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		<id>http://wiki.polycount.com/w/index.php?action=history&amp;feed=atom&amp;title=OldSiteResourcesQuake2ToolsPrefabsHunter</id>
		<title>OldSiteResourcesQuake2ToolsPrefabsHunter - Revision history</title>
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		<updated>2026-04-15T06:26:48Z</updated>
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	<entry>
		<id>http://wiki.polycount.com/w/index.php?title=OldSiteResourcesQuake2ToolsPrefabsHunter&amp;diff=2658&amp;oldid=prev</id>
		<title>Cheeseplus: 3 revisions</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/w/index.php?title=OldSiteResourcesQuake2ToolsPrefabsHunter&amp;diff=2658&amp;oldid=prev"/>
				<updated>2014-07-29T08:44:20Z</updated>
		
		<summary type="html">&lt;p&gt;3 revisions&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
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				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 08:44, 29 July 2014&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan='4' style='text-align: center;' class='diff-multi'&gt;(2 intermediate revisions by one other user not shown)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 7:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 7:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Similar to the&amp;#160; &amp;#160; &amp;#160; &amp;#160;  &amp;quot;Alx_Prefabs&amp;quot; these are a small collection of Primative shapes for use in&amp;#160; &amp;#160; &amp;#160; &amp;#160;  creating various model meshes. It is not a model in the sense that you can play with them&amp;#160; &amp;#160; &amp;#160; &amp;#160;  in game, but more for the purpose of learning to create basic shapes when learning to&amp;#160; &amp;#160; &amp;#160; &amp;#160;  model.&amp;#160; These shapes are somewhat more complex then they need to be (I will probably&amp;#160; &amp;#160; &amp;#160; &amp;#160;  put together another set with others and maybe basic body parts too, arms, hands, torsos,&amp;#160; &amp;#160; &amp;#160; &amp;#160;  etc) and can be optimized for your wn specific uses. The &amp;quot;spheres&amp;quot; are not&amp;#160; &amp;#160; &amp;#160; &amp;#160;  Geo-spheres so they have a higher polycount than they should (Geo-spheres are much more&amp;#160; &amp;#160; &amp;#160; &amp;#160;  efficient and I guess I just didnt think of including one (all the more reason for me to&amp;#160; &amp;#160; &amp;#160; &amp;#160;  create another group too)) Basically there are two files. One file comes as one .md2 file&amp;#160; &amp;#160; &amp;#160; &amp;#160;  with all the shapes included and the other is in .AQM ([[Q2Modeler]]) format. All you need to&amp;#160; &amp;#160; &amp;#160; &amp;#160;  do is open or import the file to your modeling program and utilize the shapes you need, or&amp;#160; &amp;#160; &amp;#160; &amp;#160;  cut, paste and save each to its own file.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Similar to the&amp;#160; &amp;#160; &amp;#160; &amp;#160;  &amp;quot;Alx_Prefabs&amp;quot; these are a small collection of Primative shapes for use in&amp;#160; &amp;#160; &amp;#160; &amp;#160;  creating various model meshes. It is not a model in the sense that you can play with them&amp;#160; &amp;#160; &amp;#160; &amp;#160;  in game, but more for the purpose of learning to create basic shapes when learning to&amp;#160; &amp;#160; &amp;#160; &amp;#160;  model.&amp;#160; These shapes are somewhat more complex then they need to be (I will probably&amp;#160; &amp;#160; &amp;#160; &amp;#160;  put together another set with others and maybe basic body parts too, arms, hands, torsos,&amp;#160; &amp;#160; &amp;#160; &amp;#160;  etc) and can be optimized for your wn specific uses. The &amp;quot;spheres&amp;quot; are not&amp;#160; &amp;#160; &amp;#160; &amp;#160;  Geo-spheres so they have a higher polycount than they should (Geo-spheres are much more&amp;#160; &amp;#160; &amp;#160; &amp;#160;  efficient and I guess I just didnt think of including one (all the more reason for me to&amp;#160; &amp;#160; &amp;#160; &amp;#160;  create another group too)) Basically there are two files. One file comes as one .md2 file&amp;#160; &amp;#160; &amp;#160; &amp;#160;  with all the shapes included and the other is in .AQM ([[Q2Modeler]]) format. All you need to&amp;#160; &amp;#160; &amp;#160; &amp;#160;  do is open or import the file to your modeling program and utilize the shapes you need, or&amp;#160; &amp;#160; &amp;#160; &amp;#160;  cut, paste and save each to its own file.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; &amp;#160; &amp;#160;  Other Info :&amp;#160; Technically these primatives were created in Qme and exported to .md2&amp;#160; &amp;#160; &amp;#160; &amp;#160;  format and converted to .AQM format too, but if you happen to use these in creating your&amp;#160; &amp;#160; &amp;#160; &amp;#160;  own model, a nice mention in a read-me is sorta cool..&amp;#160; If you can think of other&amp;#160; &amp;#160; &amp;#160; &amp;#160;  useful prefab shapes, send an e-mail to '''&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;[&lt;/del&gt;[mailto:Hunter@Polycount.com&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;|&lt;/del&gt;Hunter&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;]&lt;/del&gt;]''',&amp;#160; &amp;#160; &amp;#160; &amp;#160;  and don't forget to check out [http://www.planetquake.com/polycount/resources/quake2/tools/Prefabs/Alx_Prefabs-info.shtml Big&amp;#160; &amp;#160; &amp;#160; &amp;#160;  Rockets prefabs] too..&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; &amp;#160; &amp;#160;  Other Info :&amp;#160; Technically these primatives were created in Qme and exported to .md2&amp;#160; &amp;#160; &amp;#160; &amp;#160;  format and converted to .AQM format too, but if you happen to use these in creating your&amp;#160; &amp;#160; &amp;#160; &amp;#160;  own model, a nice mention in a read-me is sorta cool..&amp;#160; If you can think of other&amp;#160; &amp;#160; &amp;#160; &amp;#160;  useful prefab shapes, send an e-mail to '''[mailto:Hunter@Polycount.com Hunter]''',&amp;#160; &amp;#160; &amp;#160; &amp;#160;  and don't forget to check out [http://www.planetquake.com/polycount/resources/quake2/tools/Prefabs/Alx_Prefabs-info.shtml Big&amp;#160; &amp;#160; &amp;#160; &amp;#160;  Rockets prefabs] too..&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Stay tuned for more&amp;#160; &amp;#160; &amp;#160; &amp;#160;  Prefabs.. soon... such as various body parts and generic forms for use in humanoid&amp;#160; &amp;#160; &amp;#160; &amp;#160;  models.. any suggestions ????&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Stay tuned for more&amp;#160; &amp;#160; &amp;#160; &amp;#160;  Prefabs.. soon... such as various body parts and generic forms for use in humanoid&amp;#160; &amp;#160; &amp;#160; &amp;#160;  models.. any suggestions ????&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 13:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 13:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Enjoy the Pre-fabs, they should be very&amp;#160; &amp;#160; &amp;#160; &amp;#160;  useful for those using bare bones programs that don't offer primitive shape creation&amp;#160; &amp;#160; &amp;#160; &amp;#160;  automatically.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Enjoy the Pre-fabs, they should be very&amp;#160; &amp;#160; &amp;#160; &amp;#160;  useful for those using bare bones programs that don't offer primitive shape creation&amp;#160; &amp;#160; &amp;#160; &amp;#160;  automatically.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;[[Image&lt;/del&gt;:&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;OldSiteResourcesQuake2ToolsPrefabsHunter$&lt;/del&gt;Primatives.jpg&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;]]&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;attachment&lt;/ins&gt;:Primatives.jpg&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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		<author><name>Cheeseplus</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/w/index.php?title=OldSiteResourcesQuake2ToolsPrefabsHunter&amp;diff=2656&amp;oldid=prev</id>
		<title>VitoMiliano at 04:46, 31 May 2006</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/w/index.php?title=OldSiteResourcesQuake2ToolsPrefabsHunter&amp;diff=2656&amp;oldid=prev"/>
				<updated>2006-05-31T04:46:49Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
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				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 04:46, 31 May 2006&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;
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&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;__NOTOC__&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;__NOTOC__&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;|&amp;lt; 5 0 %&amp;gt;&lt;/del&gt;|'''[[PreFabs]]&amp;#160; &amp;#160; &amp;#160; &amp;#160; &amp;#160; &amp;#160;  model'''&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| '''[[PreFabs]]&amp;#160; &amp;#160; &amp;#160; &amp;#160; &amp;#160; &amp;#160;  model'''&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;|&amp;lt;5 0 %&amp;gt;&lt;/del&gt;|baseq2/players/Hunter_PreFabs&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| baseq2/players/Hunter_PreFabs&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|}&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Similar to the&amp;#160; &amp;#160; &amp;#160; &amp;#160;  &amp;quot;Alx_Prefabs&amp;quot; these are a small collection of Primative shapes for use in&amp;#160; &amp;#160; &amp;#160; &amp;#160;  creating various model meshes. It is not a model in the sense that you can play with them&amp;#160; &amp;#160; &amp;#160; &amp;#160;  in game, but more for the purpose of learning to create basic shapes when learning to&amp;#160; &amp;#160; &amp;#160; &amp;#160;  model.&amp;#160; These shapes are somewhat more complex then they need to be (I will probably&amp;#160; &amp;#160; &amp;#160; &amp;#160;  put together another set with others and maybe basic body parts too, arms, hands, torsos,&amp;#160; &amp;#160; &amp;#160; &amp;#160;  etc) and can be optimized for your wn specific uses. The &amp;quot;spheres&amp;quot; are not&amp;#160; &amp;#160; &amp;#160; &amp;#160;  Geo-spheres so they have a higher polycount than they should (Geo-spheres are much more&amp;#160; &amp;#160; &amp;#160; &amp;#160;  efficient and I guess I just didnt think of including one (all the more reason for me to&amp;#160; &amp;#160; &amp;#160; &amp;#160;  create another group too)) Basically there are two files. One file comes as one .md2 file&amp;#160; &amp;#160; &amp;#160; &amp;#160;  with all the shapes included and the other is in .AQM ([[Q2Modeler]]) format. All you need to&amp;#160; &amp;#160; &amp;#160; &amp;#160;  do is open or import the file to your modeling program and utilize the shapes you need, or&amp;#160; &amp;#160; &amp;#160; &amp;#160;  cut, paste and save each to its own file.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Similar to the&amp;#160; &amp;#160; &amp;#160; &amp;#160;  &amp;quot;Alx_Prefabs&amp;quot; these are a small collection of Primative shapes for use in&amp;#160; &amp;#160; &amp;#160; &amp;#160;  creating various model meshes. It is not a model in the sense that you can play with them&amp;#160; &amp;#160; &amp;#160; &amp;#160;  in game, but more for the purpose of learning to create basic shapes when learning to&amp;#160; &amp;#160; &amp;#160; &amp;#160;  model.&amp;#160; These shapes are somewhat more complex then they need to be (I will probably&amp;#160; &amp;#160; &amp;#160; &amp;#160;  put together another set with others and maybe basic body parts too, arms, hands, torsos,&amp;#160; &amp;#160; &amp;#160; &amp;#160;  etc) and can be optimized for your wn specific uses. The &amp;quot;spheres&amp;quot; are not&amp;#160; &amp;#160; &amp;#160; &amp;#160;  Geo-spheres so they have a higher polycount than they should (Geo-spheres are much more&amp;#160; &amp;#160; &amp;#160; &amp;#160;  efficient and I guess I just didnt think of including one (all the more reason for me to&amp;#160; &amp;#160; &amp;#160; &amp;#160;  create another group too)) Basically there are two files. One file comes as one .md2 file&amp;#160; &amp;#160; &amp;#160; &amp;#160;  with all the shapes included and the other is in .AQM ([[Q2Modeler]]) format. All you need to&amp;#160; &amp;#160; &amp;#160; &amp;#160;  do is open or import the file to your modeling program and utilize the shapes you need, or&amp;#160; &amp;#160; &amp;#160; &amp;#160;  cut, paste and save each to its own file.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 12:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 12:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Enjoy the Pre-fabs, they should be very&amp;#160; &amp;#160; &amp;#160; &amp;#160;  useful for those using bare bones programs that don't offer primitive shape creation&amp;#160; &amp;#160; &amp;#160; &amp;#160;  automatically.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Enjoy the Pre-fabs, they should be very&amp;#160; &amp;#160; &amp;#160; &amp;#160;  useful for those using bare bones programs that don't offer primitive shape creation&amp;#160; &amp;#160; &amp;#160; &amp;#160;  automatically.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;#160;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;attachment:Primatives.jpg&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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&lt;/table&gt;</summary>
		<author><name>VitoMiliano</name></author>	</entry>

	<entry>
		<id>http://wiki.polycount.com/w/index.php?title=OldSiteResourcesQuake2ToolsPrefabsHunter&amp;diff=2655&amp;oldid=prev</id>
		<title>VitoMiliano at 04:46, 31 May 2006</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/w/index.php?title=OldSiteResourcesQuake2ToolsPrefabsHunter&amp;diff=2655&amp;oldid=prev"/>
				<updated>2006-05-31T04:46:01Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&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/w/index.php?title=OldSiteResourcesQuake2ToolsPrefabsHunter&amp;diff=2657&amp;oldid=prev</id>
		<title> at 00:00, 1 January 1970</title>
		<link rel="alternate" type="text/html" href="http://wiki.polycount.com/w/index.php?title=OldSiteResourcesQuake2ToolsPrefabsHunter&amp;diff=2657&amp;oldid=prev"/>
				<updated>1970-01-01T00:00:00Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
				&lt;col class='diff-marker' /&gt;
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				&lt;col class='diff-marker' /&gt;
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				&lt;tr style='vertical-align: top;'&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan='2' style=&quot;background-color: white; color:black; text-align: center;&quot;&gt;Revision as of 00:00, 1 January 1970&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan='4' style='text-align: center;' class='diff-multi'&gt;(One intermediate revision by the same user not shown)&lt;/td&gt;&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 7:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 7:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Similar to the&amp;#160; &amp;#160; &amp;#160; &amp;#160;  &amp;quot;Alx_Prefabs&amp;quot; these are a small collection of Primative shapes for use in&amp;#160; &amp;#160; &amp;#160; &amp;#160;  creating various model meshes. It is not a model in the sense that you can play with them&amp;#160; &amp;#160; &amp;#160; &amp;#160;  in game, but more for the purpose of learning to create basic shapes when learning to&amp;#160; &amp;#160; &amp;#160; &amp;#160;  model.&amp;#160; These shapes are somewhat more complex then they need to be (I will probably&amp;#160; &amp;#160; &amp;#160; &amp;#160;  put together another set with others and maybe basic body parts too, arms, hands, torsos,&amp;#160; &amp;#160; &amp;#160; &amp;#160;  etc) and can be optimized for your wn specific uses. The &amp;quot;spheres&amp;quot; are not&amp;#160; &amp;#160; &amp;#160; &amp;#160;  Geo-spheres so they have a higher polycount than they should (Geo-spheres are much more&amp;#160; &amp;#160; &amp;#160; &amp;#160;  efficient and I guess I just didnt think of including one (all the more reason for me to&amp;#160; &amp;#160; &amp;#160; &amp;#160;  create another group too)) Basically there are two files. One file comes as one .md2 file&amp;#160; &amp;#160; &amp;#160; &amp;#160;  with all the shapes included and the other is in .AQM ([[Q2Modeler]]) format. All you need to&amp;#160; &amp;#160; &amp;#160; &amp;#160;  do is open or import the file to your modeling program and utilize the shapes you need, or&amp;#160; &amp;#160; &amp;#160; &amp;#160;  cut, paste and save each to its own file.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Similar to the&amp;#160; &amp;#160; &amp;#160; &amp;#160;  &amp;quot;Alx_Prefabs&amp;quot; these are a small collection of Primative shapes for use in&amp;#160; &amp;#160; &amp;#160; &amp;#160;  creating various model meshes. It is not a model in the sense that you can play with them&amp;#160; &amp;#160; &amp;#160; &amp;#160;  in game, but more for the purpose of learning to create basic shapes when learning to&amp;#160; &amp;#160; &amp;#160; &amp;#160;  model.&amp;#160; These shapes are somewhat more complex then they need to be (I will probably&amp;#160; &amp;#160; &amp;#160; &amp;#160;  put together another set with others and maybe basic body parts too, arms, hands, torsos,&amp;#160; &amp;#160; &amp;#160; &amp;#160;  etc) and can be optimized for your wn specific uses. The &amp;quot;spheres&amp;quot; are not&amp;#160; &amp;#160; &amp;#160; &amp;#160;  Geo-spheres so they have a higher polycount than they should (Geo-spheres are much more&amp;#160; &amp;#160; &amp;#160; &amp;#160;  efficient and I guess I just didnt think of including one (all the more reason for me to&amp;#160; &amp;#160; &amp;#160; &amp;#160;  create another group too)) Basically there are two files. One file comes as one .md2 file&amp;#160; &amp;#160; &amp;#160; &amp;#160;  with all the shapes included and the other is in .AQM ([[Q2Modeler]]) format. All you need to&amp;#160; &amp;#160; &amp;#160; &amp;#160;  do is open or import the file to your modeling program and utilize the shapes you need, or&amp;#160; &amp;#160; &amp;#160; &amp;#160;  cut, paste and save each to its own file.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; &amp;#160; &amp;#160;  Other Info :&amp;#160; Technically these primatives were created in Qme and exported to .md2&amp;#160; &amp;#160; &amp;#160; &amp;#160;  format and converted to .AQM format too, but if you happen to use these in creating your&amp;#160; &amp;#160; &amp;#160; &amp;#160;  own model, a nice mention in a read-me is sorta cool..&amp;#160; If you can think of other&amp;#160; &amp;#160; &amp;#160; &amp;#160;  useful prefab shapes, send an e-mail to '''[mailto:Hunter@Polycount.com Hunter]''',&amp;#160; &amp;#160; &amp;#160; &amp;#160;  and don't forget to check out [http://www.planetquake.com/polycount/resources/quake2/tools/Prefabs/Alx_Prefabs-info.shtml Big&amp;#160; &amp;#160; &amp;#160; &amp;#160;  Rockets prefabs] too..&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#160;&amp;#160; &amp;#160; &amp;#160; &amp;#160;  Other Info :&amp;#160; Technically these primatives were created in Qme and exported to .md2&amp;#160; &amp;#160; &amp;#160; &amp;#160;  format and converted to .AQM format too, but if you happen to use these in creating your&amp;#160; &amp;#160; &amp;#160; &amp;#160;  own model, a nice mention in a read-me is sorta cool..&amp;#160; If you can think of other&amp;#160; &amp;#160; &amp;#160; &amp;#160;  useful prefab shapes, send an e-mail to '''&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[&lt;/ins&gt;[mailto:Hunter@Polycount.com&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;|&lt;/ins&gt;Hunter&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]&lt;/ins&gt;]''',&amp;#160; &amp;#160; &amp;#160; &amp;#160;  and don't forget to check out [http://www.planetquake.com/polycount/resources/quake2/tools/Prefabs/Alx_Prefabs-info.shtml Big&amp;#160; &amp;#160; &amp;#160; &amp;#160;  Rockets prefabs] too..&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Stay tuned for more&amp;#160; &amp;#160; &amp;#160; &amp;#160;  Prefabs.. soon... such as various body parts and generic forms for use in humanoid&amp;#160; &amp;#160; &amp;#160; &amp;#160;  models.. any suggestions ????&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Stay tuned for more&amp;#160; &amp;#160; &amp;#160; &amp;#160;  Prefabs.. soon... such as various body parts and generic forms for use in humanoid&amp;#160; &amp;#160; &amp;#160; &amp;#160;  models.. any suggestions ????&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 13:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 13:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Enjoy the Pre-fabs, they should be very&amp;#160; &amp;#160; &amp;#160; &amp;#160;  useful for those using bare bones programs that don't offer primitive shape creation&amp;#160; &amp;#160; &amp;#160; &amp;#160;  automatically.&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Enjoy the Pre-fabs, they should be very&amp;#160; &amp;#160; &amp;#160; &amp;#160;  useful for those using bare bones programs that don't offer primitive shape creation&amp;#160; &amp;#160; &amp;#160; &amp;#160;  automatically.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background-color: #f9f9f9; color: #333333; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #e6e6e6; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;attachment&lt;/del&gt;:Primatives.jpg&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color:black; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[[Image&lt;/ins&gt;:&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;OldSiteResourcesQuake2ToolsPrefabsHunter$&lt;/ins&gt;Primatives.jpg&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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&lt;/table&gt;</summary>
			</entry>

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