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TribalOutpost.com Forums 2003-02-25T11:22:30-05:00 http://tribaloutpost.com/forums/feed.php?f=18&t=4710 2003-02-25T11:22:30-05:00 2003-02-25T11:22:30-05:00 http://tribaloutpost.com/forums/viewtopic.php?t=4710&p=40230#p40230 <![CDATA[Vertex Tool]]> Statistics: Posted by Lagg_Alot — Tue Feb 25, 2003 11:22 am


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2003-02-24T20:54:03-05:00 2003-02-24T20:54:03-05:00 http://tribaloutpost.com/forums/viewtopic.php?t=4710&p=40199#p40199 <![CDATA[Vertex Tool]]> Statistics: Posted by CleverClothe — Mon Feb 24, 2003 8:54 pm


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2003-02-24T17:41:41-05:00 2003-02-24T17:41:41-05:00 http://tribaloutpost.com/forums/viewtopic.php?t=4710&p=40185#p40185 <![CDATA[Vertex Tool]]>

Statistics: Posted by vXKitiaraXv — Mon Feb 24, 2003 5:41 pm


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2003-02-24T17:11:25-05:00 2003-02-24T17:11:25-05:00 http://tribaloutpost.com/forums/viewtopic.php?t=4710&p=40180#p40180 <![CDATA[Vertex Tool]]> Statistics: Posted by TheBerk — Mon Feb 24, 2003 5:11 pm


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2003-02-24T16:49:53-05:00 2003-02-24T16:49:53-05:00 http://tribaloutpost.com/forums/viewtopic.php?t=4710&p=40174#p40174 <![CDATA[Vertex Tool]]>
Now you guys are noticing that every single one of the Classic maps has had z0dd's name included in the credits. The idea that he "assisted" the mappers is complete nonsense, as many of those maps were made long before he bundled them up for Sierra. The only "assistance" on his part was getting them in the final patch, and had any of that material been mine, I'd be ashamed to see it bundled along with his garbage.

Enough ranting for now, I could go on but it's a little early in the day to get pissed off...



*Prior to the release of the final patch, some client-side maps were made with interiors and skies from the DFMP. The inclusion of the DFMP interiors in the patch has resulted in these maps not being considered client-side (even though they really are). Clients connecting to servers running these maps will run just fine, until the time comes when they load the .dml file. When this file is not found, it causes the client to crash. They don't just get disconnected from the server, their computer hangs; irrecoverably so on some systems. This is a very serious issue and serves only to demonstrate z0dd's irresponsibility.

Statistics: Posted by Red Five — Mon Feb 24, 2003 4:49 pm


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2003-02-24T16:14:13-05:00 2003-02-24T16:14:13-05:00 http://tribaloutpost.com/forums/viewtopic.php?t=4710&p=40168#p40168 <![CDATA[Who Is This Guy]]> Statistics: Posted by Lagg_Alot — Mon Feb 24, 2003 4:14 pm


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2003-02-24T13:53:11-05:00 2003-02-24T13:53:11-05:00 http://tribaloutpost.com/forums/viewtopic.php?t=4710&p=40157#p40157 <![CDATA[Vertex Tool]]>
should I answere the question?

hmmmmmmm....


The part that bugs me is that my name is only on scarebrae, broadside and blastside. I did all the interior design on the above three maps and the custom textures on the above interiors. So I was quite surprised when many of my textures apeared on the interiors on the other maps. At least they left my name in the display screen on the power core in scarebrae. Also the power cores were designed to have special force fields in them to animate them and make them appear kinda like a what u see in star trek on the warp core.

I could go on but I wont, enough said.....


l8ts,

toke out....

Statistics: Posted by ToKrZ — Mon Feb 24, 2003 1:53 pm


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2003-02-22T17:51:36-05:00 2003-02-22T17:51:36-05:00 http://tribaloutpost.com/forums/viewtopic.php?t=4710&p=40000#p40000 <![CDATA[I DON'T KNOW]]> Statistics: Posted by Lagg_Alot — Sat Feb 22, 2003 5:51 pm


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2003-02-22T13:53:14-05:00 2003-02-22T13:53:14-05:00 http://tribaloutpost.com/forums/viewtopic.php?t=4710&p=39986#p39986 <![CDATA[Vertex Tool]]> Statistics: Posted by CleverClothe — Sat Feb 22, 2003 1:53 pm


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2003-02-22T01:55:05-05:00 2003-02-22T01:55:05-05:00 http://tribaloutpost.com/forums/viewtopic.php?t=4710&p=39971#p39971 <![CDATA[Vertex Tool]]> Statistics: Posted by vXKitiaraXv — Sat Feb 22, 2003 1:55 am


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2003-02-21T20:08:54-05:00 2003-02-21T20:08:54-05:00 http://tribaloutpost.com/forums/viewtopic.php?t=4710&p=39940#p39940 <![CDATA[If Anyone Wants To Peek]]> Statistics: Posted by Lagg_Alot — Fri Feb 21, 2003 8:08 pm


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2003-02-20T20:15:56-05:00 2003-02-20T20:15:56-05:00 http://tribaloutpost.com/forums/viewtopic.php?t=4710&p=39864#p39864 <![CDATA[Got It]]> Statistics: Posted by Lagg_Alot — Thu Feb 20, 2003 8:15 pm


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2003-02-20T13:46:29-05:00 2003-02-20T13:46:29-05:00 http://tribaloutpost.com/forums/viewtopic.php?t=4710&p=39826#p39826 <![CDATA[Vertex Tool]]> Statistics: Posted by ToKrZ — Thu Feb 20, 2003 1:46 pm


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2003-02-20T12:39:39-05:00 2003-02-20T12:39:39-05:00 http://tribaloutpost.com/forums/viewtopic.php?t=4710&p=39825#p39825 <![CDATA[Vertex Tool]]> Statistics: Posted by Nycto — Thu Feb 20, 2003 12:39 pm


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2003-02-20T03:37:19-05:00 2003-02-20T03:37:19-05:00 http://tribaloutpost.com/forums/viewtopic.php?t=4710&p=39821#p39821 <![CDATA[Vertex Tool]]> THE GOLDEN RULE OF VERTEX MANIPULATION

Make absolutely certian that in every face, each vertex lies in the same plane as the rest. If even one vertex is slightly out of line with the others in the same face, this is sure to create serious problems.


The most simple way to prevent this from happening is to only have three vertices per face. Since a plane is defined by three points, having only three vertices in each face makes it impossible to create an invalid face.

Statistics: Posted by Red Five — Thu Feb 20, 2003 3:37 am


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