lt;br /&gt;
  For those looking to do a little Character Studio-ing, Nemesis has bitch slapped together many incredible Character Studio tutorials. Very useful lessons are going on at his home, [http://www.planetquake.com/q2pmp/hostings/zedaxis/ Zed-Axis], so get a move on!&lt;br /&gt;
&lt;br /&gt;
[http://www.fvfworld.com/features/q3a_mod_02/ FvFWorld's MAX Skinning Tutorial] by [http://www.fvfworld.com FvFWorld]&lt;br /&gt;
  Those of you messing around with Max and need to learn how to get those lovely texture maps on your model properly will want to check this out. The tutorial isn't the end all of skinning methods, but this will get you there nicely if you have no clue to any other way.&lt;br /&gt;
&lt;br /&gt;
[http://www.loonygames.com/content/1.13/totb/ Character Modeling] by [mailto:psteed@idsoftware.com Paul Steed]&lt;br /&gt;
  Mr. Steed does a very nice tutorial on basic model creation in MAX. He shows us step by step creation of a character model including a few redos of some sections of the model. The model his called Sleeg, but it very well could be the start of the Sorlag model for Q3A. Comes in 3 parts: http://www.loonygames.com/content/1.14/totb/ part2]] [[http://www.loonygames.com/content/1.16/totb/ part3&lt;br /&gt;
&lt;br /&gt;
[tutorials/NURBS-mapping/Nurbs-mapping.shtml Character Texture Mapping Via NURBS projection] by [mailto:benny@kainai.de Benny Edlund]&lt;br /&gt;
  A very interesting approach to doing texture mapping with NURBS and primitives as projection items to help minimize texture stretching and speed mapping.&lt;br /&gt;
&lt;br /&gt;
[http://members.xoom.com/JohnHsia/tut1/edgeturn.html Edge Turn - Inside 3D MAX / volume 1] by John Hsia&lt;br /&gt;
  Author's Note: Edge turn affects a single, shared edge by redirecting the edge to the other vertices of the two faces.&lt;br /&gt;
&lt;br /&gt;
[http://members.xoom.com/JohnHsia/tut2/extrudearm.html Lets'Grow'Them'Arms - Inside 3D MAX / volume 1] by John Hsia&lt;br /&gt;
  Author's Note: These next few pics will show you how I use extrude in some instances to grow arms. You can basically model your whole character this way, by selecting key faces where the head, arms and legs should be and extrude them out.&lt;br /&gt;
&lt;br /&gt;
[../../../myweb/dev_central1/tutorials/ALPHAtut/tut_01.htm Low Polygon Character Generation using 3DSMAX 1.x or 2.0] by [mailto:Alphawolf@planetquake.com Andrew &amp;quot;ALPHAwolf&amp;quot; Gilmour]&lt;br /&gt;
  This tutorial will guide you to build a low poly single mesh character starting with a box. There are various ways of building LPCs and this is just one method.&lt;br /&gt;
  It's gotta be a good place to start if it's coming from ALPHAwolf's brain.&lt;br /&gt;
&lt;br /&gt;
[http://www.3dcafe.com/tuts/shark/shark.htm Low Polygon Modeling In MAX R2.5]&lt;br /&gt;
  Located in the [http://www.3dcafe.com 3D Cafe] by [http://www.platinumpictures.com Platinum Pictures] this modeling tutorial guides users step by step through the process of creating a low polygon shark. To all you budding MAX modelers out there, this could give you a few handy pointers.&lt;br /&gt;
&lt;br /&gt;
 [http://www.cschell.com/skinmaxtut.html Model Skinning in Max 2.x] by [http://www.cschell.com/ casManG]&lt;br /&gt;
  A pretty straightforward tutorial on skinning a model in MAX. This is sort of outdated by MAX 3, but the principles still work if you find you like this better.&lt;br /&gt;
&lt;br /&gt;
 [http://www.planetquake.com/caphold/tutorials.html Modeling a Weapon with 3D Studio Max 3.0] by [http://www.planetquake.com/caphold/news.html Capture 'n Hold]&lt;br /&gt;
  A tutorial for modeling weapons and creating mapping coordinates for them.&lt;br /&gt;
&lt;br /&gt;
 [http://www.planetquake.com/polycount/resources/general/tutorials/SurfaceTools/SurfaceTools.shtml Surface Tools] by Scott A. H. Ruggels&lt;br /&gt;
  This method of construction uses the native splines in Max, for the construction of &amp;quot;cages&amp;quot; that define the shape and volume of an object, and then use those splines to generate a surface, which is then converted to a polygonal mesh. Sound complicated? Well it's quickly becoming one of the most popular methods for constructing models.&lt;br /&gt;
&lt;br /&gt;
[tutorials/UVWunwrap/UVWunwrap.shtml Using the UVWunwrap+ modifer] by [mailto:Daz@cybermodels.co.uk Darren &amp;quot;Hitman Daz' Pattenden]&lt;br /&gt;
  A quick how-to on the basics of using this custom modifier by [mailto:Speuger@home.com Spuege]r and [mailto:Gwot@planetquake.com Gwot] to help texture map your models in MAX.&lt;br /&gt;
&lt;br /&gt;
'''[http://www.loonygames.com/content/1.22/totb/index2.shtml Walk cycle animation basics]''' by [mailto:psteed@idsoftware.com Paul Steed]&lt;br /&gt;
  A basic and succinct tutorial on making a walk cycle for a character.&lt;/div&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/OldSiteResourcesGeneralLightwave</id>
		<title>OldSiteResourcesGeneralLightwave</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/OldSiteResourcesGeneralLightwave"/>
				<updated>2006-05-31T04:12:22Z</updated>
		
		<summary type="html">&lt;p&gt;VitoMiliano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
'''Lightwave Tutorials'''&lt;br /&gt;
&lt;br /&gt;
[tutorials/Shine_Tut01.shtml Exporting the Model] by [mailto:vertmanip@cander.net Jon &amp;quot;shine&amp;quot; Jones]&lt;br /&gt;
  A quick description to get your model from the 3D environment into..er.. another 3D environment, but in the second one you can kill it so it's much higher in the cool points.&lt;br /&gt;
&lt;br /&gt;
[tutorials/Shine_Tut02.shtml Introduction to Lightwave] by [mailto:vertmanip@cander.net Jon &amp;quot;shine&amp;quot; Jones]&lt;br /&gt;
  A very direct tutorial relating to Lightwave.  Lots of tips and information...nothing all that complex or involved, but still a pile of valuable information.&lt;br /&gt;
&lt;br /&gt;
[tutorials/Shine_Tut03/PolyReduce.shtml Polygon Reduction] by [mailto:vertmanip@cander.net Jon &amp;quot;shine&amp;quot; Jones]&lt;br /&gt;
  This one goes through a high polygon count gun and shows some basic ideas and steps on deleting completely unused polygons and reducing polygon detail in areas that its just not needed.  A nice tutorial for all new modelers for the concepts, not just for Lightwave users anymore.&lt;br /&gt;
&lt;br /&gt;
[tutorials/Shine_Tut04/Making%20a%20Head.shtml Modeling A Head] by [mailto:vertmanip@cander.net Jon &amp;quot;shine&amp;quot; Jones]&lt;br /&gt;
  Just when you thought you were about to bust from all the LW knowledge you now have, Shine come along with a pin to pop ya with another nice tutorial for you.  The title pretty much says it all.&lt;br /&gt;
&lt;br /&gt;
[tutorials/Shine_Tut05/Setup%20Bones%20Part1.shtml Setting up bones and IK in Lightwave, Part 1] by [mailto:vertmanip@cander.net Jon &amp;quot;shine&amp;quot; Jones]&lt;br /&gt;
  IK isn't covered in this first part, but setting up a character with bones is. So if you're lookin' for Lightwave help, then check this one out and don't hesitate to check out all of shine's previous tutorials while you're at it!&lt;/div&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/OldSiteResourcesGeneralMiscellaneous</id>
		<title>OldSiteResourcesGeneralMiscellaneous</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/OldSiteResourcesGeneralMiscellaneous"/>
				<updated>2006-05-31T04:10:24Z</updated>
		
		<summary type="html">&lt;p&gt;VitoMiliano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
'''General Tutorials'''&lt;br /&gt;
&lt;br /&gt;
[tutorials/ASC_Export_Tut01.shtml 3D Exploration: How to Display Textures] by [http://www.planetquake.com/skindom Skindom]&lt;br /&gt;
  The subject of this baby is the [http://www.us.righthemisphere.com/products/3dexplore/index.htm 3D Exploration] program and its use when displaying textures. Also included are some tips on showing models that don't have textures to display.&lt;br /&gt;
&lt;br /&gt;
[tutorials/ASC_Export_Tut01.shtml ASC Exporter Plugin] by [mailto:melkior@usa.net rogue13]&lt;br /&gt;
  Instructs on the use of the ASC exporter for getting Max models into Q2 Modeler for skin generation and compiling to MD2 format.&lt;br /&gt;
&lt;br /&gt;
 [http://www.sijun.com/dhabih/mainscreen.html dhabih eng's tutorials] by [http://www.sijun.com/dhabih/mainscreen.html dhabih eng]&lt;br /&gt;
  He's got a few nice trips down through his process for producing computer art with a Wacom tablet and Photoshop. I'd link it directly but he's running frames. look around, you'll find lots of good stuff anyways.&lt;br /&gt;
&lt;br /&gt;
[http://www.planetquake.com/polycount/cottages/alcor/Truc/Truc.htm Alcor's Clever Ways] by [http://www.planetquake.com/polycount/cottages/alcor/ Alcor]&lt;br /&gt;
  Some great tips from one of our very own, the author of Hellspawn, Witchblade, and the Mask. An absolute plethora of information on all manner of stuff, from skinning, to modeling to animating. Highly recommended.&lt;br /&gt;
&lt;br /&gt;
[http://sgs.newsninja.com/Amazon/gwot/ GWOT's Tutorials and Links]&lt;br /&gt;
  The author of the [../../../myweb/models/terminator.htm Terminator] model has compiled a set of tutorials that he's made as well as a set of link to different links around the community. Definitely worth a look around if you're looking for info on getting started.  He's also pretty competent in 3D Studio MAX and can answer questions from newbies on that program&lt;br /&gt;
&lt;br /&gt;
[http://www.converted2.com/dev/index.php3?issue=7 Basic Texture Mapping in MAX 2.x] by [mailto:shockman/@converted2.com Shockman] from the [http:\\chemical.valveworld.com Chemical Existence] TC&lt;br /&gt;
  discuss basic issues of texture mapping using the standard UV tools inside of MAX.&lt;br /&gt;
&lt;br /&gt;
[http://www.loonygames.com/content/1.28/totb/ Character Studio basics] by [mailto:psteed@idsoftware.com Paul Steed]&lt;br /&gt;
  This is a pair of tutorials on the basics of Character Studio's two parts, Biped and Physique.  If you're looking to learn this plugin for MAX and don't have the manual [cough] for some reason, this is going to be your single best source tutorial for using it in the realm of player models. http://www.loonygames.com/content/1.30/totb/ part two&lt;br /&gt;
&lt;br /&gt;
[http://www.fvfworld.com/features/q3a_mod_02/ FvFWorld's MAX Skinning Tutorial] by [http://www.fvfworld.com FvFWorld]&lt;br /&gt;
  Those of you messing around with Max and need to learn how to get those lovely texture maps on your model properly will want to check this out. The tutorial isn't the end all of skinning methods, but this will get you there nicely if you have no clue to any other way.&lt;br /&gt;
&lt;br /&gt;
 [http://www.cschell.com/skinmaxtut.html Model Skinning in Max 2.x] by [http://www.cschell.com/ casManG]&lt;br /&gt;
  A pretty straightforward tutorial on skinning a model in MAX. This is sort of outdated by MAX 3, but the principles still work if you find you like this better.&lt;br /&gt;
&lt;br /&gt;
'''[http://www.loonygames.com/content/1.22/totb/index2.shtml Walk cycle animation basics]''' by [mailto:psteed@idsoftware.com Paul Steed]&lt;br /&gt;
  A basic and succinct tutorial on making a walk cycle for a character.&lt;br /&gt;
&lt;br /&gt;
[tutorials/Shine_Tut01.shtml Exporting the Model] by [mailto:vertmanip@cander.net Jon &amp;quot;shine&amp;quot; Jones]&lt;br /&gt;
  A quick description to get your model from the 3D environment into..er.. another 3D environment, but in the second one you can kill it so it's much higher in the cool points.&lt;br /&gt;
&lt;br /&gt;
[tutorials/Shine_Tut02.shtml Introduction to Lightwave] by [mailto:vertmanip@cander.net Jon &amp;quot;shine&amp;quot; Jones]&lt;br /&gt;
  A very direct tutorial relating to Lightwave.  Lots of tips and information...nothing all that complex or involved, but still a pile of valuable information.&lt;br /&gt;
&lt;br /&gt;
[tutorials/Shine_Tut03/PolyReduce.shtml Polygon Reduction] by [mailto:vertmanip@cander.net Jon &amp;quot;shine&amp;quot; Jones]&lt;br /&gt;
  This one goes through a high polygon count gun and shows some basic ideas and steps on deleting completely unused polygons and reducing polygon detail in areas that its just not needed.  A nice tutorial for all new modelers for the concepts, not just for Lightwave users anymore.&lt;br /&gt;
&lt;br /&gt;
[tutorials/Shine_Tut05/Setup%20Bones%20Part1.shtml Setting up bones and IK in Lightwave, Part 1] by [mailto:vertmanip@cander.net Jon &amp;quot;shine&amp;quot; Jones]&lt;br /&gt;
  IK isn't covered in this first part, but setting up a character with bones is. So if you're lookin' for Lightwave help, then check this one out and don't hesitate to check out all of shine's previous tutorials while you're at it!&lt;/div&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/OldSiteResourcesGeneralApplications</id>
		<title>OldSiteResourcesGeneralApplications</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/OldSiteResourcesGeneralApplications"/>
				<updated>2006-05-31T04:08:39Z</updated>
		
		<summary type="html">&lt;p&gt;VitoMiliano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
'''Tutorials'''&lt;br /&gt;
&lt;br /&gt;
'''[max.shtml 3D Studio MAX]'''&lt;br /&gt;
&lt;br /&gt;
'''[lightwave.shtml Lightwave]'''&lt;br /&gt;
&lt;br /&gt;
'''[milkshape.shtml Milkshape]'''&lt;br /&gt;
&lt;br /&gt;
'''[q2m.shtml Quake 2 Modeler]'''&lt;br /&gt;
&lt;br /&gt;
'''[nst.shtml NPherno's Skin Tool (NST)]'''&lt;br /&gt;
&lt;br /&gt;
'''[[resources/general/tutorials/ASC Export Tut01.shtml|ASC Importer Plugin*]]'''&lt;/div&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/PolycountOldTOC</id>
		<title>PolycountOldTOC</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/PolycountOldTOC"/>
				<updated>2006-05-31T03:59:00Z</updated>
		
		<summary type="html">&lt;p&gt;VitoMiliano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
This was thrilling to compile.  Please keep things in the list format.  Dynamic pages that will be difficult to redirect properly are in italics.&lt;br /&gt;
&lt;br /&gt;
= General Links =&lt;br /&gt;
* Poll (poll/poll.shtml)  &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* ''News archives'' (news/newsarchives.asp)&lt;br /&gt;
* ''News search'' (news/newsarchives.asp?function=search&amp;amp;advanced=1)&lt;br /&gt;
* &amp;lt;s&amp;gt; Contact (contacts/index.shtml)  {1} &amp;lt;/s&amp;gt; [[OldSiteContact]]&lt;br /&gt;
* Polycount for PalmOS (news/pqa.zip)  &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* Links (links/index.shtml)     {2}&lt;br /&gt;
* &amp;lt;s&amp;gt; Credits (credits/index.shtml)  {1}  this should be merged with the contact page &amp;lt;/s&amp;gt; [[OldSiteCredits]]&lt;br /&gt;
= Download Database =&lt;br /&gt;
* ''UT2004 Models, UT2004 Vehicles, UT2003 Models, Quake 3 Models, UT Models, JKA Models, JK2 Models, GTA3 Models, Serious Sam Models, Quake 2 Models, Q3 Map Models, TA Team Models, TA Head Models, Elite Force Models, Half-Life Models, Heretic2 Models, [[CounterStrike]] Models, The Sims Models, Kingpin Models'' (downloads/ and downloads/index.asp?game=##&amp;amp;sort=date&amp;amp;order=DESC)  {2}&lt;br /&gt;
= Other Models and Skins =&lt;br /&gt;
* Q3 Weapon Models (q3weapons/q3weapons-index.shtml)  {3}&lt;br /&gt;
* HL Weapon Models (hlweapons/hlweapons-index.shtml)  {3}&lt;br /&gt;
* UT2003 Accessories (dynamic.gamespy.com/~polycount/skins/ut2003skin-index.shtml wtf?) {3}&lt;br /&gt;
* Quake 2 Accessories (skins/q2skin-index.shtml)  {3}&lt;br /&gt;
* Quake 3 Accessories (skins/q3skin-index.shtml)  {3}&lt;br /&gt;
* Unreal T Accessories (skins/utskin-index.shtml)  {3}&lt;br /&gt;
* Half-Life Accessories (skins/hlskin-index.shtml)  {3}&lt;br /&gt;
* Rune Accessories (skins/runeskin-index.shtml) {3}&lt;br /&gt;
* Sims Accessories (skins/simskin-index.shtml)  {3}&lt;br /&gt;
* Accessory Top-Picks (skins/top-picks/top-picks.shtml)   {3}  potentially &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* Top-Packs (skins/top-picks/top-packs/top-packs.shtml   {3}   potentially &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
= Resources =&lt;br /&gt;
* &amp;lt;s&amp;gt; Resources (resources/index.shtml) {1} we should be able to get alot of the heavy lifting here from the community &amp;lt;/s&amp;gt; [[OldSiteResources]]&lt;br /&gt;
&lt;br /&gt;
Under Resources, there are these directories and significant files.  Directories without any sub-content just have an index.shtml file in them listing resources elsewhere on the net.  Most directories also have lots of other directories with supporting files, like images and stuff, which aren't listed for brevity.&lt;br /&gt;
&lt;br /&gt;
* avp2 {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tutorials&lt;br /&gt;
*** talonengine&lt;br /&gt;
**** talonenginetut.shtml&lt;br /&gt;
* bandw  {3} {i} wtf is this? Black and White&lt;br /&gt;
* chat-rooms {2}&lt;br /&gt;
** chat-index.shtml&lt;br /&gt;
** 2design &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
*** 2design.shtml&lt;br /&gt;
* model_design&lt;br /&gt;
** model_design.shtml&lt;br /&gt;
* modjobs &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
** modjobs.shtml&lt;br /&gt;
* drakan {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** gfx&lt;br /&gt;
*** JSheffield.zip&lt;br /&gt;
* eliteforce {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
** tutorials&lt;br /&gt;
*** q3-ef&lt;br /&gt;
**** Q3AEF.shtml&lt;br /&gt;
* &amp;lt;s&amp;gt; FAQ-genera {1}  probably needs reviewl &amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt; faq-general-index.shtml&amp;lt;/s&amp;gt; [[OldSiteResourcesFaqGeneral]]&lt;br /&gt;
* &amp;lt;s&amp;gt; general {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneral]]&lt;br /&gt;
** misc {i}  sunstorm?&lt;br /&gt;
*** sunstorm.shtml&lt;br /&gt;
* &amp;lt;s&amp;gt; tools {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralTools]]&lt;br /&gt;
** &amp;lt;s&amp;gt; infografica.shtml &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralToolsInfografica]]&lt;br /&gt;
** &amp;lt;s&amp;gt; polychop &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneralToolsPolyChop]]&lt;br /&gt;
*** &amp;lt;s&amp;gt; gdmag.pdf &amp;lt;/s&amp;gt; attached to the above&lt;br /&gt;
* tutorials {2}&lt;br /&gt;
** ALPHAWolf_Tut01&lt;br /&gt;
*** Low&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Poly&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Characters.shtml&lt;br /&gt;
* cswingstut&lt;br /&gt;
** cswingstut.shtml&lt;br /&gt;
* Hitman&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Daz_Tut01&lt;br /&gt;
** Digital&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Painting.shtml&lt;br /&gt;
* Model-unwrap&lt;br /&gt;
** model-unwrap.shtml&lt;br /&gt;
** model-unwrap-pic1.shtml&lt;br /&gt;
** model-unwrap-pic2.shtml&lt;br /&gt;
** model-unwrap-pic3.shtml&lt;br /&gt;
** model-unwrap-pic4.shtml&lt;br /&gt;
** model-unwrap-pic5.shtml&lt;br /&gt;
* NURBS-mapping&lt;br /&gt;
** Nurbs-mapping.shtml&lt;br /&gt;
** tutorial.html&lt;br /&gt;
** vrml1.html&lt;br /&gt;
** vrml2.html&lt;br /&gt;
** vrml3.html&lt;br /&gt;
* Shine_Tut03&lt;br /&gt;
** Poly&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Reduce.shtml&lt;br /&gt;
* Shine_Tut04&lt;br /&gt;
** Making a Head.shtml&lt;br /&gt;
* Shine_Tut05&lt;br /&gt;
** Setup Bones Part1.shtml&lt;br /&gt;
* Surface&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Tools&lt;br /&gt;
** Surface Tools for Low Poly Modeling2.doc&lt;br /&gt;
** Surface&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Tools.shtml&lt;br /&gt;
** Surface&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Tools-mts.shtml&lt;br /&gt;
* UVWunwrap&lt;br /&gt;
** UVWunwrap.shtml&lt;br /&gt;
* ASC_Export_Tut01.shtml&lt;br /&gt;
** Shine_Tut01.shtml&lt;br /&gt;
** Shine_Tut02.shtml&lt;br /&gt;
* video_tutorials {1}&lt;br /&gt;
** video-tut-list.shtml&lt;br /&gt;
* apps.shtml {1}&lt;br /&gt;
** genmisc.shtml  {1}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** lightwave.shtml   {1}&lt;br /&gt;
** max.shtml  {1}&lt;br /&gt;
** maya.shtml  {1}&lt;br /&gt;
** milkshape.shtml  {1}&lt;br /&gt;
** misc.shtml  {1}&lt;br /&gt;
** modelanim.shtml  {1}&lt;br /&gt;
** nst.shtml  {3}&lt;br /&gt;
** q2m.shtml   {3}&lt;br /&gt;
** skinning.shtml   {1}&lt;br /&gt;
** tools.shtml  {1}&lt;br /&gt;
** tutindex.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* gfx (looks like game logos for pages maybe) {i}  i suspect it is, thats what i think its a dup of that other directory&lt;br /&gt;
* glossary (24 pages of definitions plus images) {1}&lt;br /&gt;
* glossary2 (only one glossary page, but lots of examples files)   {1} can we consolidate these?&lt;br /&gt;
* gta3 {3}&lt;br /&gt;
* halflife {2}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
** tutorials (directory with 20 pages of modeling tutorials plus example content)&lt;br /&gt;
* heretic2 {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* jk2 {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tutorials&lt;br /&gt;
*** Model&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Tutorial (eight files under here making this up)&lt;br /&gt;
*** jk2_model_construction.shtml&lt;br /&gt;
* kingpin {3}&lt;br /&gt;
** tools&lt;br /&gt;
*** framelist.shtml&lt;br /&gt;
*** tools.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
** Kingpin-animations.html&lt;br /&gt;
* lithtech {3}&lt;br /&gt;
** tutorials&lt;br /&gt;
*** lithtech_primer.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* manual (how to review a model?)  {i}  it may go &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* nolf {3}&lt;br /&gt;
* quake {2}&lt;br /&gt;
** FAQ.shtml&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* quake2 {1}&lt;br /&gt;
** tools&lt;br /&gt;
*** Prefabs&lt;br /&gt;
**** Alx_Prefabs-info.shtml&lt;br /&gt;
**** Hunter_Prefabs-info.shtml&lt;br /&gt;
** Testbox&lt;br /&gt;
*** testbox.shtml&lt;br /&gt;
* tutorials&lt;br /&gt;
** NGLV&lt;br /&gt;
** NST_Tut01&lt;br /&gt;
** Custom VWEP.shtml&lt;br /&gt;
** NST_Retro&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Map.shtml&lt;br /&gt;
** Weapon Skin Linking.shtml&lt;br /&gt;
* FAQ.shtml&lt;br /&gt;
** index.shtml&lt;br /&gt;
** md2text.txt&lt;br /&gt;
** q2frameslist.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* quake3 {1}&lt;br /&gt;
** Model_Doc&lt;br /&gt;
*** Model_manual_ps.htm&lt;br /&gt;
* Shader_Doc&lt;br /&gt;
** Q3&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Ashader_manual.htm&lt;br /&gt;
* tools&lt;br /&gt;
** tutorials (lots of files below these, ugh)&lt;br /&gt;
*** josh&lt;br /&gt;
*** max-to-q3&lt;br /&gt;
*** MAX-to-q3data&lt;br /&gt;
*** Skin-shader&lt;br /&gt;
*** Sound&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Pak&lt;br /&gt;
*** Steed-Tut&lt;br /&gt;
* index.shtml&lt;br /&gt;
** md3text.txt&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* rune {3}&lt;br /&gt;
** tutorials&lt;br /&gt;
*** lodsettings&lt;br /&gt;
**** runetut-lodsettings.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
* sims {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* ssam {3}&lt;br /&gt;
* thps {3} {i}&lt;br /&gt;
* tribes {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* unreal {2}&lt;br /&gt;
** tools&lt;br /&gt;
** tutorials (lots of files in these subdirs)&lt;br /&gt;
*** lodsettings&lt;br /&gt;
*** mage&lt;br /&gt;
*** pix&lt;br /&gt;
*** sounds&lt;br /&gt;
*** umod&lt;br /&gt;
*** umod-backup&lt;br /&gt;
*** UTut01.shtml&lt;br /&gt;
*** UTut02.shtml&lt;br /&gt;
*** UTut03.shtml&lt;br /&gt;
*** UTut04.shtml&lt;br /&gt;
*** UTut05.shtml&lt;br /&gt;
*** UTut06.shtml&lt;br /&gt;
*** Utut07.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
** UTtut-mainpage.shtml&lt;br /&gt;
** UTtut-part5.shtml&lt;br /&gt;
* ut2003 {1}&lt;br /&gt;
** tutorials&lt;br /&gt;
*** backups (this might just be backup content, not sure, something about Intertwined)&lt;br /&gt;
*** ut2mod&lt;br /&gt;
*** pushing_tutorial.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
Also what I'd consider resources are:&lt;br /&gt;
&lt;br /&gt;
* Good, Bad and Ugly (skins/gbu/* with eight article directories under it)  {2}&lt;br /&gt;
* Skin news archives (skins/archived-news/* with 30 pages of news under it)  {i}  no idea&lt;br /&gt;
* Articles (ten article directories below that:) {2}&lt;br /&gt;
** animation-tips&lt;br /&gt;
** BnW&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;interview&lt;br /&gt;
** chiq_interview_012602&lt;br /&gt;
** chrisbruce_072002&lt;br /&gt;
** Gwot062k2&lt;br /&gt;
** max3preview&lt;br /&gt;
** q3-model-preview&lt;br /&gt;
** Steed-gdc99&lt;br /&gt;
** Steed-Interview&lt;br /&gt;
** Steed-Interview-2&lt;br /&gt;
* Subdermal (six pages and a contest) {2}&lt;br /&gt;
&lt;br /&gt;
= Not Linked To =&lt;br /&gt;
* [[AskDev]] (ask a developer column?) &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;  this didnt pan out. a dev house wanted to help just answer questions. But pulled out right as we set it all up.&lt;br /&gt;
* docs/gamespace_release.zip &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* misc&lt;br /&gt;
** Discreet_QCon2k1 {3}  {i} needs review&lt;br /&gt;
** e32k4 {3}  {i} needs review&lt;br /&gt;
** gfx {i} is this just a directory full of original polycount gfx?&lt;br /&gt;
** id-model-renders {3}&lt;br /&gt;
** pimps {3}  {i} needs review&lt;br /&gt;
** 12-3action.htm {3}  {i} needs review&lt;br /&gt;
** gamespy-broadcastkey.txt &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
** lead_action_designer.doc &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
** micro-forte-syd-jobdoc.shtml &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
** stuff.htm {3}  {i} needs review&lt;br /&gt;
** Unreal_Coach_jobpost_053104.doc &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* modeloftheweek  &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* modelpacks  {3}&lt;br /&gt;
* paintchat {2}  conditional that we can get it working again, free/cheap.  if not... &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* previews  &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
** nicknacks  &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* reviewlists  &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* skindom (woah nelly tons of stuff here)  {3}&lt;br /&gt;
* cutedoll.shtml (contest?) {3}  archive purposes only&lt;br /&gt;
* info (actual static model info files, non-db) {2} after database&lt;br /&gt;
* reviews (actual static model review files, non-db) {2} after database&lt;/div&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/OldSiteResourcesGeneralToolsPolyChop</id>
		<title>OldSiteResourcesGeneralToolsPolyChop</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/OldSiteResourcesGeneralToolsPolyChop"/>
				<updated>2006-05-31T03:57:04Z</updated>
		
		<summary type="html">&lt;p&gt;VitoMiliano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
attachment:gdmag.pdf&lt;br /&gt;
Some Game Developer magazine article.&lt;/div&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/OldSiteResourcesGeneralToolsInfografica</id>
		<title>OldSiteResourcesGeneralToolsInfografica</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/OldSiteResourcesGeneralToolsInfografica"/>
				<updated>2006-05-31T03:47:38Z</updated>
		
		<summary type="html">&lt;p&gt;VitoMiliano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
'''REYES Infografica Plugins for MAX 3''' by [http://www.reyes-infografica.com/index.php REYES Infografica]&lt;br /&gt;
&lt;br /&gt;
'''[[CartoonReyes]]''' - A very nice &amp;quot;cartoon-style&amp;quot; rendering plugin to gives your scenes that nice cel shaded look.&lt;br /&gt;
    [http://www.fileplanet.com/dl/dl.asp?/polycount/tools/discreet/infografica/cartoonreyes/plugin.zip Plugin] (145KB) - The actual plugin files.&lt;br /&gt;
   [http://www.fileplanet.com/dl/dl.asp?/polycount/tools/discreet/infografica/cartoonreyes/help.zip Help] (402KB) - Help documentation.&lt;br /&gt;
    [http://www.fileplanet.com/dl/dl.asp?/polycount/tools/discreet/infografica/cartoonreyes/scenes.zip Scenes] (1,004KB) - Sample scenes for reference and tutorials.&lt;br /&gt;
   [http://www.fileplanet.com/dl/dl.asp?/polycount/tools/discreet/infografica/cartoonreyes/images.zip Images] (1,335KB) - Sample shots of the plugin in action.&lt;br /&gt;
&lt;br /&gt;
'''[[ClothReyes]]''' - This is one of the finest cloth simulation/collision detection systems available.&lt;br /&gt;
    [http://www.fileplanet.com/dl/dl.asp?/polycount/tools/discreet/infografica/clothreyes/plugin.zip Plugin] (372KB) - The actual plugin files.&lt;br /&gt;
   [http://www.fileplanet.com/dl/dl.asp?/polycount/tools/discreet/infografica/clothreyes/manual.zip Manual] (9,625KB) - The user manual for the plugin.&lt;br /&gt;
   [http://www.fileplanet.com/dl/dl.asp?/polycount/tools/discreet/infografica/clothreyes/help.zip Help] (21,491KB) - Help documentation.&lt;br /&gt;
    [http://www.fileplanet.com/dl/dl.asp?/polycount/tools/discreet/infografica/clothreyes/scenes.zip Scenes] (703KB) - Sample scenes for reference and tutorials.&lt;br /&gt;
   [http://www.fileplanet.com/dl/dl.asp?/polycount/tools/discreet/infografica/clothreyes/images.zip Images] (30,285KB) - Sample shots of the plugin in action.&lt;br /&gt;
&lt;br /&gt;
'''[[DirtyReyes]]''' - A &amp;quot;wear and tear&amp;quot; plugin that automatically ages or weathers objects in your scene without relying on textures.&lt;br /&gt;
    [http://www.fileplanet.com/dl/dl.asp?/polycount/tools/discreet/infografica/dirtyreyes/plugin.zip Plugin] (300KB) - The actual plugin files.&lt;br /&gt;
   [http://www.fileplanet.com/dl/dl.asp?/polycount/tools/discreet/infografica/dirtyreyes/help.zip Help] (21,491KB) - Help documentation.&lt;br /&gt;
   [http://www.fileplanet.com/dl/dl.asp?/polycount/tools/discreet/infografica/dirtyreyes/scenes.zip Scenes] (1,857KB) - Sample scenes for reference and tutorials.&lt;br /&gt;
    [http://www.fileplanet.com/dl/dl.asp?/polycount/tools/discreet/infografica/dirtyreyes/images.zip Images] (144KB) - Sample shots of the plugin in action.&lt;br /&gt;
&lt;br /&gt;
'''[[JetaReyes]]''' - This is a fantastic plugin designed to easily duplicate gestures, facial expressions, and speech.&lt;br /&gt;
    [http://www.fileplanet.com/dl/dl.asp?/polycount/tools/discreet/infografica/jetareyes/plugin.zip Plugin] (188KB) - The actual plugin files.&lt;br /&gt;
    [http://www.fileplanet.com/dl/dl.asp?/polycount/tools/discreet/infografica/jetareyes/jeta.zip Jeta] (1,040KB) - The stand-alone portion of this plugin.&lt;br /&gt;
   [http://www.fileplanet.com/dl/dl.asp?/polycount/tools/discreet/infografica/jetareyes/help.zip Help] (404KB) - Help documentation.&lt;br /&gt;
   [http://www.fileplanet.com/dl/dl.asp?/polycount/tools/discreet/infografica/jetareyes/scenes.zip Scenes] (169KB) - Sample scenes for reference and tutorials.&lt;br /&gt;
    [http://www.fileplanet.com/dl/dl.asp?/polycount/tools/discreet/infografica/jetareyes/images.zip Images] (2,690KB) - Sample shots of the plugin in action.&lt;br /&gt;
&lt;br /&gt;
'''[[MetaReyes]]''' - A &amp;quot;natural modeling system&amp;quot; that uses meta-objects to define mass.&lt;br /&gt;
    [http://www.fileplanet.com/dl/dl.asp?/polycount/tools/discreet/infografica/metareyes/plugin.zip Plugin] (387KB) - The actual plugin files.&lt;br /&gt;
    [http://www.fileplanet.com/dl/dl.asp?/polycount/tools/discreet/infografica/metareyes/manual.zip Manual] (11,474KB) - The user manual for the plugin.&lt;br /&gt;
   [http://www.fileplanet.com/dl/dl.asp?/polycount/tools/discreet/infografica/metareyes/scenes.zip Scenes] (276KB) - Sample scenes for reference and tutorials.&lt;br /&gt;
   [http://www.fileplanet.com/dl/dl.asp?/polycount/tools/discreet/infografica/metareyes/images.zip Images] (11,248KB) - Sample shots of the plugin in action.&lt;br /&gt;
&lt;br /&gt;
'''[[SurfReyes]]''' - Based on subdivision surfaces, this plugin allows you to generate complex surfaces of varying curvature from a base mesh.&lt;br /&gt;
    [http://www.fileplanet.com/dl/dl.asp?/polycount/tools/discreet/infografica/surfreyes/plugin.zip Plugin] (155KB) - The actual plugin files.&lt;br /&gt;
   [http://www.fileplanet.com/dl/dl.asp?/polycount/tools/discreet/infografica/surfreyes/help.zip Help] (1,019KB) - Help documentation.&lt;br /&gt;
    [http://www.fileplanet.com/dl/dl.asp?/polycount/tools/discreet/infografica/surfreyes/scenes.zip Scenes] (134KB) - Sample scenes for reference and tutorials.&lt;br /&gt;
   [http://www.fileplanet.com/dl/dl.asp?/polycount/tools/discreet/infografica/surfreyes/images.zip Images] (265KB) - Sample shots of the plugin in action.&lt;/div&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/OldSiteResourcesGeneralTools</id>
		<title>OldSiteResourcesGeneralTools</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/OldSiteResourcesGeneralTools"/>
				<updated>2006-05-31T03:44:59Z</updated>
		
		<summary type="html">&lt;p&gt;VitoMiliano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
General Tools&lt;br /&gt;
&lt;br /&gt;
[http://www.xdsoft.com/explorer/ 3D Exploration] by [http://www.xdsoft.com/ X Dimension Software]&lt;br /&gt;
  A 3D viewer for most Windows versions with an Explorer-like interface and Open GL hardware accelerator support. Lets you view all popular 3D and 2D file formats. Click-to-zoom and drag-zoom let you explore 3D objects from any angle and with any light source. The latest update gives you the option to export animation to 3D Studio Max and adds bump, opacity, reflection, refraction, specular, ambient, emission, specular level, and glossiness maps.&lt;br /&gt;
&lt;br /&gt;
[http://tdp.nu/cgi-bin/plugsearch_r4.pl?search=gmax 3DS Importer Script for gmax] by [http://gmax.digitalarenas.com/ Chris Cookson]&lt;br /&gt;
  A 3D viewer for most Windows versions with an Explorer-like interface and Open GL hardware accelerator support. Lets you view all popular 3D and 2D file formats. Click-to-zoom and drag-zoom let you explore 3D objects from any angle and with any light source. The latest update gives you the option to export animation to 3D Studio Max and adds bump, opacity, reflection, refraction, specular, ambient, emission, specular level, and glossiness maps.&lt;br /&gt;
&lt;br /&gt;
[http://www.lighttek.com/alteros/index.htm Alteros 3D Viewer] by [http://www.lighttek.com/ Lighttek Software]&lt;br /&gt;
   Alteros 3D is a universal file viewer with a fully customizable interface. The program allows viewing any 3D files, as well as 2D graphical files. It can also view HTML, TXT, and other document formats.&lt;br /&gt;
&lt;br /&gt;
[http://www.planetquake.com/polycount/resources/glossary2/index.shtml An Artist's Real-Time 3D Glossary] by [http://www.planetquake.com/polycount/resources/glossary2/author.html Eric Chadwick]&lt;br /&gt;
   This is the mother of all resources we could possibly have on polycount. This really lays it all out for you in layman's terms. If you want to get into professional 3D work, you have to be able to throw these terms around. HIGHLY RECOMMENDED&lt;br /&gt;
&lt;br /&gt;
[http://diginux.net/aztec/index.html Aztec] by [mailto:pmartin@users.sourceforge.net Phillip Martin]&lt;br /&gt;
    A new 3d modeler/editor by [mailto:phillip_martin@optusnet.com.au Phillip Martin], author of the original Q2 modeler. This one is still in alpha stages, but it should prove to be a large tool in the game editing scene if the programmer's past record is any indication. UPDATE: Mr. Martin has made Aztec open source. You can [http://sourceforge.net/projects/aztec/ download the sourcecode from here].&lt;br /&gt;
&lt;br /&gt;
[http://www.blender.nl/ Blender] by NaN&lt;br /&gt;
   There is currently some question as to the applicability of this free product, but that's only because no one's used it much yet. Blender is a free and fully functional 3D modeling/rendering/animation package for Unix/Windows/BeOS systems. Blender is distributed without sources, it is exclusively developed and maintained by the Dutch company NaN&lt;br /&gt;
&lt;br /&gt;
[http://www.splutterfish.com/sf/ Brazil Rendering System] by [[SplutterFish]]&lt;br /&gt;
  Want your rendered images to be as realistic as possible? Say hello to Brazil, a very nice rederer that has gotten some attention lately due to its radiosity and global illumination capabilities. It's touted as a new advanced rendering system developed within a production environment to meet the demanding, exacting, and varied requirements of professional artists. In its alpha stage it's a free download.&lt;br /&gt;
&lt;br /&gt;
[http://dl.fileplanet.com/dl/dl.asp?polycount/tools/discreet/removeuvs_v3.zip Calpha 1.0 for Max3.0] by [mailto:watjep@mindspring.com Peter Watje ]This is a simple modifier that strips unused texture vertices from a mesh or patch. It is a temporary fix to a bug in UVW Unwrap that causes file sizes to explode. You need to place this at the top of the stack and then collapse to remove the unused texture vertices. This can dramatically lower the size of your MAX file if you have been doing a lot of texture UV work on it.&lt;br /&gt;
&lt;br /&gt;
[http://www.planetquake.com/gg/tutorial/toon/index.html Cartoon Outline Generator] by [mailto:sgalbrai@krl.org Seth Galbraith]This utility adds extra polygons to a model to make it look like it has a cartoon outline. It currently only works on [[MilkShape]] 3D models exported in [[MilkShape]] 3D ASCII format. These models can be imported into [[MilkShape]] 3D and then exported as models for many popular 3D games.&lt;br /&gt;
&lt;br /&gt;
[http://www.insanesoftware.de/ CharacterFX] by [http://www.insanesoftware.de/index.htm Insane Software]&lt;br /&gt;
   CharacterFX is a shareware character animation package, created for game developers. It allows you to animate meshes with a skeleton and keyframes. Its integrated scripting language makes it extremely easy to extend. It's not a modeler, so you will need a modelling package to make the meshes with.&lt;br /&gt;
&lt;br /&gt;
[http://dl.fileplanet.com/dl/dl.asp?q2pmp/tools/Chilliskinner.zip ChilliSkinner] by [mailto:Chilli@chilliweb.co.uk Chilli]&lt;br /&gt;
    A skinmapping plugin for 3DStudio MAX. [[ChilliSkinner]] attempts to automatically go through the steps involved in preparing a 3D model for skinning.  It breaks the object down into polys that can be flat planar mapped.  It aligns them all into a single plane so they are all facing the same way.  It arranges all these pieces so that they don't overlap and forms them into the shape of a square...  giving you a nice neat group of flat objects to apply your planar map too.  Not only all this but it also has quick step buttons that perform all the in-between steps for you too i.e. cloning and hiding the model, attaching pieces, applying the planar map, compound morphing the object back together and welding vertices.  There are a couple of tutorials for this valuable tool available at [http://www.chilliweb.co.uk/ChilliSkinner/ the ChilliSkinner site].&lt;br /&gt;
&lt;br /&gt;
[http://amber.rc.arizona.edu/lw/decimate2.html Decimate]&lt;br /&gt;
  Lightwave version of the Polychop plug-in.  See below for full details and [http://www.cs.ualberta.ca/~melax/polychop/ the main site].&lt;br /&gt;
&lt;br /&gt;
[http://dl.fileplanet.com/dl/dl.asp?q2pmp/tools/DejaView.zip DejaView] by [http://www.discreet.com/ Discreet]&lt;br /&gt;
  An open source OpenGL model viewer that displays skeletal animation. It consists of two 3D Studio MAX R3.1 poly-based exporters (including physique and skin bone-to-mesh bindings and support for Biped), along with a stand-alone real-time OpenGL viewer that reads and displays the 3D data in a variety of ways. Fully skinned and animated characters can be exported to this file format and then read and displayed for pre-game preview. The source code is available [http://support.discreet.com/~maxopensource from this link].&lt;br /&gt;
&lt;br /&gt;
[http://www.geocities.com/squirreldome/cyberop.htm Project Dogwaffle] by [mailto:dan_ritchie@hotmail.com Daniel Ritchie]&lt;br /&gt;
  Project dogwaffle is a free paint program, though the author contends that it is not an image editor. If you like creating original pretty pictures, then dogwaffle should do well. If you want to scan images and put them on your web page, (not that there's anything wrong with that) then dogwaffle may not be the best tool.&lt;br /&gt;
&lt;br /&gt;
[http://www.fileplanet.com/dl/dl.asp?/planetquake/polycount/Tools/frameranger.zip FrameRanger]  by [http://www.liquidanimation.com Andrew &amp;quot;Betlog&amp;quot; Eglington], originally by [http://mondomed.com/ Mondo Media]&lt;br /&gt;
  A nice MAX script that allows you to select different active ranges in an single MAX file. An application of this is to only work and view a select number of frames in a long animation, say like the Q2 model format.  The zip comes with pre-made ranges for the Q2 frame list. Check Mondo's site for a ton of nice helper tools like this.  &amp;lt;u&amp;gt;UPDATE&amp;lt;/u&amp;gt;:  This tool has been updated and now works with Max 2, 3 and 4.  It also now has some new features along with some bug fixes.&lt;br /&gt;
&lt;br /&gt;
[http://www.chez.com/stephdesign/free_frame.htm Free 3D Studio Max Plugins] compiled list by [%20mailto:stephdesign@caramail.com StephDesign]&lt;br /&gt;
  Here is a not full but very complete list of Plug-ins free or shareware for 3D Studio MAX 3.0, with for the first time the date and the number of the last version available. Some plug-ins are now not indispensable because same functionality are already in MAX release 3.0. I put nevertheless in the list for the backward compatibility with old project. There is for a good part, a copy of each plug-ins in this site, or by default a link, so you can download all of them! .&lt;br /&gt;
&lt;br /&gt;
[http://www.planetquake.com/polycount/resources/general/tools/infografica.shtml Free &amp;quot;Reyes&amp;quot; Plugins for MAX 3] by [http://www.reyes-infografica.com/index.php REYES Infografica]&lt;br /&gt;
   Most folks that use MAX will be pretty interested in this next bit. It seems that Reyes Infografica is giving away free copies of their uber popular MAX3 plugins, and they have graciously allowed us to mirror those plugins here on polycount. Here's the clip explaining what they are doing and why on their site:&lt;br /&gt;
&lt;br /&gt;
''As pioneers in the field of innovative software we are as crazy about 3D as you are, and because we are excited by and indebted to your creative input, we would like to give you the opportunity to help us discover what makes you tick and how we can improve our products to suit your needs in the future. That's why we are offering you our award winning plug-ins for 3D Studio Max 3 totally free of charge so that you can take your creativity one step further, while we develop versions for 3D Studio Max 4 to offer you. I am of course talking about [[ClothReyes]], [[MetaReyes]], [[DirtyReyes]], [[CartoonReyes]], [[SurfReyes]] and [[JetaReyes]].''&lt;br /&gt;
&lt;br /&gt;
 This is some serious stuff here. This is top level quality plugins, not slackerware by any means. Ignore this one at your own cost. Highly recommended!&lt;br /&gt;
&lt;br /&gt;
[http://www.ruff-stuff.com/GDC2000/DeveloperConference.html Game Editing Scripts] by [http://www.ruff-stuff.com Fred Ruff]&lt;br /&gt;
   A bunch of info on some MAX scripts demoed at GDC. Mostly focused on streamlining work flow, he also offers some cool UI scripts as well and other gee whiz type things. Plus you can download them yourself and pick them apart and build your own. Highly recommended!&lt;br /&gt;
&lt;br /&gt;
[http://www.gimp.org/ The Gimp] by [mailto:!spam-pmattis@gimp.org Peter Mattis] and [mailto:!spam-spencer@xcf.berkeley.edu Spencer Kimball]&lt;br /&gt;
  The GIMP is the &amp;quot;GNU Image Manipulation Program.&amp;quot; It is a freely distributed piece of software suitable for such tasks as photo retouching, image composition and image authoring. Very handy if you're on a *NIX operating system. There are ports for you Windows people too.&lt;br /&gt;
&lt;br /&gt;
[http://www.fileplanet.com/dl/dl.asp?/planetquake/polycount/Tools/discreet/gmaxinst.exe gmax] by [http://www.discreet.com/products/gmax/ Discreet]&lt;br /&gt;
  YOU HAVE GOT TO GET THIS TOOL!! This is a toned down version of 3d Studio Max, but for free! Right now you can just make Quake 3 models and levels for it, but given some time, it's going to be quite the versatile little workhorse. Especially with more and more [http://tdp.nu/cgi-bin/plugsearch_r4.pl?search=gmax scripts] being produced. Grab the files from discreet, or from our own local mirrors. You have to get the Q3 plugins from them though. We can't do the user agreement for them :) Highly recommended!&lt;br /&gt;
&lt;br /&gt;
* [http://www.fileplanet.com/dl/dl.asp?/planetquake/polycount/Tools/discreet/gmaxinst.exe gmax main install]&lt;br /&gt;
* [http://www.fileplanet.com/dl/dl.asp?/planetquake/polycount/Tools/discreet/gmax_tutorials.exe gmax tutorials]&lt;br /&gt;
* [http://www.fileplanet.com/dl/dl.asp?/planetquake/polycount/Tools/discreet/gmax_help.exe gmax help files]&lt;br /&gt;
[http://user.fundy.net/morris/redirect.html?photoshop1.shtml Keyboard Shortcut Keys for Photoshop] by [http://user.fundy.net/morris Trevor Morris]&lt;br /&gt;
  A set of EVERY shortcut key available for [[PhotoShop]]. You'll find lists of all the shortcut keys for PS 5.0, 5.x and 6.0. Laminate these things and keep them in your wallet to impress the members of the opposite sex. If you don't have the latest version, [http://showcase.netins.net/web/wolf359/ps4sc1.htm a set for PhotoShop 4 is available here]. Highly recommended!&lt;br /&gt;
&lt;br /&gt;
[http://members.bellatlantic.net/~mbristol/ Lightwave Tools and Exporters] by [mailto:drtrogg@hotmail.com Michael &amp;quot;Ansai&amp;quot; Bristol]&lt;br /&gt;
  For those of you of the Lightwave persuasion, this is definitely a place you'll want to stop by if you've a mind to create any custom models for games. This is really the only set of Lightwave plugins out there for creating custom game art. The exporters even configure some of the text files for you. Current 'active' formats are Quake2 MD2, Quake3 MD3, and Unreal Tournament (with ActorX support). Highly recommended!&lt;br /&gt;
&lt;br /&gt;
[http://www.linuxartist.org/ Linux Artist.org]&lt;br /&gt;
   This site is absolutely full of 2D and 3D tools for Linux. Impressive amount of stuff here. Good description of the tools. Nice documentation. If you are a Linux user, give this one a look. You never know what you might find.&lt;br /&gt;
&lt;br /&gt;
[http://www.geocities.com/lithunwrap/ LithUnwrap] by [bbolthou@bigfoot.com Brad Bolthouse]&lt;br /&gt;
  [[LithUnwrap]] is a free Windows tool for mapping and editing the UV coordinates of of low poly models. It can unwrap a 3D model and export the mapping to a bitmap texture which can then be painted. Also on the official [[LithUnwrap]] site are also tutorials explaining how to use it. Works with most popular game model formats.&lt;br /&gt;
&lt;br /&gt;
[http://www.mondomed.com/Mlabs/Mlabs_01.html MAX Plugins and Scripts], by [http://www.mondomed.com Mondo Labs]&lt;br /&gt;
   Mondo Media has set themselves up a really nice set of plugins and scripts for 3DS Max. Very useful stuff in here. Check them out.&lt;br /&gt;
&lt;br /&gt;
[http://www.aliaswavefront.com/en/Community/Special/ple_announce/index.html Maya Personal Learning Edition], by [http://www.aliaswavefront.com/en/Home/homepage.jhtml Alias|Wavefront]&lt;br /&gt;
    It looks as though Alias|[[WaveFront]] is releasing a Personal Learning Edition of Maya. This will be pretty much the whole deal with NURBS modeling, animation, inverse kinematics, Maya Artisan, Maya Paint Effects, particles, dynamics and Maya’s advanced rendering capabilities.  The only downsides are that it will smack a watermark on any images created with it and use a non-standard file format as well as being incompatible with any industry-standard plug-ins.  The learning edition will be available in February, and you can sign up at the link above.&lt;br /&gt;
&lt;br /&gt;
[http://www.swissquake.ch/chumbalum-soft/ms3d1x/index.html Milkshape], by [http://www.swissquake.ch/chumbalum-soft/ chUmbaLum sOft]&lt;br /&gt;
   A nice free modeling and animation utility, capable of importing and exporting various (game) file formats. Currently there is support for Half-Life models, Quake2 models, Unreal/UT models and Genesis 3D models. Support for any other game file format are planned, but need some extra researches. [[MilkShape]] 3D is shareware.&lt;br /&gt;
&lt;br /&gt;
[http://www.kickengine.co.uk/downloads.html Model Manager] by [http://www.kickengine.co.uk/index2.html Kick Engine]&lt;br /&gt;
  This is a model viewer that can be used as a stand alone model viewer or in association with other Kick Engine tools.  This model viewer supports a wide range of formats. Some of the more important ones are .3ds and .MD3.  As with all good things, this has its downfall for the everyday user. This program requires a pretty beefy machine to run it to it's full capacity.  These are the specs quoted on the Kick Engine page: &amp;quot;P2 400, 64MB RAM, 32MB GRAPHICS CARD FOR 32 BIT COLOR (16 MEG FOR 16-BIT COLOR OUTPUT), SOUND CARD and 256MB VIRTUAL MEMORY&amp;quot;  If you have the machine to run it, this looks pretty dern handy.&lt;br /&gt;
&lt;br /&gt;
[http://openfx.org/download/index.php OpenFX] by [http://openfx.org/news/index.php The OpenFX Team]&lt;br /&gt;
  An open source 3D modeling program. It currently runs under any Win32 environment with future plans for FreeBSD and Linux platforms. They already tested it under WINE for Linux and had a pretty good run of it with the current release of WINE. Powerful feature-set includes a full renderer and raytrace engine, NURBS support, kinematics-based animation, morphing, and an extensive plugin API, and it is all open source. You can pick a copy up directly right here but drop by the site first to get the whole low-down.&lt;br /&gt;
&lt;br /&gt;
[http://pakrat.fragland.net/ PakRat] by [mailto:naughton@mac.com Tom Naughton]&lt;br /&gt;
  [[PakRat]] is a program that displays MDL, MD2, and MD3 models and soon Quake 3 maps. You can drag textures from any paint program and drop them on any mesh (great for skinning). It also sports drag and drop MD3 assembly. It's free, open source, under active development, and Mac only.&lt;br /&gt;
&lt;br /&gt;
[http://asp.planetquake.com/dl/dl.asp?q2pmp/ascmaker.zip Phillip Martin's 3D Studio Max 1.x ASE exporter plug-in]/&lt;br /&gt;
[http://asp.planetquake.com/dl/dl.asp?q2pmp/ascmaker2.zip Phillip Martin's 3D Studio Max 2.x ASE exporter plug-in]&lt;br /&gt;
  This allows you to export pieces of your animations from 3D Studio for conversion into the standard model format.  For experienced 3D Studio Max users only.  The version 2 is bundled with a new how-to text file. Plus you'll find a tutorial on the tutorials page.&lt;br /&gt;
&lt;br /&gt;
[http://www.photomodeler.com/Lite/ Photomodeler Lite] by [http://www.eossystems.com/ Eos Systems]&lt;br /&gt;
  With [[PhotoModeler]] Lite, you can create 3D models from photos complete with points, lines, surfaces, and phototextures mapped on right from your photos! Since this is freeware, that means it is fully functional and F-R-E-E. Words we like at any time.&lt;br /&gt;
&lt;br /&gt;
[http://asp.planetquake.com/dl/dl.asp?q2pmp/PhysCollapse.dlu Physique Collapser plugin for MAX 2.5 / CS2.1] by [mailto:npherno@sunstorm.net NPherno]&lt;br /&gt;
  The man of many coding talents has whipped up another item for the folks who are using the dynamic duo of 3DStudio MAX 2.5 and Character Studio 2.1. This plugin, a Physique Collapser, allows you to detach the biped and physique modifiers from a mesh and still retain all the animations to a mesh. Sounds only mildly good on the surface, but consider if you're working on a Half-Life model and you need to adjust a few bits because it's not deforming correctly, or you want to add a new appendage or basically any mesh adjustments. Well with this you can easily do them without the nastiness that can happen when trying to go back into the modifier stack to deal with these objects. Sounds better now, huh? :)&lt;br /&gt;
&lt;br /&gt;
  Note:  It will not currently work on any bones system other than the biped. If you've added any MAX or 3rd party bones, you'll have to work around them for the moment. A future version is planned that will work on those as well. Also if you want to reattach the biped to the mesh after detaching it, it's best to save the file and reload it after detaching it. Thanks to Space Dog for that tip. Other than that its pretty straight forward, if you have any comments or questions, stick them in the message board and we'll talk about it there.  This was made from uncompiled code that was included with the CS2.1 update. Why it was never complied, we're unsure, but it does work well.&lt;br /&gt;
&lt;br /&gt;
[http://www.cs.ualberta.ca/~melax/polychop/plugin Polychop] by Stan Melax&lt;br /&gt;
  Probably the best polygon reduction tool out there and it's free. Comes in MAX 2.5 and 3 flavors as well as [http://amber.rc.arizona.edu/lw/decimate2.html Lightwave]. [http://www.cs.ualberta.ca/~melax/polychop/ The main site] has several nice items related to polygon reduction in general as well. Here's [tools/polychop/gdmag.pdf a nice article] in pdf format from Game Developer Magazine from November 1998 that discusses the tool.&lt;br /&gt;
&lt;br /&gt;
[http://www.fileplanet.com/dl/dl.asp?/planetquake/polycount/polytier/polytier-maps.zip Polytier Maps] by [mailto:wrath@polycount.com Wrath], [mailto:rogue13@polycount.com rogue13], and [mailto:harlequin@planetquake.com HarlequiN]&lt;br /&gt;
  Two Max scene files and a Quake 3 map upon which you can take beautiful screenshots for pimping your creations. Also available separately.&lt;br /&gt;
&lt;br /&gt;
* [http://www.fileplanet.com/dl/dl.asp?/planetquake/polycount/polytier/polycount_tier.zip Polycount Tier MAX File] by [mailto:wrath@polycount.com Wrath]&lt;br /&gt;
* [http://www.fileplanet.com/dl/dl.asp?/planetquake/polycount/polytier/polycount-stage.zip Polycount Tier MAX File] by [mailto:rogue13@polycount.com rogue13]&lt;br /&gt;
* [http://www.fileplanet.com/dl/dl.asp?/planetquake/polycount/polytier/Q3map_hqn-polytier.zip Polycount Tier Quake 3 Map] by [mailto:harlequin@planetquake.com HarlequiN]&lt;br /&gt;
[http://www.planetquake.com/polycount/cottages/toolbox/files/Polyvis_10.exe Polyvis] by [http://www.planetquake.com/polycount/cottages/toolbox/ Elmek]&lt;br /&gt;
  Polyvis is a maxscript utility intended to help artist determine what polygons on certain objects are visible to a particular camera during animation of that camera/object. The utility is especially intended to determine what polygons are visable on weapons in FPS games. This [http://dynamic.gamespy.com/~polycount/ubb/Forum1/HTML/004248.html?000-200108 message board thread] gives a more complete description.&lt;br /&gt;
&lt;br /&gt;
[http://asp.planetquake.com/dl/dl.asp?q2pmp/q2mdlr9b.zip Q2 Modeler v.9b]  by [mailto:phillip_martin@optusnet.com.au Philip Martin]&lt;br /&gt;
[http://www.eldermage.com/dl/q2mdl911.zip Updated to v.911b] by [mailto:jaimi@eldermage.com Jaimi McEntire]&lt;br /&gt;
  A free modeler to make your models with.   Many of the models on this site were modeled using this tool.  This program is an invaluable tool to the modelers of the community, both the beginner who can use this tool alone to create their models and the advanced who can bring the models from other programs to here for compiling and skin generation  [I personally couldn't do reviews or my own models with out it.]  Note: Version .9b was thought to be the final version of the tool. The original author has stopped development on it, but another brave soul, [mailto:jaimi@eldermage.com Jaimi McEntire], has picked up the torch, and will lead it once again to glory. Jaimi has also updated it to [http://www.eldermage.com/dl/q2mdl911.zip version .911b]. Also, here's the [http://asp.planetquake.com/dl/dl.asp?q2pmp/MDL.HLP Help file for latest version] (place in the directory with the rest and it should work fine).&lt;br /&gt;
&lt;br /&gt;
[http://www.planetquake.com/polycount/resources/quake2/tools/Prefabs/Alx_Prefabs-info.shtml Prefabs] by [mailto:BigRocket@juno.com Big Rocket]&lt;br /&gt;
  A series of prefab primitive objects that you can use to help start a model.  Very useful in conjunction with model editing programs such as Quake 2 Modeler that doesn't offer primitive creation built in.&lt;br /&gt;
&lt;br /&gt;
[http://www.planetquake.com/polycount/resources/quake2/tools/Prefabs/Hunter_Prefabs-info.shtml More Prefabs] by [mailto:Hunter@polycount.com Hunter]&lt;br /&gt;
  Yet another series of prefab primitive objects. Basically a larger selection of primitive shapes at your disposal, in creating your own PPMs for Quake 2, 3 etc.. (Comes in .md2 and .AQM formats)&lt;br /&gt;
&lt;br /&gt;
[http://www.planetquake.com/qview/ QView] by [mailto:lonerunner@planetquake.com LoneRunner]&lt;br /&gt;
   QView is a small easy and free viewer for anybody who like to view models from games based on any Quake engine. A great list of features, and available source code. Definitely a good one to check out. Word them up, yo.&lt;br /&gt;
&lt;br /&gt;
Reference Image Archives&lt;br /&gt;
  Many modelers and skinners rely on reference images to help them model. Whether your main interest is accuracy or inspiration, these are invaluable sources to which you may refer while modeling or skinning.&lt;br /&gt;
&lt;br /&gt;
* [http://www.planetquake.com/shattered/shine/images/ref/index.htm shine's Reference Image Archive]&lt;br /&gt;
* [http://www.planetquake.com/polycount/cottages/rorshach/reference.htm Rorshach's PhotoReference Section]&lt;br /&gt;
* [http://dynamic.gamespy.com/~polycount/ubb/Forum1/HTML/004052.html Ongoing Reference Image Thread]&lt;br /&gt;
[http://www.scriptspot.com/ ScriptSpot]&lt;br /&gt;
  THE place to go for all your Max scripting needs. HIGHLY RECOMMENDED&lt;br /&gt;
&lt;br /&gt;
[http://grad.qeradiant.com/skined/ SkinED]&lt;br /&gt;
  A free skinning tool. Not bad for what it is. A visit to the site reveals that [[SkinEd]] will get one final update and that's the end. However a new tool is under development by the name of Grad. It sounds like it will be a skinning and modeling tool for the Quake2/3 engines.&lt;br /&gt;
&lt;br /&gt;
[http://www.futurenet.com/pcplus/article.asp?FRM=1&amp;amp;id=3028 TrueSpace 1.0 - Freeware]&lt;br /&gt;
  Seeing as how [[TrueSpace]] is currently at version 4.0, and you can no longer buy 1.0, this is probably a legal copy.  If anyone finds out otherwise, please let us know.&lt;br /&gt;
&lt;br /&gt;
[http://www.turbosquid.com/Website/HTML/download.cfm Turbo Squid]  by [http://www.turbosquid.com/ Turbo Squid]&lt;br /&gt;
  Okay, now this is just cool. Turbo Squid is a free, downloadable software used to buy and sell digital assets. It's also a production tool to help digital artists more rapidly find, preview and acquire essential content. In addition, it's a clearinghouse where digital artists can make money selling their content. Not only that, but it's a growing library with over 70,000 assets available for purchase or free. Finally, it's an application that can run as a standalone or inside your favorite 2D and 3D programs. Not bad, eh?&lt;br /&gt;
&lt;br /&gt;
[http://www.cuneytozdas.com/software/max/texporter/ Texporter]  by [hmailto:cuneyt@cuneytozdas.com Cuney Tozdas]&lt;br /&gt;
   If you are a modeler using MAX, and you don't know about this free plugin, consider yourself enlightened. This is one of those 'must-haves'. Texporter converts mapping coordinates of a mesh object to a bitmap. It generates a bitmap on which you can see topology of the mesh in 2D. This can be thought as the unfolded mesh. This “unfolded” map then can be used as a template to paint texture (or bump, opacity, etc.) maps on your favorite painting program. Now with Max 4 support!&lt;br /&gt;
&lt;br /&gt;
[http://http://asp.planetquake.com/dl/dl.asp?q2pmp/Mappingtools.zip UVW Unwrap+ Modifier for 3D Studio Max 2.x] by [mailto:Speuger@home.com Speuger] and [mailto:Gwot@planetquake.com Gwot]&lt;br /&gt;
  A extension to the skin mapping tools that come standard with MAX. Adds a nice set of tools that those familiar with more sophisticated skin tools like NST, will appreciate.  [tutorials/UVWunwrap/UVWunwrap.shtml A small tutorial can be found here].&lt;br /&gt;
&lt;br /&gt;
[http://www.viewpoint.com Viewpoint] (formerly [[MetaStream]])&lt;br /&gt;
  An EXTREMELY handy little tool that lets you export your creations into a web-friendly format for pimping wherever you've a mind to. It's also necessary for seeing previews of works from some of our more prolific modelers on the [http://dynamic.gamespy.com/~polycount/ubb/Ultimate.cgi Message Boards] (hint: check the Pimping and Previews forum). And here's a nice little kick... Hobbyists get free broadcast keys! Consider this something you need, if you make models and want to show them off. Exporters from various software packages can be found [http://developer.viewpoint.com/ here].&lt;br /&gt;
&lt;br /&gt;
[http://www.3dvirtualight.com/ VirtuaLight Global Illumination Renderer]&lt;br /&gt;
  This is a stand alone jobbie that any package should be able to use. Also as long as you aren't using it for profit its free.&lt;br /&gt;
&lt;br /&gt;
[http://www.toolsinmotion.com/plugins.html Vroom for Maya] by [http://www.toolsinmotion.com TestaRossa]&lt;br /&gt;
  This is a library that includes plug-ins to read and write skeletal animation in the Acclaim ASF/AMC, Biovision BVH, and Motion Analysis HTR mocap file formats. In addition, it can import the motion of a mocap skeleton into a Maya skeleton regardless of the reference pose and skeletal structure. A free evaluation version is available.&lt;br /&gt;
&lt;br /&gt;
[http://wadfather.game-edit.com/ The Wadfather]&lt;br /&gt;
  A huge free texture archive, including environment maps, textures, sprites and assorted other neat stuff that you can use. I recommend you check it out.&lt;br /&gt;
&lt;br /&gt;
[http://asp.planetquake.com/dl/dl.asp?q2pmp/zascout.ms Zascout] by [mailto:zebayan@null.net Zayaban]&lt;br /&gt;
  An .ASC exporter for MAX 3 and 2.5. Exports files in ASC format which is generic model format. Intended for use with Q2 modeler.&lt;/div&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/PolycountOldTOC</id>
		<title>PolycountOldTOC</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/PolycountOldTOC"/>
				<updated>2006-05-31T03:30:47Z</updated>
		
		<summary type="html">&lt;p&gt;VitoMiliano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
This was thrilling to compile.  Please keep things in the list format.  Dynamic pages that will be difficult to redirect properly are in italics.&lt;br /&gt;
&lt;br /&gt;
= General Links =&lt;br /&gt;
* Poll (poll/poll.shtml)  &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* ''News archives'' (news/newsarchives.asp)&lt;br /&gt;
* ''News search'' (news/newsarchives.asp?function=search&amp;amp;advanced=1)&lt;br /&gt;
* &amp;lt;s&amp;gt;Contact (contacts/index.shtml)  {1} &amp;lt;/s&amp;gt; [[OldSiteContact]]&lt;br /&gt;
* Polycount for PalmOS (news/pqa.zip)  &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* Links (links/index.shtml)     {2}&lt;br /&gt;
* &amp;lt;s&amp;gt;Credits (credits/index.shtml)  {1}  this should be merged with the contact page&amp;lt;/s&amp;gt; [[OldSiteCredits]]&lt;br /&gt;
= Download Database =&lt;br /&gt;
* ''UT2004 Models, UT2004 Vehicles, UT2003 Models, Quake 3 Models, UT Models, JKA Models, JK2 Models, GTA3 Models, Serious Sam Models, Quake 2 Models, Q3 Map Models, TA Team Models, TA Head Models, Elite Force Models, Half-Life Models, Heretic2 Models, [[CounterStrike]] Models, The Sims Models, Kingpin Models'' (downloads/ and downloads/index.asp?game=##&amp;amp;sort=date&amp;amp;order=DESC)  {2}&lt;br /&gt;
= Other Models and Skins =&lt;br /&gt;
* Q3 Weapon Models (q3weapons/q3weapons-index.shtml)  {3}&lt;br /&gt;
* HL Weapon Models (hlweapons/hlweapons-index.shtml)  {3}&lt;br /&gt;
* UT2003 Accessories (dynamic.gamespy.com/~polycount/skins/ut2003skin-index.shtml wtf?) {3}&lt;br /&gt;
* Quake 2 Accessories (skins/q2skin-index.shtml)  {3}&lt;br /&gt;
* Quake 3 Accessories (skins/q3skin-index.shtml)  {3}&lt;br /&gt;
* Unreal T Accessories (skins/utskin-index.shtml)  {3}&lt;br /&gt;
* Half-Life Accessories (skins/hlskin-index.shtml)  {3}&lt;br /&gt;
* Rune Accessories (skins/runeskin-index.shtml) {3}&lt;br /&gt;
* Sims Accessories (skins/simskin-index.shtml)  {3}&lt;br /&gt;
* Accessory Top-Picks (skins/top-picks/top-picks.shtml)   {3}  potentially &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* Top-Packs (skins/top-picks/top-packs/top-packs.shtml   {3}   potentially &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
= Resources =&lt;br /&gt;
* &amp;lt;s&amp;gt;Resources (resources/index.shtml) {1} we should be able to get alot of the heavy lifting here from the community&amp;lt;/s&amp;gt; [[OldSiteResources]]&lt;br /&gt;
&lt;br /&gt;
Under Resources, there are these directories and significant files.  Directories without any sub-content just have an index.shtml file in them listing resources elsewhere on the net.  Most directories also have lots of other directories with supporting files, like images and stuff, which aren't listed for brevity.&lt;br /&gt;
&lt;br /&gt;
* avp2 {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tutorials&lt;br /&gt;
*** talonengine&lt;br /&gt;
**** talonenginetut.shtml&lt;br /&gt;
* bandw  {3} {i} wtf is this? Black and White&lt;br /&gt;
* chat-rooms {2}&lt;br /&gt;
** chat-index.shtml&lt;br /&gt;
** 2design &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
*** 2design.shtml&lt;br /&gt;
* model_design&lt;br /&gt;
** model_design.shtml&lt;br /&gt;
* modjobs &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
** modjobs.shtml&lt;br /&gt;
* drakan {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** gfx&lt;br /&gt;
*** JSheffield.zip&lt;br /&gt;
* eliteforce {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
** tutorials&lt;br /&gt;
*** q3-ef&lt;br /&gt;
**** Q3AEF.shtml&lt;br /&gt;
* &amp;lt;s&amp;gt;FAQ-genera {1}  probably needs reviewl&amp;lt;/s&amp;gt;&lt;br /&gt;
** &amp;lt;s&amp;gt;faq-general-index.shtml&amp;lt;/s&amp;gt; [[OldSiteResourcesFaqGeneral]]&lt;br /&gt;
* &amp;lt;s&amp;gt;general {1} &amp;lt;/s&amp;gt; [[OldSiteResourcesGeneral]]&lt;br /&gt;
** misc {i}  sunstorm?&lt;br /&gt;
*** sunstorm.shtml&lt;br /&gt;
* tools {1}&lt;br /&gt;
** infografica.shtml&lt;br /&gt;
** polychop&lt;br /&gt;
*** gdmag.pdf&lt;br /&gt;
* tutorials {2}&lt;br /&gt;
** ALPHAWolf_Tut01&lt;br /&gt;
*** Low&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Poly&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Characters.shtml&lt;br /&gt;
* cswingstut&lt;br /&gt;
** cswingstut.shtml&lt;br /&gt;
* Hitman&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Daz_Tut01&lt;br /&gt;
** Digital&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Painting.shtml&lt;br /&gt;
* Model-unwrap&lt;br /&gt;
** model-unwrap.shtml&lt;br /&gt;
** model-unwrap-pic1.shtml&lt;br /&gt;
** model-unwrap-pic2.shtml&lt;br /&gt;
** model-unwrap-pic3.shtml&lt;br /&gt;
** model-unwrap-pic4.shtml&lt;br /&gt;
** model-unwrap-pic5.shtml&lt;br /&gt;
* NURBS-mapping&lt;br /&gt;
** Nurbs-mapping.shtml&lt;br /&gt;
** tutorial.html&lt;br /&gt;
** vrml1.html&lt;br /&gt;
** vrml2.html&lt;br /&gt;
** vrml3.html&lt;br /&gt;
* Shine_Tut03&lt;br /&gt;
** Poly&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Reduce.shtml&lt;br /&gt;
* Shine_Tut04&lt;br /&gt;
** Making a Head.shtml&lt;br /&gt;
* Shine_Tut05&lt;br /&gt;
** Setup Bones Part1.shtml&lt;br /&gt;
* Surface&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Tools&lt;br /&gt;
** Surface Tools for Low Poly Modeling2.doc&lt;br /&gt;
** Surface&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Tools.shtml&lt;br /&gt;
** Surface&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Tools-mts.shtml&lt;br /&gt;
* UVWunwrap&lt;br /&gt;
** UVWunwrap.shtml&lt;br /&gt;
* ASC_Export_Tut01.shtml&lt;br /&gt;
** Shine_Tut01.shtml&lt;br /&gt;
** Shine_Tut02.shtml&lt;br /&gt;
* video_tutorials {1}&lt;br /&gt;
** video-tut-list.shtml&lt;br /&gt;
* apps.shtml {1}&lt;br /&gt;
** genmisc.shtml  {1}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** lightwave.shtml   {1}&lt;br /&gt;
** max.shtml  {1}&lt;br /&gt;
** maya.shtml  {1}&lt;br /&gt;
** milkshape.shtml  {1}&lt;br /&gt;
** misc.shtml  {1}&lt;br /&gt;
** modelanim.shtml  {1}&lt;br /&gt;
** nst.shtml  {3}&lt;br /&gt;
** q2m.shtml   {3}&lt;br /&gt;
** skinning.shtml   {1}&lt;br /&gt;
** tools.shtml  {1}&lt;br /&gt;
** tutindex.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* gfx (looks like game logos for pages maybe) {i}  i suspect it is, thats what i think its a dup of that other directory&lt;br /&gt;
* glossary (24 pages of definitions plus images) {1}&lt;br /&gt;
* glossary2 (only one glossary page, but lots of examples files)   {1} can we consolidate these?&lt;br /&gt;
* gta3 {3}&lt;br /&gt;
* halflife {2}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
** tutorials (directory with 20 pages of modeling tutorials plus example content)&lt;br /&gt;
* heretic2 {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* jk2 {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tutorials&lt;br /&gt;
*** Model&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Tutorial (eight files under here making this up)&lt;br /&gt;
*** jk2_model_construction.shtml&lt;br /&gt;
* kingpin {3}&lt;br /&gt;
** tools&lt;br /&gt;
*** framelist.shtml&lt;br /&gt;
*** tools.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
** Kingpin-animations.html&lt;br /&gt;
* lithtech {3}&lt;br /&gt;
** tutorials&lt;br /&gt;
*** lithtech_primer.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* manual (how to review a model?)  {i}  it may go &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* nolf {3}&lt;br /&gt;
* quake {2}&lt;br /&gt;
** FAQ.shtml&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* quake2 {1}&lt;br /&gt;
** tools&lt;br /&gt;
*** Prefabs&lt;br /&gt;
**** Alx_Prefabs-info.shtml&lt;br /&gt;
**** Hunter_Prefabs-info.shtml&lt;br /&gt;
** Testbox&lt;br /&gt;
*** testbox.shtml&lt;br /&gt;
* tutorials&lt;br /&gt;
** NGLV&lt;br /&gt;
** NST_Tut01&lt;br /&gt;
** Custom VWEP.shtml&lt;br /&gt;
** NST_Retro&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Map.shtml&lt;br /&gt;
** Weapon Skin Linking.shtml&lt;br /&gt;
* FAQ.shtml&lt;br /&gt;
** index.shtml&lt;br /&gt;
** md2text.txt&lt;br /&gt;
** q2frameslist.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* quake3 {1}&lt;br /&gt;
** Model_Doc&lt;br /&gt;
*** Model_manual_ps.htm&lt;br /&gt;
* Shader_Doc&lt;br /&gt;
** Q3&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Ashader_manual.htm&lt;br /&gt;
* tools&lt;br /&gt;
** tutorials (lots of files below these, ugh)&lt;br /&gt;
*** josh&lt;br /&gt;
*** max-to-q3&lt;br /&gt;
*** MAX-to-q3data&lt;br /&gt;
*** Skin-shader&lt;br /&gt;
*** Sound&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;Pak&lt;br /&gt;
*** Steed-Tut&lt;br /&gt;
* index.shtml&lt;br /&gt;
** md3text.txt&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* rune {3}&lt;br /&gt;
** tutorials&lt;br /&gt;
*** lodsettings&lt;br /&gt;
**** runetut-lodsettings.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
* sims {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* ssam {3}&lt;br /&gt;
* thps {3} {i}&lt;br /&gt;
* tribes {3}&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* unreal {2}&lt;br /&gt;
** tools&lt;br /&gt;
** tutorials (lots of files in these subdirs)&lt;br /&gt;
*** lodsettings&lt;br /&gt;
*** mage&lt;br /&gt;
*** pix&lt;br /&gt;
*** sounds&lt;br /&gt;
*** umod&lt;br /&gt;
*** umod-backup&lt;br /&gt;
*** UTut01.shtml&lt;br /&gt;
*** UTut02.shtml&lt;br /&gt;
*** UTut03.shtml&lt;br /&gt;
*** UTut04.shtml&lt;br /&gt;
*** UTut05.shtml&lt;br /&gt;
*** UTut06.shtml&lt;br /&gt;
*** Utut07.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
** UTtut-mainpage.shtml&lt;br /&gt;
** UTtut-part5.shtml&lt;br /&gt;
* ut2003 {1}&lt;br /&gt;
** tutorials&lt;br /&gt;
*** backups (this might just be backup content, not sure, something about Intertwined)&lt;br /&gt;
*** ut2mod&lt;br /&gt;
*** pushing_tutorial.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
Also what I'd consider resources are:&lt;br /&gt;
&lt;br /&gt;
* Good, Bad and Ugly (skins/gbu/* with eight article directories under it)  {2}&lt;br /&gt;
* Skin news archives (skins/archived-news/* with 30 pages of news under it)  {i}  no idea&lt;br /&gt;
* Articles (ten article directories below that:) {2}&lt;br /&gt;
** animation-tips&lt;br /&gt;
** BnW&amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;interview&lt;br /&gt;
** chiq_interview_012602&lt;br /&gt;
** chrisbruce_072002&lt;br /&gt;
** Gwot062k2&lt;br /&gt;
** max3preview&lt;br /&gt;
** q3-model-preview&lt;br /&gt;
** Steed-gdc99&lt;br /&gt;
** Steed-Interview&lt;br /&gt;
** Steed-Interview-2&lt;br /&gt;
* Subdermal (six pages and a contest) {2}&lt;br /&gt;
&lt;br /&gt;
= Not Linked To =&lt;br /&gt;
* [[AskDev]] (ask a developer column?) &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;  this didnt pan out. a dev house wanted to help just answer questions. But pulled out right as we set it all up.&lt;br /&gt;
* docs/gamespace_release.zip &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* misc&lt;br /&gt;
** Discreet_QCon2k1 {3}  {i} needs review&lt;br /&gt;
** e32k4 {3}  {i} needs review&lt;br /&gt;
** gfx {i} is this just a directory full of original polycount gfx?&lt;br /&gt;
** id-model-renders {3}&lt;br /&gt;
** pimps {3}  {i} needs review&lt;br /&gt;
** 12-3action.htm {3}  {i} needs review&lt;br /&gt;
** gamespy-broadcastkey.txt &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
** lead_action_designer.doc &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
** micro-forte-syd-jobdoc.shtml &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
** stuff.htm {3}  {i} needs review&lt;br /&gt;
** Unreal_Coach_jobpost_053104.doc &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* modeloftheweek  &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* modelpacks  {3}&lt;br /&gt;
* paintchat {2}  conditional that we can get it working again, free/cheap.  if not... &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* previews  &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
** nicknacks  &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* reviewlists  &amp;lt;span style=&amp;quot;font-size: large; color: white; background: red&amp;quot;&amp;gt;X&amp;lt;/span&amp;gt;&lt;br /&gt;
* skindom (woah nelly tons of stuff here)  {3}&lt;br /&gt;
* cutedoll.shtml (contest?) {3}  archive purposes only&lt;br /&gt;
* info (actual static model info files, non-db) {2} after database&lt;br /&gt;
* reviews (actual static model review files, non-db) {2} after database&lt;/div&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/OldSiteResourcesFaqGeneral</id>
		<title>OldSiteResourcesFaqGeneral</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/OldSiteResourcesFaqGeneral"/>
				<updated>2006-05-31T03:30:29Z</updated>
		
		<summary type="html">&lt;p&gt;VitoMiliano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;!-- ## page was renamed from OldSiteResourcesFAQGeneral --&amp;gt;&lt;br /&gt;
'''General FAQ'''&lt;br /&gt;
&lt;br /&gt;
'''Player Models'''&lt;br /&gt;
&lt;br /&gt;
Player models are visual representations of a person or robot             playing the game that they are placed in.  Generally these are             2 legged, 2 armed, more or less human styled items, although as you             can observe from the site, this is by no means a hard rule.&lt;br /&gt;
&lt;br /&gt;
The player model for just about all games will usually consist of             a actual 3d model file that you place in a specific directory within             your installation of the game to use.  Some of the player             models for certain games will also require 2d art or 'skins' to go             with the model as well to work properly. Additional items might also             be available such as custom weapons and sounds.  As a rule,             anything that the author has included with the model or approved as             such, will be in the initial zipped file that you will download. You             can also expect to see a read me file in each that should give you             some general instructions on where to place the model within your             installation properly.  If you have any problems with a player             model, you should first read this file to make sure you have             followed the correct installation procedure as well as any special             requirements it may have.&lt;br /&gt;
&lt;br /&gt;
If a game allows for user created player models to be used, it             should have a way to select the player models you install on your             own.  Inspect your user manuals for each game's requirements,             but it should be under something along the lines of 'Multiplayer' or             'Player Setup.'  If a model does not show up were you expect,             please check the individual FAQ's for each game as each has specific             do's and dont's that are could trip you up.&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;What is a Player Model?&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
As before, a player model is 3d representation of other players             in the game, whether they are other live gamers or robots.  The             model is actually just a visual placeholder for you to shoot             at.  The actually entity that a player uses in the game is             called the 'bounding box.'  This is a 3d volume that the game             knows exactly what size and where it is at all times.  It is             also invisible, which is why we need to use the player models to see             each other.  The bounding box is what the game sees as you run             around the levels. It is what collides with the walls and floors to             keep you within the world.  It is where the the rockets and             bullets come from that you spray at the other players. It is also             what is used to determine if you got hit in the game and how             badly.  Now a bunch of refrigerators running around the game is             not real exciting, which is why the box is invisible and we use             player models.&lt;br /&gt;
&lt;br /&gt;
The player models are located in the game in the exact same spot             as the bounding box. As you run around the levels, the game displays             the 3d model doing different animations as per what actions you tell             it you are doing. If you are running along, the model is displaying             the run animations while it is pushing the bounding box around the             level.  If you jump the box will lift off the ground the             prescribed amount and the model will display a jumping motion at the             same time. So             when you shoot the big bad guy, his own bounding box is there as             well and registered that you have just hit him in the upper section             of the box and with enough damage to kill him.  The game then             knows that it has to then display the model in a dieing animation             and a proper amount of 'blood and bits', which you see in the game.&lt;br /&gt;
&lt;br /&gt;
Basically the             concept of player models is that it is visual trick.  The game             doesn't care what it is displaying, it merely is keeping track of             the bounding box and displaying the proper visuals because it is             told to do             so.  The game would work the exact same way with a bunch of             cubes sliding around in the levels, but it wouldn't be as fun as             shooting a large scary demon robot from outer space.&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;I think a model is unfair or             cheating. What can I do to stop it?&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
An immediate             concern that comes to peoples minds when the notion of using 3rd             party models is that someone could make a model that's unfair, ie:             it's to small to see, or below the floor (making it virtually             invisible). This problem is easily remedied. If there are any models             that you feel are unfair, you have the choice of simply not             installing them or deleting them. For instance: You're playing             along, racking up the kills, and this someone comes around the             corner using this new model you just got. You shoot at his head, but             the shot goes right through him and he puts your insides all over             the wall. You can simply go in your game directory that holds the             model and either delete the directory of that model or rename to             something like model_unfair or something. Now anyone using that             model will show up as the default character for that game.&lt;br /&gt;
&lt;br /&gt;
'''&amp;quot;Whenever             I see a certain model or a group of a lot of user created models, my             machine lags out, why?&amp;quot;'''&lt;br /&gt;
&lt;br /&gt;
It is possible             that if you join a game and there are so many people using different             player models that your computer starts running out of memory and             frame rate suffers. If this becomes a problem, you'll have to pick             your favorite models and either rename or delete the others.&lt;br /&gt;
&lt;br /&gt;
Some models by             themselves require a lot of processing power to to display, because             of their polygon count or a variety of reasons. check the review or             info page for any model you suspect, if a model is blatantly using a             lot of power we will usually call it out in the discussion of the             model.&lt;/div&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/OldSiteResourcesGeneral</id>
		<title>OldSiteResourcesGeneral</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/OldSiteResourcesGeneral"/>
				<updated>2006-05-31T03:26:31Z</updated>
		
		<summary type="html">&lt;p&gt;VitoMiliano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
'''[tools.shtml Tools]'''&lt;br /&gt;
&lt;br /&gt;
The tools you find inside are of a more generic nature.  Meaning that they are not focused for one game or engine in particular. Even though they may ''seem'' to favor one over another, they really can apply to almost any project you choose.  A nice place to find some gems.&lt;br /&gt;
&lt;br /&gt;
'''[tutindex.shtml Tutorials]'''&lt;br /&gt;
&lt;br /&gt;
Again the same thing here, the tutorials are not necessarily meant for Quake engines or Unreal. you can apply what is being said in these tutorials to many different projects. Sometimes these are the most educational. Broken up into different sections because the page would just be too big if we didn't. You can find some of the same links in different sections.&lt;/div&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/OldSiteResources</id>
		<title>OldSiteResources</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/OldSiteResources"/>
				<updated>2006-05-31T03:24:13Z</updated>
		
		<summary type="html">&lt;p&gt;VitoMiliano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Welcome to the polycount modeling and skinning Resources. Within this section of polycount is a virtual wealth of knowledge. See your own creations inside of the games you play. You wanna learn how? Find out here. The first few are for modeling, skinning and computer art in general, while the sections that follow are game specific. Enjoy! And don't forget, when you're done with your creation to send it to us so we can make it available to everyone.&lt;br /&gt;
&lt;br /&gt;
[http://www.planetquake.com/polycount/resources/FAQ-general/faq-general-index.shtml Frequently Asked Questions]&lt;br /&gt;
This is the first place you want to start if you're considering making a model or skin for any game.&lt;br /&gt;
&lt;br /&gt;
[http://www.planetquake.com/polycount/resources/glossary2/index.shtml Real-Time 3D Glossary]&lt;br /&gt;
If you're gonna walk the walk, you've gotta talk the talk. Or at least so you can understand what other artists are saying.&lt;br /&gt;
&lt;br /&gt;
[http://www.planetquake.com/polycount/resources/general/index.shtml General Resources]&lt;br /&gt;
These tools and tutorials really can't be categorized. They apply to digital art, including modeling and skinning, in general. If your question doesn't deal with a specific game, you may want to try here first.&lt;br /&gt;
&lt;br /&gt;
[http://www.planetquake.com/polycount/resources/quake3/index.shtml Quake 3:Arena/Team Arena]&lt;br /&gt;
Currently considered the easiest game to create models and skins for, and certainly the engine shows off your creations well.&lt;br /&gt;
&lt;br /&gt;
[http://www.planetquake.com/polycount/resources/unreal/index.shtml Unreal/Unreal Tournament]&lt;br /&gt;
One of the most popular games to create models for, the Unreal and Unreal Tournament engines are simply beautiful, and the games fun.&lt;br /&gt;
&lt;br /&gt;
[http://www.planetquake.com/polycount/resources/jk2/index.shtml Jedi Knight 2: Jedi Outcast]&lt;br /&gt;
A Star Wars game created using the Quake 3 engine.&lt;br /&gt;
&lt;br /&gt;
[http://www.planetquake.com/polycount/resources/halflife/index.shtml Grand Theft Auto 3]''' http://www.planetquake.com/polycount/images/new.gif '''&lt;br /&gt;
That's right, I said GTA3, baby. Rockstar's masterpiece is now open for editing.&lt;br /&gt;
&lt;br /&gt;
[http://www.planetquake.com/polycount/resources/quake2/index.shtml Quake 2]&lt;br /&gt;
Quake 2 is where the user-made model scene really took off. It's also where polycount got its roots.&lt;br /&gt;
&lt;br /&gt;
[http://www.planetquake.com/polycount/resources/halflife/index.shtml Half-Life/Counter Strike]&lt;br /&gt;
File Half-Life under &amp;quot;oldies but goodies.&amp;quot; The engine may be dated, but the game itself still has a high re-play value. The engine presents a very interesting medium.&lt;br /&gt;
&lt;br /&gt;
[http://www.planetquake.com/polycount/resources/eliteforce/index.shtml Star Trek Voyager: Elite Force]&lt;br /&gt;
A Star Trek game created using the Quake 3 engine.&lt;br /&gt;
&lt;br /&gt;
[http://www.planetquake.com/polycount/resources/quake/index.shtml Quake]&lt;br /&gt;
The first true 3D game. The Quake engine is now open source so if you're really looking for a project this is a great place to start.&lt;br /&gt;
&lt;br /&gt;
[http://www.planetquake.com/polycount/resources/heretic2/index.shtml Heretic 2]&lt;br /&gt;
Not much is known about this game other than it's based on the Quake 2 engine.&lt;br /&gt;
&lt;br /&gt;
[http://www.planetquake.com/polycount/resources/sims/index.shtml The Sims]&lt;br /&gt;
The game is may be old, but it still sells at full retail price. Its popularity is astonishing... and so is its customizability!&lt;br /&gt;
&lt;br /&gt;
[http://www.planetquake.com/polycount/resources/rune/index.shtml Rune]&lt;br /&gt;
A fairly new game that we've seen some good stuff for, but we're waiting to see more.&lt;br /&gt;
&lt;br /&gt;
[http://www.planetquake.com/polycount/resources/nolf/index.shtml No One Lives Forever]&lt;br /&gt;
No models and skins here, yet, but there are some tools if you'd like to make them.&lt;br /&gt;
&lt;br /&gt;
[http://www.planetquake.com/polycount/resources/lithtech/index.shtml Lithtech Engine]&lt;br /&gt;
A very pretty engine upon which Shogo and Blood 2 were built.&lt;br /&gt;
&lt;br /&gt;
[http://www.planetquake.com/polycount/resources/tribes/index.shtml Tribes/Tribes 2]&lt;br /&gt;
The king of the team-based gameplay scene, Tribes and Tribes 2 have some very solid engines.&lt;br /&gt;
&lt;br /&gt;
[http://www.planetquake.com/polycount/resources/drakan/index.shtml Drakan]&lt;br /&gt;
It's unknown whether any user-made models or skins exist for this game.&lt;br /&gt;
&lt;br /&gt;
[http://www.planetquake.com/polycount/resources/kingpin/index.shtml Kingpin]&lt;br /&gt;
An exciting game based on the Quake 2 engine, it's seeing a few models and skins coming its way.&lt;br /&gt;
&lt;br /&gt;
[http://www.planetquake.com/polycount/resources/ssam/index.shtml Serious Sam]&lt;br /&gt;
A visceral shooter with an absolutely gorgeous engine. We're waiting to see what the community can come up with for this one.&lt;br /&gt;
&lt;br /&gt;
[http://www.planetquake.com/polycount/resources/bandw/index.shtml Black and White]&lt;br /&gt;
You'd   think that anyone that would spend so much time playing god would want to   create their own worlds, or people or creatures... Find out how!&lt;br /&gt;
&lt;br /&gt;
[http://www.planetquake.com/polycount/resources/avp2/index.shtml Aliens vs. Predator 2]&lt;br /&gt;
It's unknown whether any user-made models or skins exist for this game, but there are currently mod tools.&lt;br /&gt;
&lt;br /&gt;
[http://www.planetquake.com/polycount/resources/thps/index.shtml Tony Hawk Pro Skater 2]&lt;br /&gt;
Not much known here, other than the fact that it's customizable.&lt;/div&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/OldSiteCredits</id>
		<title>OldSiteCredits</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/OldSiteCredits"/>
				<updated>2006-05-31T03:22:31Z</updated>
		
		<summary type="html">&lt;p&gt;VitoMiliano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;!-- ## page was renamed from [[OldSiteCredit]] --&amp;gt;&lt;br /&gt;
'''The             Credits:'''&lt;br /&gt;
&lt;br /&gt;
The who did what             and who does what listing plus exciting and interesting email links.             I can tell you're excited already. Read on adventurous viewer.&lt;br /&gt;
&lt;br /&gt;
'''The             Site Team:'''&lt;br /&gt;
&lt;br /&gt;
[mailto:rogue13@polycount.com rogue13]             - Webmaster and owner of the leadership matrix here at the site. He             can smooze and talk circles around a fire hydrant. Enjoys the             occasional intoxicant. Tries to indulge in modeling and animating             when he can, thanks to the site, not often enough. In real life he's             an architect, but no, he doesn't do levels.&lt;br /&gt;
&lt;br /&gt;
'''[mailto:wrath@planetquake.com Wrath]'''             - Meshsmith supreme. He works by day as a modeler for Sunstorm             Interactive, that means he's a gaming professional, and as a modeler             for himself by night, that makes him happy. Busy as hell, but happy.&lt;br /&gt;
&lt;br /&gt;
[mailto:hunter@polycount.com Hunter]             - General purpose worker on the site. He's teaching himself             modeling, animating and skinning and has a love for the community             that is unequaled. He loves you and your little model too.&lt;br /&gt;
&lt;br /&gt;
'''[mailto:shadokat@polycount.com Shado             Kat]''' - King of the spreadsheet.  Mr. Kat was THE man             behind converting the massive database of reviews and info pages for             the models here in the site. He's even a modeler as well. But to             prove that he's human, he allows himself to be side tracked and             redirected at a high frequency. He's so giving.&lt;br /&gt;
&lt;br /&gt;
[mailto:phunkyumoto@planetquake.com Rikki             Knight] - King of Transformers models. One of the first             hosted sites we had and is always involved in the newest trend in             the modeling community. He's so trendy. He's our Half-Life model             master as well.&lt;br /&gt;
&lt;br /&gt;
[mailto:shine@polycount.com Jon             [Shine] Jones] - the 15 year old whiz kid.  He's a             modeler/animator with some skinning abilities all rolled up into             what looks amazingly like a Pokemon. He deals mostly with giving us             first impressions on the models as they come in for the info pages             for the new models. Don't let his age get in the way, he's got more quality             work behind him than a lot of modelers.&lt;br /&gt;
&lt;br /&gt;
'''[mailto:spacedog@planetquake.com SpaceDog]'''             - General worker on the site. Desperately trying to learn             programming, modeling, skinning, the facts of life all at the same             time in school. His head is set to explode at a predetermined capacity             so don't stand too close if he's working.&lt;br /&gt;
&lt;br /&gt;
'''[mailto:gotta get him email addy Bearkub]'''             - Late night news worker. He works in a server room late on the 3rd             shift. He's rather interested in the entire gaming scene and helps             out by catching the late shift on general news in the community.&lt;br /&gt;
&lt;br /&gt;
'''The Accessory Skin Grunt Team:'''&lt;br /&gt;
&lt;br /&gt;
[mailto:massivebitch@polycount.com Massive             Bitch] -             One of the leaders for the site's accessories. You got issues or questions on skins, sounds, or viewable weapons for player models, then he's your bitch. He came from his own site to the q2pmp as Lead Slave for a while. He's been promoted to Lead Skin Slave. He loves the add-ons and even gets in a little modeling action from time to time when he's un-busy.&lt;br /&gt;
&lt;br /&gt;
[mailto:soulreaper@polycount.com Soul Reaper]             - Our very own Reaper 'o Souls, helps to bring you the very latest in skins technology.  At least, he helps to do that when he's not engrossed with something to do with Sailor Moon.  &amp;lt;span style=&amp;quot;font-size: smaller&amp;quot;&amp;gt;(He's a bit obsessed you know)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[mailto:Kythkin@mac.com Kythkin]             - Semi-dedicated out of work Quake3:Arena Skin Grunt.  Master of the Q3:A accessory submissions - If you submit it to him it'd better be good ;)&lt;br /&gt;
&lt;br /&gt;
[mailto:schwimmelpuckel@polycount.com SchwimmelPuckel]             - Professional graphic artist by day / polycount Q3:A skin Commander by night.  This Danish skinner will be using his keen eyes to review our latest skin submissions.  Enough of this - grab a berliner and click on something!&lt;br /&gt;
&lt;br /&gt;
[mailto:arco2002@hotmail.com Arco]             - Arco is new on the skinning scene and has already made a name for  himself on polycount with skinning efforts such as the grim skin for SUW Captain. Q3:A brought him into the skinnin' realm and subsequently to the Accessory Team and we're tickled-pink to have 'im on the team.&lt;br /&gt;
&lt;br /&gt;
[mailto:leachjb@hotmail.com Sniper 1]             - Flight control software engineer for fighter jets by day / Skin Grunt by night. He stumbled onto polycount after Quake3:Arena came out &amp;amp; has been a modeling/skinning freak ever since.  Real life keeps him busy, but there always room for Q-U-A-K-E.&lt;br /&gt;
&lt;br /&gt;
[mailto:kirin@polycount.com Kirin] - Coming from the year 2030, he's usually a night worker. He's working on Q3 modeling and learning the basics about 3D Studio MAX at the same                time. He loves to make skins and also takes care of a beautiful faerie-filled garden in the back yard ... (even though in the year 2047, it's going to be replaced with a large Arena for fragging and the such ... oh well). At least the Quake3 Engine                will still be there ... at least that's what he thinks.&lt;br /&gt;
&lt;br /&gt;
[mailto:cygnus@computer.org Cygnus] 	- As co-director of the [http://www.smackdown.to/ Sactown Smackdown] LAN party, he once downloaded (on a 28.8 modem no less) every model the old Q2PMP had (around 300 at the time) and planted them all on their Quake 2 server.  Now that's love.  As an electronics engineer in [[RealLife]]™, he has a wicked eye for detail and the curse of being a perfectionist.  He likes good, creative, detailed work, so show him what you've got.&lt;br /&gt;
&lt;br /&gt;
[mailto:dukester@popi.net Dukester] 	- The Grunt is a CNC Punch programmer who lives just outside dallas.  He likes to exclusively skin the fem models and someday hopes to learn how to use [[PaintShopPro]] properly. ''&amp;quot;What's a layer?&amp;quot;''  You can find him in the evenings on Mplayer.com drinkin' his Coors Lite ;)&lt;br /&gt;
&lt;br /&gt;
[mailto:rlyss@yahoo.com Redlemons] 	- Red's a high school student in Australia. He's been playing PC games since he was knee-high to a grasshopper, and intends to keep playing until he dies, or id Software falls apart. Whichever comes first.&lt;br /&gt;
&lt;br /&gt;
[mailto:astrozombie_138@hotmail.com Astro Zombie] 	- He's a Former G.I. and Gulf War Veteran and is presently a 3D animation student at The Art Institute International of Portland. He's done some work for a local start-up game company on a game that will probably never see the light of day and is currently a &amp;quot;kept man&amp;quot; as his wife supports the both of them while he focuses on school and prepare his demo reel.&lt;br /&gt;
&lt;br /&gt;
[mailto:arya@saphiria.net Arya] - Is the court jester but can be smart at certain times. She has a wild attitude and learns fast. She'll eventually absorb the information and, if you're unlucky, she'll use it against you. Otherwise, she's just as nice as anyone else, and quite a moral person despite her position as a jester. She hangs around various pubs and bbs'es.&lt;br /&gt;
&lt;br /&gt;
[mailto:mask@well.com Ken] - is a graphic designer who works in multimedia and spends his days building corporate CD ROMS and web sites. He's a good technician, a repressed artist                and can turn out a mean Q3A skin on occasion.&lt;br /&gt;
&lt;br /&gt;
[mailto:georgiana@gamegirlz.com Geo] - A woman of untold beauty. This is literally true, noone's ever told about it. You might visit her [http://www10.ewebcity.com/geo/ website]               to learn more, but steel yourself ! - She'll try to scare you away!&lt;br /&gt;
&lt;br /&gt;
'''Folks             Who Helped Make polycount A Reality:'''&lt;br /&gt;
&lt;br /&gt;
'''Mix''' - web             designer for Game Spy Industries. Came in and laid out all the initial             html and design.&lt;br /&gt;
&lt;br /&gt;
'''Chris Longden'''             - techie for Game Spy Industries. Laid the work on the massive             database and got the site's tech working properly. The guy is a             genius.&lt;br /&gt;
&lt;br /&gt;
'''Stupid Fool'''              - innocently asked if there was anything he could do to help and was             sucked into hours of tedious copy and pasting.&lt;/div&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/PolycountOldTOC</id>
		<title>PolycountOldTOC</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/PolycountOldTOC"/>
				<updated>2006-05-26T08:47:49Z</updated>
		
		<summary type="html">&lt;p&gt;VitoMiliano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
This was thrilling to compile.  Please keep things in the list format.  Dynamic pages that will be difficult to redirect properly are in italics.&lt;br /&gt;
&lt;br /&gt;
= General Links =&lt;br /&gt;
&lt;br /&gt;
* Poll (poll/poll.shtml)&lt;br /&gt;
* ''News archives'' (news/newsarchives.asp)&lt;br /&gt;
* ''News search'' (news/newsarchives.asp?function=search&amp;amp;advanced=1)&lt;br /&gt;
* Contact (contacts/index.shtml)&lt;br /&gt;
* Polycount for PalmOS (news/pqa.zip)&lt;br /&gt;
* Links (links/index.shtml)&lt;br /&gt;
* Credits (credits/index.shtml)&lt;br /&gt;
&lt;br /&gt;
= Download Database =&lt;br /&gt;
&lt;br /&gt;
* ''UT2004 Models, UT2004 Vehicles, UT2003 Models, Quake 3 Models, UT Models, JKA Models, JK2 Models, GTA3 Models, Serious Sam Models, Quake 2 Models, Q3 Map Models, TA Team Models, TA Head Models, Elite Force Models, Half-Life Models, Heretic2 Models, CounterStrike Models, The Sims Models, Kingpin Models'' (downloads/ and downloads/index.asp?game=##&amp;amp;sort=date&amp;amp;order=DESC)&lt;br /&gt;
&lt;br /&gt;
= Other Models and Skins =&lt;br /&gt;
&lt;br /&gt;
* Q3 Weapon Models (q3weapons/q3weapons-index.shtml)&lt;br /&gt;
* HL Weapon Models (hlweapons/hlweapons-index.shtml)&lt;br /&gt;
* UT2003 Accessories (dynamic.gamespy.com/~polycount/skins/ut2003skin-index.shtml wtf?)&lt;br /&gt;
* Quake 2 Accessories (skins/q2skin-index.shtml)&lt;br /&gt;
* Quake 3 Accessories (skins/q3skin-index.shtml)&lt;br /&gt;
* Unreal T Accessories (skins/utskin-index.shtml)&lt;br /&gt;
* Half-Life Accessories (skins/hlskin-index.shtml)&lt;br /&gt;
* Rune Accessories (skins/runeskin-index.shtml)&lt;br /&gt;
* Sims Accessories (skins/simskin-index.shtml)&lt;br /&gt;
* Accessory Top-Picks (skins/top-picks/top-picks.shtml)&lt;br /&gt;
* Top-Packs (skins/top-picks/top-packs/top-packs.shtml&lt;br /&gt;
&lt;br /&gt;
= Resources =&lt;br /&gt;
&lt;br /&gt;
* Resources (resources/index.shtml)&lt;br /&gt;
&lt;br /&gt;
Under Resources, there are these directories and significant files.  Directories without any sub-content just have an index.shtml file in them listing resources elsewhere on the net.  Most directories also have lots of other directories with supporting files, like images and stuff, which aren't listed for brevity.&lt;br /&gt;
&lt;br /&gt;
* avp2&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tutorials&lt;br /&gt;
*** talonengine&lt;br /&gt;
**** talonenginetut.shtml&lt;br /&gt;
* bandw&lt;br /&gt;
* chat-rooms&lt;br /&gt;
** chat-index.shtml&lt;br /&gt;
** 2design&lt;br /&gt;
*** 2design.shtml&lt;br /&gt;
* model_design&lt;br /&gt;
** model_design.shtml&lt;br /&gt;
* modjobs&lt;br /&gt;
** modjobs.shtml&lt;br /&gt;
* drakan&lt;br /&gt;
** index.shtml&lt;br /&gt;
** gfx&lt;br /&gt;
*** JSheffield.zip&lt;br /&gt;
* eliteforce&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
** tutorials&lt;br /&gt;
*** q3-ef&lt;br /&gt;
**** Q3AEF.shtml&lt;br /&gt;
* FAQ-general&lt;br /&gt;
** faq-general-index.shtml&lt;br /&gt;
* general&lt;br /&gt;
** misc&lt;br /&gt;
*** sunstorm.shtml&lt;br /&gt;
* tools&lt;br /&gt;
** infografica.shtml&lt;br /&gt;
** polychop&lt;br /&gt;
*** gdmag.pdf&lt;br /&gt;
* tutorials&lt;br /&gt;
** ALPHAWolf_Tut01&lt;br /&gt;
*** LowPolyCharacters.shtml&lt;br /&gt;
* cswingstut&lt;br /&gt;
** cswingstut.shtml&lt;br /&gt;
* HitmanDaz_Tut01&lt;br /&gt;
** DigitalPainting.shtml&lt;br /&gt;
* Model-unwrap&lt;br /&gt;
** model-unwrap.shtml&lt;br /&gt;
** model-unwrap-pic1.shtml&lt;br /&gt;
** model-unwrap-pic2.shtml&lt;br /&gt;
** model-unwrap-pic3.shtml&lt;br /&gt;
** model-unwrap-pic4.shtml&lt;br /&gt;
** model-unwrap-pic5.shtml&lt;br /&gt;
* NURBS-mapping&lt;br /&gt;
** Nurbs-mapping.shtml&lt;br /&gt;
** tutorial.html&lt;br /&gt;
** vrml1.html&lt;br /&gt;
** vrml2.html&lt;br /&gt;
** vrml3.html&lt;br /&gt;
* Shine_Tut03&lt;br /&gt;
** PolyReduce.shtml&lt;br /&gt;
* Shine_Tut04&lt;br /&gt;
** Making a Head.shtml&lt;br /&gt;
* Shine_Tut05&lt;br /&gt;
** Setup Bones Part1.shtml&lt;br /&gt;
* SurfaceTools&lt;br /&gt;
** Surface Tools for Low Poly Modeling2.doc&lt;br /&gt;
** SurfaceTools.shtml&lt;br /&gt;
** SurfaceTools-mts.shtml&lt;br /&gt;
* UVWunwrap&lt;br /&gt;
** UVWunwrap.shtml&lt;br /&gt;
* ASC_Export_Tut01.shtml&lt;br /&gt;
** Shine_Tut01.shtml&lt;br /&gt;
** Shine_Tut02.shtml&lt;br /&gt;
* video_tutorials&lt;br /&gt;
** video-tut-list.shtml&lt;br /&gt;
* apps.shtml&lt;br /&gt;
** genmisc.shtml&lt;br /&gt;
** index.shtml&lt;br /&gt;
** lightwave.shtml&lt;br /&gt;
** max.shtml&lt;br /&gt;
** maya.shtml&lt;br /&gt;
** milkshape.shtml&lt;br /&gt;
** misc.shtml&lt;br /&gt;
** modelanim.shtml&lt;br /&gt;
** nst.shtml&lt;br /&gt;
** q2m.shtml&lt;br /&gt;
** skinning.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutindex.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* gfx (looks like game logos for pages maybe)&lt;br /&gt;
* glossary (24 pages of definitions plus images)&lt;br /&gt;
* glossary2 (only one glossary page, but lots of examples files)&lt;br /&gt;
* gta3&lt;br /&gt;
* halflife&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
** tutorials (directory with 20 pages of modeling tutorials plus example content)&lt;br /&gt;
* heretic2&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* jk2&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tutorials&lt;br /&gt;
*** ModelTutorial (eight files under here making this up)&lt;br /&gt;
*** jk2_model_construction.shtml &lt;br /&gt;
* kingpin&lt;br /&gt;
** tools&lt;br /&gt;
*** framelist.shtml&lt;br /&gt;
*** tools.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
** Kingpin-animations.html&lt;br /&gt;
* lithtech&lt;br /&gt;
** tutorials&lt;br /&gt;
*** lithtech_primer.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* manual (how to review a model?)&lt;br /&gt;
* nolf&lt;br /&gt;
* quake&lt;br /&gt;
** FAQ.shtml&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* quake2&lt;br /&gt;
** tools&lt;br /&gt;
*** Prefabs&lt;br /&gt;
**** Alx_Prefabs-info.shtml&lt;br /&gt;
**** Hunter_Prefabs-info.shtml&lt;br /&gt;
** Testbox&lt;br /&gt;
*** testbox.shtml&lt;br /&gt;
* tutorials&lt;br /&gt;
** NGLV&lt;br /&gt;
** NST_Tut01&lt;br /&gt;
** Custom VWEP.shtml&lt;br /&gt;
** NST_RetroMap.shtml&lt;br /&gt;
** Weapon Skin Linking.shtml&lt;br /&gt;
* FAQ.shtml&lt;br /&gt;
** index.shtml&lt;br /&gt;
** md2text.txt&lt;br /&gt;
** q2frameslist.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* quake3&lt;br /&gt;
** Model_Doc&lt;br /&gt;
*** Model_manual_ps.htm&lt;br /&gt;
* Shader_Doc&lt;br /&gt;
** Q3Ashader_manual.htm&lt;br /&gt;
* tools&lt;br /&gt;
** tutorials (lots of files below these, ugh)&lt;br /&gt;
*** josh&lt;br /&gt;
*** max-to-q3&lt;br /&gt;
*** MAX-to-q3data&lt;br /&gt;
*** Skin-shader&lt;br /&gt;
*** SoundPak&lt;br /&gt;
*** Steed-Tut&lt;br /&gt;
* index.shtml&lt;br /&gt;
** md3text.txt&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* rune&lt;br /&gt;
** tutorials&lt;br /&gt;
*** lodsettings&lt;br /&gt;
**** runetut-lodsettings.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
* sims&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* ssam&lt;br /&gt;
* thps&lt;br /&gt;
* tribes&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* unreal&lt;br /&gt;
** tools&lt;br /&gt;
** tutorials (lots of files in these subdirs)&lt;br /&gt;
*** lodsettings&lt;br /&gt;
*** mage&lt;br /&gt;
*** pix&lt;br /&gt;
*** sounds&lt;br /&gt;
*** umod&lt;br /&gt;
*** umod-backup&lt;br /&gt;
*** UTut01.shtml&lt;br /&gt;
*** UTut02.shtml&lt;br /&gt;
*** UTut03.shtml&lt;br /&gt;
*** UTut04.shtml&lt;br /&gt;
*** UTut05.shtml&lt;br /&gt;
*** UTut06.shtml&lt;br /&gt;
*** Utut07.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
** UTtut-mainpage.shtml&lt;br /&gt;
** UTtut-part5.shtml&lt;br /&gt;
* ut2003&lt;br /&gt;
** tutorials&lt;br /&gt;
*** backups (this might just be backup content, not sure, something about Intertwined)&lt;br /&gt;
*** ut2mod&lt;br /&gt;
*** pushing_tutorial.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
&lt;br /&gt;
Also what I'd consider resources are:&lt;br /&gt;
&lt;br /&gt;
* Good, Bad and Ugly (skins/gbu/* with eight article directories under it)&lt;br /&gt;
* Skin news archives (skins/archived-news/* with 30 pages of news under it)&lt;br /&gt;
* Articles (ten article directories below that:)&lt;br /&gt;
** animation-tips&lt;br /&gt;
** BnWinterview&lt;br /&gt;
** chiq_interview_012602&lt;br /&gt;
** chrisbruce_072002&lt;br /&gt;
** Gwot062k2&lt;br /&gt;
** max3preview&lt;br /&gt;
** q3-model-preview&lt;br /&gt;
** Steed-gdc99&lt;br /&gt;
** Steed-Interview&lt;br /&gt;
** Steed-Interview-2&lt;br /&gt;
* Subdermal (six pages and a contest)&lt;br /&gt;
&lt;br /&gt;
= Not Linked To =&lt;br /&gt;
&lt;br /&gt;
* AskDev (ask a developer column?)&lt;br /&gt;
* docs/gamespace_release.zip&lt;br /&gt;
* misc&lt;br /&gt;
** Discreet_QCon2k1&lt;br /&gt;
** e32k4&lt;br /&gt;
** gfx&lt;br /&gt;
** id-model-renders&lt;br /&gt;
** pimps&lt;br /&gt;
** 12-3action.htm&lt;br /&gt;
** gamespy-broadcastkey.txt&lt;br /&gt;
** lead_action_designer.doc&lt;br /&gt;
** micro-forte-syd-jobdoc.shtml&lt;br /&gt;
** stuff.htm&lt;br /&gt;
** Unreal_Coach_jobpost_053104.doc&lt;br /&gt;
* modeloftheweek&lt;br /&gt;
* modelpacks&lt;br /&gt;
* paintchat&lt;br /&gt;
* previews&lt;br /&gt;
** nicknacks&lt;br /&gt;
* reviewlists&lt;br /&gt;
* skindom (woah nelly tons of stuff here)&lt;br /&gt;
* cutedoll.shtml (contest?)&lt;br /&gt;
* info (actual static model info files, non-db)&lt;br /&gt;
* reviews (actual static model review files, non-db)&lt;/div&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/PolycountOldTOC</id>
		<title>PolycountOldTOC</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/PolycountOldTOC"/>
				<updated>2006-05-26T08:47:12Z</updated>
		
		<summary type="html">&lt;p&gt;VitoMiliano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
This was thrilling to compile.  Please keep things in the list format.  Dynamic pages that will be difficult to redirect properly are in italics.&lt;br /&gt;
&lt;br /&gt;
= General Links =&lt;br /&gt;
&lt;br /&gt;
* Poll (poll/poll.shtml)&lt;br /&gt;
* ''News archives'' (news/newsarchives.asp)&lt;br /&gt;
* ''News search'' (news/newsarchives.asp?function=search&amp;amp;advanced=1)&lt;br /&gt;
* Contact (contacts/index.shtml)&lt;br /&gt;
* Polycount for PalmOS (news/pqa.zip)&lt;br /&gt;
* Links (links/index.shtml)&lt;br /&gt;
* Credits (credits/index.shtml)&lt;br /&gt;
&lt;br /&gt;
= Download Database =&lt;br /&gt;
&lt;br /&gt;
* ''UT2004 Models, UT2004 Vehicles, UT2003 Models, Quake 3 Models, UT Models, JKA Models, JK2 Models, GTA3 Models, Serious Sam Models, Quake 2 Models, Q3 Map Models, TA Team Models, TA Head Models, Elite Force Models, Half-Life Models, Heretic2 Models, CounterStrike Models, The Sims Models, Kingpin Models'' (downloads/ and downloads/index.asp?game=##&amp;amp;sort=date&amp;amp;order=DESC)&lt;br /&gt;
&lt;br /&gt;
= Other Models and Skins =&lt;br /&gt;
&lt;br /&gt;
* Q3 Weapon Models (q3weapons/q3weapons-index.shtml)&lt;br /&gt;
* HL Weapon Models (hlweapons/hlweapons-index.shtml)&lt;br /&gt;
* UT2003 Accessories (dynamic.gamespy.com/~polycount/skins/ut2003skin-index.shtml wtf?)&lt;br /&gt;
* Quake 2 Accessories (skins/q2skin-index.shtml)&lt;br /&gt;
* Quake 3 Accessories (skins/q3skin-index.shtml)&lt;br /&gt;
* Unreal T Accessories (skins/utskin-index.shtml)&lt;br /&gt;
* Half-Life Accessories (skins/hlskin-index.shtml)&lt;br /&gt;
* Rune Accessories (skins/runeskin-index.shtml)&lt;br /&gt;
* Sims Accessories (skins/simskin-index.shtml)&lt;br /&gt;
* Accessory Top-Picks (skins/top-picks/top-picks.shtml)&lt;br /&gt;
* Top-Packs (skins/top-picks/top-packs/top-packs.shtml&lt;br /&gt;
&lt;br /&gt;
= Resources =&lt;br /&gt;
&lt;br /&gt;
* Resources (resources/index.shtml)&lt;br /&gt;
&lt;br /&gt;
Under Resources, there are these directories and significant files.  Directories without any sub-content just have an index.shtml file in them listing resources elsewhere on the net.  Most directories also have lots of other directories with supporting files, like images and stuff, which aren't listed for brevity.&lt;br /&gt;
&lt;br /&gt;
* avp2&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tutorials&lt;br /&gt;
*** talonengine&lt;br /&gt;
**** talonenginetut.shtml&lt;br /&gt;
* bandw&lt;br /&gt;
* chat-rooms&lt;br /&gt;
** chat-index.shtml&lt;br /&gt;
** 2design&lt;br /&gt;
*** 2design.shtml&lt;br /&gt;
* model_design&lt;br /&gt;
** model_design.shtml&lt;br /&gt;
* modjobs&lt;br /&gt;
** modjobs.shtml&lt;br /&gt;
* drakan&lt;br /&gt;
** index.shtml&lt;br /&gt;
** gfx&lt;br /&gt;
*** JSheffield.zip&lt;br /&gt;
* eliteforce&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
** tutorials&lt;br /&gt;
*** q3-ef&lt;br /&gt;
**** Q3AEF.shtml&lt;br /&gt;
* FAQ-general&lt;br /&gt;
** faq-general-index.shtml&lt;br /&gt;
* general&lt;br /&gt;
** misc&lt;br /&gt;
*** sunstorm.shtml&lt;br /&gt;
* tools&lt;br /&gt;
** infografica.shtml&lt;br /&gt;
** polychop&lt;br /&gt;
*** gdmag.pdf&lt;br /&gt;
* tutorials&lt;br /&gt;
** ALPHAWolf_Tut01&lt;br /&gt;
*** LowPolyCharacters.shtml&lt;br /&gt;
* cswingstut&lt;br /&gt;
** cswingstut.shtml&lt;br /&gt;
* HitmanDaz_Tut01&lt;br /&gt;
** DigitalPainting.shtml&lt;br /&gt;
* Model-unwrap&lt;br /&gt;
** model-unwrap.shtml&lt;br /&gt;
** model-unwrap-pic1.shtml&lt;br /&gt;
** model-unwrap-pic2.shtml&lt;br /&gt;
** model-unwrap-pic3.shtml&lt;br /&gt;
** model-unwrap-pic4.shtml&lt;br /&gt;
** model-unwrap-pic5.shtml&lt;br /&gt;
* NURBS-mapping&lt;br /&gt;
** Nurbs-mapping.shtml&lt;br /&gt;
** tutorial.html&lt;br /&gt;
** vrml1.html&lt;br /&gt;
** vrml2.html&lt;br /&gt;
** vrml3.html&lt;br /&gt;
* Shine_Tut03&lt;br /&gt;
** PolyReduce.shtml&lt;br /&gt;
* Shine_Tut04&lt;br /&gt;
** Making a Head.shtml&lt;br /&gt;
* Shine_Tut05&lt;br /&gt;
** Setup Bones Part1.shtml&lt;br /&gt;
* SurfaceTools&lt;br /&gt;
** Surface Tools for Low Poly Modeling2.doc&lt;br /&gt;
** SurfaceTools.shtml&lt;br /&gt;
** SurfaceTools-mts.shtml&lt;br /&gt;
* UVWunwrap&lt;br /&gt;
** UVWunwrap.shtml&lt;br /&gt;
* ASC_Export_Tut01.shtml&lt;br /&gt;
** Shine_Tut01.shtml&lt;br /&gt;
** Shine_Tut02.shtml&lt;br /&gt;
* video_tutorials&lt;br /&gt;
** video-tut-list.shtml&lt;br /&gt;
* apps.shtml&lt;br /&gt;
** genmisc.shtml&lt;br /&gt;
** index.shtml&lt;br /&gt;
** lightwave.shtml&lt;br /&gt;
** max.shtml&lt;br /&gt;
** maya.shtml&lt;br /&gt;
** milkshape.shtml&lt;br /&gt;
** misc.shtml&lt;br /&gt;
** modelanim.shtml&lt;br /&gt;
** nst.shtml&lt;br /&gt;
** q2m.shtml&lt;br /&gt;
** skinning.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutindex.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* gfx (looks like game logos for pages maybe)&lt;br /&gt;
* glossary (24 pages of definitions plus images)&lt;br /&gt;
* glossary2 (only one glossary page, but lots of examples files)&lt;br /&gt;
* gta3&lt;br /&gt;
* halflife&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
** tutorials (directory with 20 pages of modeling tutorials plus example content)&lt;br /&gt;
* heretic2&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* jk2&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tutorials&lt;br /&gt;
*** ModelTutorial (eight files under here making this up)&lt;br /&gt;
*** jk2_model_construction.shtml &lt;br /&gt;
* kingpin&lt;br /&gt;
** tools&lt;br /&gt;
*** framelist.shtml&lt;br /&gt;
*** tools.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
** Kingpin-animations.html&lt;br /&gt;
* lithtech&lt;br /&gt;
** tutorials&lt;br /&gt;
*** lithtech_primer.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* manual (how to review a model?)&lt;br /&gt;
* nolf&lt;br /&gt;
* quake&lt;br /&gt;
** FAQ.shtml&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* quake2&lt;br /&gt;
** tools&lt;br /&gt;
*** Prefabs&lt;br /&gt;
**** Alx_Prefabs-info.shtml&lt;br /&gt;
**** Hunter_Prefabs-info.shtml&lt;br /&gt;
** Testbox&lt;br /&gt;
*** testbox.shtml&lt;br /&gt;
* tutorials&lt;br /&gt;
** NGLV&lt;br /&gt;
** NST_Tut01&lt;br /&gt;
** Custom VWEP.shtml&lt;br /&gt;
** NST_RetroMap.shtml&lt;br /&gt;
** Weapon Skin Linking.shtml&lt;br /&gt;
* FAQ.shtml&lt;br /&gt;
** index.shtml&lt;br /&gt;
** md2text.txt&lt;br /&gt;
** q2frameslist.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* quake3&lt;br /&gt;
** Model_Doc&lt;br /&gt;
*** Model_manual_ps.htm&lt;br /&gt;
* Shader_Doc&lt;br /&gt;
** Q3Ashader_manual.htm&lt;br /&gt;
* tools&lt;br /&gt;
** tutorials (lots of files below these, ugh)&lt;br /&gt;
*** josh&lt;br /&gt;
*** max-to-q3&lt;br /&gt;
*** MAX-to-q3data&lt;br /&gt;
*** Skin-shader&lt;br /&gt;
*** SoundPak&lt;br /&gt;
*** Steed-Tut&lt;br /&gt;
* index.shtml&lt;br /&gt;
** md3text.txt&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* rune&lt;br /&gt;
** tutorials&lt;br /&gt;
*** lodsettings&lt;br /&gt;
**** runetut-lodsettings.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
* sims&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* ssam&lt;br /&gt;
* thps&lt;br /&gt;
* tribes&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* unreal&lt;br /&gt;
** tools&lt;br /&gt;
** tutorials (lots of files in these subdirs)&lt;br /&gt;
*** lodsettings&lt;br /&gt;
*** mage&lt;br /&gt;
*** pix&lt;br /&gt;
*** sounds&lt;br /&gt;
*** umod&lt;br /&gt;
*** umod-backup&lt;br /&gt;
*** UTut01.shtml&lt;br /&gt;
*** UTut02.shtml&lt;br /&gt;
*** UTut03.shtml&lt;br /&gt;
*** UTut04.shtml&lt;br /&gt;
*** UTut05.shtml&lt;br /&gt;
*** UTut06.shtml&lt;br /&gt;
*** Utut07.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
** UTtut-mainpage.shtml&lt;br /&gt;
** UTtut-part5.shtml&lt;br /&gt;
* ut2003&lt;br /&gt;
** tutorials&lt;br /&gt;
*** backups (this might just be backup content, not sure, something about Intertwined)&lt;br /&gt;
*** ut2mod&lt;br /&gt;
*** pushing_tutorial.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
&lt;br /&gt;
Also what I'd consider resources are:&lt;br /&gt;
&lt;br /&gt;
* Good, Bad and Ugly (skins/gbu/* with eight article directories under it)&lt;br /&gt;
* Skin news archives (skins/archived-news/* with 30 pages of news under it)&lt;br /&gt;
* Articles (ten article directories below that:)&lt;br /&gt;
** animation-tips&lt;br /&gt;
** [[BnWinterview]]&lt;br /&gt;
** chiq_interview_012602&lt;br /&gt;
** chrisbruce_072002&lt;br /&gt;
** Gwot062k2&lt;br /&gt;
** max3preview&lt;br /&gt;
** q3-model-preview&lt;br /&gt;
** Steed-gdc99&lt;br /&gt;
** Steed-Interview&lt;br /&gt;
** Steed-Interview-2&lt;br /&gt;
* Subdermal (six pages and a contest)&lt;br /&gt;
&lt;br /&gt;
= Not Linked To =&lt;br /&gt;
&lt;br /&gt;
* [[AskDev]] (ask a developer column?)&lt;br /&gt;
* docs/gamespace_release.zip&lt;br /&gt;
* misc&lt;br /&gt;
** Discreet_QCon2k1&lt;br /&gt;
** e32k4&lt;br /&gt;
** gfx&lt;br /&gt;
** id-model-renders&lt;br /&gt;
** pimps&lt;br /&gt;
** 12-3action.htm&lt;br /&gt;
** gamespy-broadcastkey.txt&lt;br /&gt;
** lead_action_designer.doc&lt;br /&gt;
** micro-forte-syd-jobdoc.shtml&lt;br /&gt;
** stuff.htm&lt;br /&gt;
** Unreal_Coach_jobpost_053104.doc&lt;br /&gt;
* modeloftheweek&lt;br /&gt;
* modelpacks&lt;br /&gt;
* paintchat&lt;br /&gt;
* previews&lt;br /&gt;
** nicknacks&lt;br /&gt;
* reviewlists&lt;br /&gt;
* skindom (woah nelly tons of stuff here)&lt;br /&gt;
* cutedoll.shtml (contest?)&lt;br /&gt;
* info (actual static model info files, non-db)&lt;br /&gt;
* reviews (actual static model review files, non-db)&lt;/div&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/PolycountOldTOC</id>
		<title>PolycountOldTOC</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/PolycountOldTOC"/>
				<updated>2006-05-26T08:37:27Z</updated>
		
		<summary type="html">&lt;p&gt;VitoMiliano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
This was thrilling to compile.  Please keep things in the list format.  Dynamic pages that will be difficult to redirect properly are in italics.&lt;br /&gt;
&lt;br /&gt;
= General Links =&lt;br /&gt;
&lt;br /&gt;
* Poll (poll/poll.shtml)&lt;br /&gt;
* ''News archives'' (news/newsarchives.asp)&lt;br /&gt;
* ''News search'' (news/newsarchives.asp?function=search&amp;amp;advanced=1)&lt;br /&gt;
* Contact (contacts/index.shtml)&lt;br /&gt;
* Polycount for PalmOS (news/pqa.zip)&lt;br /&gt;
* Links (links/index.shtml)&lt;br /&gt;
* Credits (credits/index.shtml)&lt;br /&gt;
&lt;br /&gt;
= Download Database =&lt;br /&gt;
&lt;br /&gt;
* ''UT2004 Models, UT2004 Vehicles, UT2003 Models, Quake 3 Models, UT Models, JKA Models, JK2 Models, GTA3 Models, Serious Sam Models, Quake 2 Models, Q3 Map Models, TA Team Models, TA Head Models, Elite Force Models, Half-Life Models, Heretic2 Models, CounterStrike Models, The Sims Models, Kingpin Models'' (downloads/ and downloads/index.asp?game=##&amp;amp;sort=date&amp;amp;order=DESC)&lt;br /&gt;
&lt;br /&gt;
= Other Models and Skins =&lt;br /&gt;
&lt;br /&gt;
* Q3 Weapon Models (q3weapons/q3weapons-index.shtml)&lt;br /&gt;
* HL Weapon Models (hlweapons/hlweapons-index.shtml)&lt;br /&gt;
* UT2003 Accessories (dynamic.gamespy.com/~polycount/skins/ut2003skin-index.shtml wtf?)&lt;br /&gt;
* Quake 2 Accessories (skins/q2skin-index.shtml)&lt;br /&gt;
* Quake 3 Accessories (skins/q3skin-index.shtml)&lt;br /&gt;
* Unreal T Accessories (skins/utskin-index.shtml)&lt;br /&gt;
* Half-Life Accessories (skins/hlskin-index.shtml)&lt;br /&gt;
* Rune Accessories (skins/runeskin-index.shtml)&lt;br /&gt;
* Sims Accessories (skins/simskin-index.shtml)&lt;br /&gt;
* Accessory Top-Picks (skins/top-picks/top-picks.shtml)&lt;br /&gt;
* Top-Packs (skins/top-picks/top-packs/top-packs.shtml&lt;br /&gt;
&lt;br /&gt;
= Resources =&lt;br /&gt;
&lt;br /&gt;
* Resources (resources/index.shtml)&lt;br /&gt;
&lt;br /&gt;
Under Resources, there are these directories and significant files.  Directories without any sub-content just have an index.shtml file in them listing resources elsewhere on the net.  Most directories also have lots of other directories with supporting files, like images and stuff, which aren't listed for brevity.&lt;br /&gt;
&lt;br /&gt;
* avp2&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tutorials&lt;br /&gt;
*** talonengine&lt;br /&gt;
**** talonenginetut.shtml&lt;br /&gt;
* bandw&lt;br /&gt;
* chat-rooms&lt;br /&gt;
** chat-index.shtml&lt;br /&gt;
** 2design&lt;br /&gt;
*** 2design.shtml&lt;br /&gt;
* model_design&lt;br /&gt;
** model_design.shtml&lt;br /&gt;
* modjobs&lt;br /&gt;
** modjobs.shtml&lt;br /&gt;
* drakan&lt;br /&gt;
** index.shtml&lt;br /&gt;
** gfx&lt;br /&gt;
*** JSheffield.zip&lt;br /&gt;
* eliteforce&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
** tutorials&lt;br /&gt;
*** q3-ef&lt;br /&gt;
**** Q3AEF.shtml&lt;br /&gt;
* FAQ-general&lt;br /&gt;
** faq-general-index.shtml&lt;br /&gt;
* general&lt;br /&gt;
** misc&lt;br /&gt;
*** sunstorm.shtml&lt;br /&gt;
* tools&lt;br /&gt;
** infografica.shtml&lt;br /&gt;
** polychop&lt;br /&gt;
*** gdmag.pdf&lt;br /&gt;
* tutorials&lt;br /&gt;
** ALPHAWolf_Tut01&lt;br /&gt;
*** LowPolyCharacters.shtml&lt;br /&gt;
* cswingstut&lt;br /&gt;
** cswingstut.shtml&lt;br /&gt;
* HitmanDaz_Tut01&lt;br /&gt;
** DigitalPainting.shtml&lt;br /&gt;
* Model-unwrap&lt;br /&gt;
** model-unwrap.shtml&lt;br /&gt;
** model-unwrap-pic1.shtml&lt;br /&gt;
** model-unwrap-pic2.shtml&lt;br /&gt;
** model-unwrap-pic3.shtml&lt;br /&gt;
** model-unwrap-pic4.shtml&lt;br /&gt;
** model-unwrap-pic5.shtml&lt;br /&gt;
* NURBS-mapping&lt;br /&gt;
** Nurbs-mapping.shtml&lt;br /&gt;
** tutorial.html&lt;br /&gt;
** vrml1.html&lt;br /&gt;
** vrml2.html&lt;br /&gt;
** vrml3.html&lt;br /&gt;
* Shine_Tut03&lt;br /&gt;
** PolyReduce.shtml&lt;br /&gt;
* Shine_Tut04&lt;br /&gt;
** Making a Head.shtml&lt;br /&gt;
* Shine_Tut05&lt;br /&gt;
** Setup Bones Part1.shtml&lt;br /&gt;
* SurfaceTools&lt;br /&gt;
** Surface Tools for Low Poly Modeling2.doc&lt;br /&gt;
** SurfaceTools.shtml&lt;br /&gt;
** SurfaceTools-mts.shtml&lt;br /&gt;
* UVWunwrap&lt;br /&gt;
** UVWunwrap.shtml&lt;br /&gt;
* ASC_Export_Tut01.shtml&lt;br /&gt;
** Shine_Tut01.shtml&lt;br /&gt;
** Shine_Tut02.shtml&lt;br /&gt;
* video_tutorials&lt;br /&gt;
** video-tut-list.shtml&lt;br /&gt;
* apps.shtml&lt;br /&gt;
** genmisc.shtml&lt;br /&gt;
** index.shtml&lt;br /&gt;
** lightwave.shtml&lt;br /&gt;
** max.shtml&lt;br /&gt;
** maya.shtml&lt;br /&gt;
** milkshape.shtml&lt;br /&gt;
** misc.shtml&lt;br /&gt;
** modelanim.shtml&lt;br /&gt;
** nst.shtml&lt;br /&gt;
** q2m.shtml&lt;br /&gt;
** skinning.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutindex.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* gfx (looks like game logos for pages maybe)&lt;br /&gt;
* glossary (24 pages of definitions plus images)&lt;br /&gt;
* glossary2 (only one glossary page, but lots of examples files)&lt;br /&gt;
* gta3&lt;br /&gt;
* halflife&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
** tutorials (directory with 20 pages of modeling tutorials plus example content)&lt;br /&gt;
* heretic2&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* jk2&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tutorials&lt;br /&gt;
*** ModelTutorial (eight files under here making this up)&lt;br /&gt;
*** jk2_model_construction.shtml &lt;br /&gt;
* kingpin&lt;br /&gt;
** tools&lt;br /&gt;
*** framelist.shtml&lt;br /&gt;
*** tools.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
** Kingpin-animations.html&lt;br /&gt;
* lithtech&lt;br /&gt;
** tutorials&lt;br /&gt;
*** lithtech_primer.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* manual (how to review a model?)&lt;br /&gt;
* nolf&lt;br /&gt;
* quake&lt;br /&gt;
** FAQ.shtml&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* quake2&lt;br /&gt;
** tools&lt;br /&gt;
*** Prefabs&lt;br /&gt;
**** Alx_Prefabs-info.shtml&lt;br /&gt;
**** Hunter_Prefabs-info.shtml&lt;br /&gt;
** Testbox&lt;br /&gt;
*** testbox.shtml&lt;br /&gt;
* tutorials&lt;br /&gt;
** NGLV&lt;br /&gt;
** NST_Tut01&lt;br /&gt;
** Custom VWEP.shtml&lt;br /&gt;
** NST_RetroMap.shtml&lt;br /&gt;
** Weapon Skin Linking.shtml&lt;br /&gt;
* FAQ.shtml&lt;br /&gt;
** index.shtml&lt;br /&gt;
** md2text.txt&lt;br /&gt;
** q2frameslist.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* quake3&lt;br /&gt;
** Model_Doc&lt;br /&gt;
*** Model_manual_ps.htm&lt;br /&gt;
* Shader_Doc&lt;br /&gt;
** Q3Ashader_manual.htm&lt;br /&gt;
* tools&lt;br /&gt;
** tutorials (lots of files below these, ugh)&lt;br /&gt;
*** josh&lt;br /&gt;
*** max-to-q3&lt;br /&gt;
*** MAX-to-q3data&lt;br /&gt;
*** Skin-shader&lt;br /&gt;
*** SoundPak&lt;br /&gt;
*** Steed-Tut&lt;br /&gt;
* index.shtml&lt;br /&gt;
** md3text.txt&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* rune&lt;br /&gt;
** tutorials&lt;br /&gt;
*** lodsettings&lt;br /&gt;
**** runetut-lodsettings.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
* sims&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* ssam&lt;br /&gt;
* thps&lt;br /&gt;
* tribes&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* unreal&lt;br /&gt;
** tools&lt;br /&gt;
** tutorials (lots of files in these subdirs)&lt;br /&gt;
*** lodsettings&lt;br /&gt;
*** mage&lt;br /&gt;
*** pix&lt;br /&gt;
*** sounds&lt;br /&gt;
*** umod&lt;br /&gt;
*** umod-backup&lt;br /&gt;
*** UTut01.shtml&lt;br /&gt;
*** UTut02.shtml&lt;br /&gt;
*** UTut03.shtml&lt;br /&gt;
*** UTut04.shtml&lt;br /&gt;
*** UTut05.shtml&lt;br /&gt;
*** UTut06.shtml&lt;br /&gt;
*** Utut07.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
** UTtut-mainpage.shtml&lt;br /&gt;
** UTtut-part5.shtml&lt;br /&gt;
* ut2003&lt;br /&gt;
** tutorials&lt;br /&gt;
*** backups (this might just be backup content, not sure, something about Intertwined)&lt;br /&gt;
*** ut2mod&lt;br /&gt;
*** pushing_tutorial.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;/div&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/PolycountOldTOC</id>
		<title>PolycountOldTOC</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/PolycountOldTOC"/>
				<updated>2006-05-26T08:35:01Z</updated>
		
		<summary type="html">&lt;p&gt;VitoMiliano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
This was thrilling to compile.  Please keep things in the list format.  Dynamic pages that will be difficult to redirect properly are in italics.&lt;br /&gt;
&lt;br /&gt;
= General Links =&lt;br /&gt;
&lt;br /&gt;
* Poll (poll/poll.shtml)&lt;br /&gt;
* ''News archives'' (news/newsarchives.asp)&lt;br /&gt;
* ''News search'' (news/newsarchives.asp?function=search&amp;amp;advanced=1)&lt;br /&gt;
* Contact (contacts/index.shtml)&lt;br /&gt;
* Polycount for PalmOS (news/pqa.zip)&lt;br /&gt;
* Links (links/index.shtml)&lt;br /&gt;
* Credits (credits/index.shtml)&lt;br /&gt;
&lt;br /&gt;
= Download Database =&lt;br /&gt;
&lt;br /&gt;
* ''UT2004 Models, UT2004 Vehicles, UT2003 Models, Quake 3 Models, UT Models, JKA Models, JK2 Models, GTA3 Models, Serious Sam Models, Quake 2 Models, Q3 Map Models, TA Team Models, TA Head Models, Elite Force Models, Half-Life Models, Heretic2 Models, CounterStrike Models, The Sims Models, Kingpin Models'' (downloads/ and downloads/index.asp?game=##&amp;amp;sort=date&amp;amp;order=DESC)&lt;br /&gt;
&lt;br /&gt;
= Other Models and Skins =&lt;br /&gt;
&lt;br /&gt;
* Q3 Weapon Models (q3weapons/q3weapons-index.shtml)&lt;br /&gt;
* HL Weapon Models (hlweapons/hlweapons-index.shtml)&lt;br /&gt;
* UT2003 Accessories (dynamic.gamespy.com/~polycount/skins/ut2003skin-index.shtml wtf?)&lt;br /&gt;
* Quake 2 Accessories (skins/q2skin-index.shtml)&lt;br /&gt;
* Quake 3 Accessories (skins/q3skin-index.shtml)&lt;br /&gt;
* Unreal T Accessories (skins/utskin-index.shtml)&lt;br /&gt;
* Half-Life Accessories (skins/hlskin-index.shtml)&lt;br /&gt;
* Rune Accessories (skins/runeskin-index.shtml)&lt;br /&gt;
* Sims Accessories (skins/simskin-index.shtml)&lt;br /&gt;
* Accessory Top-Picks (skins/top-picks/top-picks.shtml)&lt;br /&gt;
* Top-Packs (skins/top-picks/top-packs/top-packs.shtml&lt;br /&gt;
&lt;br /&gt;
= Resources =&lt;br /&gt;
&lt;br /&gt;
* Resources (resources/index.shtml)&lt;br /&gt;
&lt;br /&gt;
Under Resources, there are these directories and significant files.  Directories without any sub-content just have an index.shtml file in them listing resources elsewhere on the net.  Most directories also have lots of other directories with supporting files, like images and stuff, which aren't listed for brevity.&lt;br /&gt;
&lt;br /&gt;
* avp2&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tutorials&lt;br /&gt;
*** talonengine&lt;br /&gt;
**** talonenginetut.shtml&lt;br /&gt;
* bandw&lt;br /&gt;
* chat-rooms&lt;br /&gt;
** chat-index.shtml&lt;br /&gt;
** 2design&lt;br /&gt;
*** 2design.shtml&lt;br /&gt;
* model_design&lt;br /&gt;
** model_design.shtml&lt;br /&gt;
* modjobs&lt;br /&gt;
** modjobs.shtml&lt;br /&gt;
* drakan&lt;br /&gt;
** index.shtml&lt;br /&gt;
** gfx&lt;br /&gt;
*** JSheffield.zip&lt;br /&gt;
* eliteforce&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
** tutorials&lt;br /&gt;
*** q3-ef&lt;br /&gt;
**** Q3AEF.shtml&lt;br /&gt;
* FAQ-general&lt;br /&gt;
** faq-general-index.shtml&lt;br /&gt;
* general&lt;br /&gt;
** misc&lt;br /&gt;
*** sunstorm.shtml&lt;br /&gt;
* tools&lt;br /&gt;
** infografica.shtml&lt;br /&gt;
** polychop&lt;br /&gt;
*** gdmag.pdf&lt;br /&gt;
* tutorials&lt;br /&gt;
** ALPHAWolf_Tut01&lt;br /&gt;
*** [[LowPolyCharacters]].shtml&lt;br /&gt;
* cswingstut&lt;br /&gt;
** cswingstut.shtml&lt;br /&gt;
* HitmanDaz_Tut01&lt;br /&gt;
** [[DigitalPainting]].shtml&lt;br /&gt;
* Model-unwrap&lt;br /&gt;
** model-unwrap.shtml&lt;br /&gt;
** model-unwrap-pic1.shtml&lt;br /&gt;
** model-unwrap-pic2.shtml&lt;br /&gt;
** model-unwrap-pic3.shtml&lt;br /&gt;
** model-unwrap-pic4.shtml&lt;br /&gt;
** model-unwrap-pic5.shtml&lt;br /&gt;
* NURBS-mapping&lt;br /&gt;
** Nurbs-mapping.shtml&lt;br /&gt;
** tutorial.html&lt;br /&gt;
** vrml1.html&lt;br /&gt;
** vrml2.html&lt;br /&gt;
** vrml3.html&lt;br /&gt;
* Shine_Tut03&lt;br /&gt;
** [[PolyReduce]].shtml&lt;br /&gt;
* Shine_Tut04&lt;br /&gt;
** Making a Head.shtml&lt;br /&gt;
* Shine_Tut05&lt;br /&gt;
** Setup Bones Part1.shtml&lt;br /&gt;
* [[SurfaceTools]]&lt;br /&gt;
** Surface Tools for Low Poly Modeling2.doc&lt;br /&gt;
** [[SurfaceTools]].shtml&lt;br /&gt;
** [[SurfaceTools]]-mts.shtml&lt;br /&gt;
* UVWunwrap&lt;br /&gt;
** UVWunwrap.shtml&lt;br /&gt;
* ASC_Export_Tut01.shtml&lt;br /&gt;
** Shine_Tut01.shtml&lt;br /&gt;
** Shine_Tut02.shtml&lt;br /&gt;
* video_tutorials&lt;br /&gt;
** video-tut-list.shtml&lt;br /&gt;
* apps.shtml&lt;br /&gt;
** genmisc.shtml&lt;br /&gt;
** index.shtml&lt;br /&gt;
** lightwave.shtml&lt;br /&gt;
** max.shtml&lt;br /&gt;
** maya.shtml&lt;br /&gt;
** milkshape.shtml&lt;br /&gt;
** misc.shtml&lt;br /&gt;
** modelanim.shtml&lt;br /&gt;
** nst.shtml&lt;br /&gt;
** q2m.shtml&lt;br /&gt;
** skinning.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutindex.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* gfx (looks like game logos for pages maybe)&lt;br /&gt;
* glossary (24 pages of definitions plus images)&lt;br /&gt;
* glossary2 (only one glossary page, but lots of examples files)&lt;br /&gt;
* gta3&lt;br /&gt;
* halflife&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
** tutorials (directory with 20 pages of modeling tutorials plus example content)&lt;br /&gt;
* heretic2&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* jk2&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tutorials&lt;br /&gt;
*** [[ModelTutorial]] (eight files under here making this up)&lt;br /&gt;
*** jk2_model_construction.shtml &lt;br /&gt;
* kingpin&lt;br /&gt;
** tools&lt;br /&gt;
*** framelist.shtml&lt;br /&gt;
*** tools.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
** Kingpin-animations.html&lt;br /&gt;
* lithtech&lt;br /&gt;
** tutorials&lt;br /&gt;
*** lithtech_primer.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* manual (how to review a model?)&lt;br /&gt;
* nolf&lt;br /&gt;
* quake&lt;br /&gt;
** FAQ.shtml&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* quake2&lt;br /&gt;
** tools&lt;br /&gt;
*** Prefabs&lt;br /&gt;
**** Alx_Prefabs-info.shtml&lt;br /&gt;
**** Hunter_Prefabs-info.shtml&lt;br /&gt;
** Testbox&lt;br /&gt;
*** testbox.shtml&lt;br /&gt;
* tutorials&lt;br /&gt;
** NGLV&lt;br /&gt;
** NST_Tut01&lt;br /&gt;
** Custom VWEP.shtml&lt;br /&gt;
** NST_RetroMap.shtml&lt;br /&gt;
** Weapon Skin Linking.shtml&lt;br /&gt;
* FAQ.shtml&lt;br /&gt;
** index.shtml&lt;br /&gt;
** md2text.txt&lt;br /&gt;
** q2frameslist.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* quake3&lt;br /&gt;
** Model_Doc&lt;br /&gt;
*** Model_manual_ps.htm&lt;br /&gt;
* Shader_Doc&lt;br /&gt;
** Q3Ashader_manual.htm&lt;br /&gt;
* tools&lt;br /&gt;
** tutorials (lots of files below these, ugh)&lt;br /&gt;
*** josh&lt;br /&gt;
*** max-to-q3&lt;br /&gt;
*** MAX-to-q3data&lt;br /&gt;
*** Skin-shader&lt;br /&gt;
*** [[SoundPak]]&lt;br /&gt;
*** Steed-Tut&lt;br /&gt;
* index.shtml&lt;br /&gt;
** md3text.txt&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* rune&lt;br /&gt;
** tutorials&lt;br /&gt;
*** lodsettings&lt;br /&gt;
**** runetut-lodsettings.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
* sims&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* ssam&lt;br /&gt;
* thps&lt;br /&gt;
* tribes&lt;br /&gt;
** index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
* unreal&lt;br /&gt;
** tools&lt;br /&gt;
** tutorials (lots of files in these subdirs)&lt;br /&gt;
*** lodsettings&lt;br /&gt;
*** mage&lt;br /&gt;
*** pix&lt;br /&gt;
*** sounds&lt;br /&gt;
*** umod&lt;br /&gt;
*** umod-backup&lt;br /&gt;
*** UTut01.shtml&lt;br /&gt;
*** UTut02.shtml&lt;br /&gt;
*** UTut03.shtml&lt;br /&gt;
*** UTut04.shtml&lt;br /&gt;
*** UTut05.shtml&lt;br /&gt;
*** UTut06.shtml&lt;br /&gt;
*** Utut07.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;br /&gt;
** UTtut-mainpage.shtml&lt;br /&gt;
** UTtut-part5.shtml&lt;br /&gt;
* ut2003&lt;br /&gt;
** tutorials&lt;br /&gt;
*** backups (this might just be backup content, not sure, something about Intertwined)&lt;br /&gt;
*** ut2mod&lt;br /&gt;
*** pushing_tutorial.shtml&lt;br /&gt;
* index.shtml&lt;br /&gt;
** tools.shtml&lt;br /&gt;
** tutorials.shtml&lt;/div&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/wiki/PolycountOldTOC</id>
		<title>PolycountOldTOC</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/wiki/PolycountOldTOC"/>
				<updated>2006-05-26T08:05:08Z</updated>
		
		<summary type="html">&lt;p&gt;VitoMiliano: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
This was thrilling to compile.  Please keep things in the list format.  Dynamic pages that will be difficult and/or complicated to redirect properly are in italics.&lt;br /&gt;
&lt;br /&gt;
= From the Front Page =&lt;br /&gt;
&lt;br /&gt;
== General Links ==&lt;br /&gt;
&lt;br /&gt;
* Poll (poll/poll.shtml)&lt;br /&gt;
* ''News archives'' (news/newsarchives.asp)&lt;br /&gt;
* ''News search'' (news/newsarchives.asp?function=search&amp;amp;advanced=1)&lt;br /&gt;
* Contact (contacts/index.shtml)&lt;br /&gt;
* Polycount for PalmOS (news/pqa.zip)&lt;br /&gt;
* Links (links/index.shtml)&lt;br /&gt;
* Credits (credits/index.shtml)&lt;br /&gt;
&lt;br /&gt;
== Download Database ==&lt;br /&gt;
&lt;br /&gt;
* ''UT2004 Models, UT2004 Vehicles, UT2003 Models, Quake 3 Models, UT Models, JKA Models, JK2 Models, GTA3 Models, Serious Sam Models, Quake 2 Models, Q3 Map Models, TA Team Models, TA Head Models, Elite Force Models, Half-Life Models, Heretic2 Models, [[CounterStrike]] Models, The Sims Models, Kingpin Models'' (downloads/ and downloads/index.asp?game=##&amp;amp;sort=date&amp;amp;order=DESC)&lt;br /&gt;
&lt;br /&gt;
== Other Models and Skins ==&lt;br /&gt;
&lt;br /&gt;
* Q3 Weapon Models (q3weapons/q3weapons-index.shtml)&lt;br /&gt;
* HL Weapon Models (hlweapons/hlweapons-index.shtml)&lt;br /&gt;
* UT2003 Accessories (dynamic.gamespy.com/~polycount/skins/ut2003skin-index.shtml wtf?)&lt;br /&gt;
* Quake 2 Accessories (skins/q2skin-index.shtml)&lt;br /&gt;
* Quake 3 Accessories (skins/q3skin-index.shtml)&lt;br /&gt;
* Unreal T Accessories (skins/utskin-index.shtml)&lt;br /&gt;
* Half-Life Accessories (skins/hlskin-index.shtml)&lt;br /&gt;
* Rune Accessories (skins/runeskin-index.shtml)&lt;br /&gt;
* Sims Accessories (skins/simskin-index.shtml)&lt;br /&gt;
* Accessory Top-Picks (skins/top-picks/top-picks.shtml)&lt;br /&gt;
* Top-Packs (skins/top-picks/top-packs/top-packs.shtml&lt;br /&gt;
* Resources (resources/index.shtml)&lt;br /&gt;
* Video Tutorials (resources/general/video_tutorials/video-tut-list.shtml)&lt;br /&gt;
&lt;br /&gt;
› UT2004 Models&lt;br /&gt;
› UT2004 Vehicles&lt;br /&gt;
› UT2003 Models&lt;br /&gt;
› Quake 3 Models&lt;br /&gt;
› UT Models&lt;br /&gt;
› JKA Models&lt;br /&gt;
› JK2 Models&lt;br /&gt;
› GTA3 Models&lt;br /&gt;
› Serious Sam Models&lt;br /&gt;
› Quake 2 Models&lt;br /&gt;
› Q3 Map Models&lt;br /&gt;
› Q3 Weapon Models&lt;br /&gt;
› TA Team Models&lt;br /&gt;
› TA Head Models&lt;br /&gt;
› Elite Force Models&lt;br /&gt;
› Half-Life Models&lt;br /&gt;
› HL Weapon Models&lt;br /&gt;
› Heretic2 Models&lt;br /&gt;
› [[CounterStrike]] Models&lt;br /&gt;
› The Sims Models&lt;br /&gt;
› Kingpin Models&lt;/div&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	</feed>