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		<updated>2026-04-19T23:54:26Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Lighting:Leaks&amp;diff=2132</id>
		<title>Lighting:Leaks</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Lighting:Leaks&amp;diff=2132"/>
				<updated>2013-11-30T19:05:00Z</updated>
		
		<summary type="html">&lt;p&gt;JRandomNoob: Completely replaced the original folk mythology. Long live the Truth!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The so-called “light leaks” and their shadowy brothers aren’t actually caused by the compiler casting rays through walls and ceilings; rather, these are an inherent artifact of Quake 3 lightmaps. Lightmaps are simply compiler-generated images that are blended with the textures to darken, lighten and/or color them. In Quake 3 and UrT lightmap images are restricted to 128×128 pixels (and uncompressed TGA, which is an issue in itself) and usually a single image is cut into many pieces, each covering a specific small area. “Small” is of course relative here, the lightmaps have to be scaled up a lot — even at '''&amp;lt;tt&amp;gt;_lightmapscale 0.125&amp;lt;/tt&amp;gt;''' one pixel has to cover 2×2 units of surface.&lt;br /&gt;
&lt;br /&gt;
[[File:lightmap_0021.png|frame|128px|A typical lightmap image (a map usually contains a few dozen of them). The color splash is caused not by a light entity but a nearby bright-colored surface coloring the reflecting skylight (only happens with -bounce).]]&lt;br /&gt;
&lt;br /&gt;
The compiler tries to map surfaces that are similar in proximity and directionality onto continous lightmap pieces — i.e. a floor and the ground outside (even if these are separate brushes with a gap between them) might be covered with a single lightmap piece. The stronger the lighting contrast is the more the lit side of a single lightmap piece tends to “push” into the shadow (a common knowledge among mappers is that the best way to avoid light leaks is keeping light levels the same throughout the map, which of course can make it look bland and boring).&lt;br /&gt;
&lt;br /&gt;
''This'' is what causes light and shadow leaks. The distinction is subtle but important — were the light actually leaking through solid brushes there would be nothing you could do, but forcing the compiler to map things differently is dead easy.&lt;br /&gt;
&lt;br /&gt;
Let’s take the most common scenario: a room with light leaking in from under the walls. To fix this, you simply select the affected floor brushes and make them a separate func_group — this forces the compiler to map this surface separately. Quite often this is enough in itself, but if you still see some leaking (this time because the lightmap can’t be scaled to ''exactly'' cover the whole surface at this lightmapscale) you can specify a separate &amp;lt;tt&amp;gt;_lightmapscale&amp;lt;/tt&amp;gt; for the func_group (0.5 is good enough for most cases). This method solves the vast majority of light and shadow leaks.&lt;br /&gt;
&lt;br /&gt;
There are some other ways a light leak can happen though, for example if you have a sky brush resting on top of an accessible building you definitely have to caulk the underside that’s touching the roof. (This kind of leak is in fact as close to light travelling through solid brushes as it gets.) Of course, if you see a very bright and obvious leak that resists all your attempts to get rid of it you most likely have an actual gap between the brushes;-)&lt;br /&gt;
&lt;br /&gt;
Note that it’s impossible to fix leaks from under (rotating or sliding) doors — entities like these are completely ignored by the compiler and the light indeed does behave as if there was nothing in the way. Your best bet in those cases is ensuring that the light levels on both sides of the door are as close as possible.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lighting]]&lt;/div&gt;</summary>
		<author><name>JRandomNoob</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=File:Lightmap_0021.png&amp;diff=2131</id>
		<title>File:Lightmap 0021.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=File:Lightmap_0021.png&amp;diff=2131"/>
				<updated>2013-11-30T18:40:47Z</updated>
		
		<summary type="html">&lt;p&gt;JRandomNoob: An example lightmap image, extracted and converted from an early test compile of ut4_viljandi.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An example lightmap image, extracted and converted from an early test compile of ut4_viljandi.&lt;/div&gt;</summary>
		<author><name>JRandomNoob</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Pitfalls&amp;diff=2129</id>
		<title>Pitfalls</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Pitfalls&amp;diff=2129"/>
				<updated>2013-11-19T11:25:51Z</updated>
		
		<summary type="html">&lt;p&gt;JRandomNoob: Wooooooooooo lotsa more stuff&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains some less than common errors and their solutions. If you have a problem, but no solution, feel free to put it here too — someone else will try to find a solution and add it!&lt;br /&gt;
&lt;br /&gt;
== Flickering lights?!? ==&lt;br /&gt;
&lt;br /&gt;
Starting to replace the surfacelight textures on my map with targeted light entities I run into an odd problem: the staircase that I converted for a quick test compile had the lights flickering for no obvious reason. Bloody strongly, too, going randomly from pitch black to full strength. During my attempts to fix this I noticed that there was an extra shader file in my scripts folder, pointing to a folder full of external lightmaps in my maps folder. I had neither created nor requested any of this…&lt;br /&gt;
&lt;br /&gt;
Finally redoing all those lights I figured out what had happened: I had pointed the info_null entities at the lights, not the other way around. The compiler had helpfully decided that I wanted to use lightstyles and generated the necessary setup for this.&lt;br /&gt;
&lt;br /&gt;
When creating spotlights, always select the light entity first and the info_null entity second.&lt;br /&gt;
&lt;br /&gt;
== Pitch black map / hall of mirrors ==&lt;br /&gt;
&lt;br /&gt;
Texturing the unneeded sides of a hint brush with skip resulted in pitch black map. Turned out that although I could select and apply skip in Radiant, the actual shader didn’t exist in the common.shader file. As a result, the skip-covered faces of the single large horizontal hint in my map were culled along with the skybox faces that touched them, which removed the only light source. See [http://www.custommapmakers.org/viewtopic.php?f=14&amp;amp;t=706 this thread] for a case where skip on smaller brushes resulted in HOM (hall of mirrors) effect wherever skip touched any walls. (The same thing happened in my case, too, I just couldn’t see it because the map was pitch black.) The thread also contains a skip shader you can paste in your common.shader.&lt;br /&gt;
&lt;br /&gt;
== Unexpected crash on compile ==&lt;br /&gt;
&lt;br /&gt;
For the duration of building and testing the map I had renamed my textures folder and shader paths from ut4_viljandi_b1 to comeon-ut4_viljandi_b1 to keep everything right next to the common shaders in the texture list. On the next compile q3map2 quietly failed before it even started the BSP stage, no error message or anything. Turns out that there’s a pretty hard limit to path length in q3map2 and this change had caused some of the filenames to go over this. Renaming everything affected to !ut4_viljandi_b1 solved this problem while still putting the folder reasonably close to the common shaders.&lt;br /&gt;
&lt;br /&gt;
== A texture looking fine in Radiant is misaligned in the game ==&lt;br /&gt;
&lt;br /&gt;
I had a manhole cover decal that had worked just fine during the previous compiles, but suddenly it appeared misaligned in-game, shifted down and right by about one third. The cause turned out to be a PNG image with the exact same name that I’d used in creation of the TGA decal — the PNG was 1024×1024 while the final decal was scaled down to 512×512. q3map2 assumed that the PNG was the correct texture and mapped it to the brush while UrT of course could only load the TGA.&lt;br /&gt;
&lt;br /&gt;
== Can’t load shaders ==&lt;br /&gt;
&lt;br /&gt;
A mapper who hadn’t used any shaders until this point had troubles with one of the skyboxes from the CMM repository — even though he extracted everything correctly, the shader was not showing up in the texture list. Flushing the shaders in order to log what Radiant loads and what it’s having trouble with (Tools -&amp;gt; Flush &amp;amp; reload shaders in the textures window) it became apparent that something is very wrong:&lt;br /&gt;
&lt;br /&gt;
  Couldn't find 'C:/&amp;lt;censored&amp;gt;/UrbanTerror42/'''q3ut4/baseq3'''/scripts/shaderlist.txt'&lt;br /&gt;
&lt;br /&gt;
For some reason Radiant was assuming an unholy combination of UrT and vanilla Quake 3?!? This proved to be a bit of a misleading lead since “baseq3” was found nowhere in the configuration, everything seemed correct. That is, until he posted his full settings file and we noticed that he had set the “engine path” (Edit -&amp;gt; Preferences -&amp;gt; Paths under Settings) to UrbanTerror42/q3ut4 — one folder too deep. The correct path is the one where the game executable is found, i.e. the main game folder that holds everything else. After fixing this and restarting Radiant everything worked fine.&lt;br /&gt;
&lt;br /&gt;
== Map shows only lightmap on some computers ==&lt;br /&gt;
&lt;br /&gt;
Add&lt;br /&gt;
&lt;br /&gt;
  blendFunc GL_DST_COLOR GL_ZERO&lt;br /&gt;
  depthFunc equal&lt;br /&gt;
&lt;br /&gt;
to the lightmap stage of the affected shaders. Crappy graphics cards/drivers can't deal with normal lightmapping and need a special treatment.&lt;br /&gt;
&lt;br /&gt;
''(Is encountering this even possible today?)''&lt;/div&gt;</summary>
		<author><name>JRandomNoob</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Compiling:Healthy_Map&amp;diff=2128</id>
		<title>Compiling:Healthy Map</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Compiling:Healthy_Map&amp;diff=2128"/>
				<updated>2013-11-19T08:56:46Z</updated>
		
		<summary type="html">&lt;p&gt;JRandomNoob: Extended and streamlined a bit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&lt;br /&gt;
The fact that your map compiles fine and is playable doesn’t mean it’s ''good''. There are several factors which define your map as healthy or unhealthy. An unhealthy map has poor fps, huge .pk3 size and long loading time. Your objective is to create a map as small and lean as possible — great visuals or loads of gimmicks will not ensure a long popular life on their own.&lt;br /&gt;
&lt;br /&gt;
==== Don’t build a big box filled with smaller boxes ====&lt;br /&gt;
&lt;br /&gt;
The first map people build will usually conform to the infamous “box map” stereotype — a map where every area can see most other areas, resulting in most of the map (and the players in it!) being drawn at any moment. Quake 3 engine (and by extension Urban Terror) works best with maps that are built like corridors or series of rooms connected by doorways. Fear not for your artistic vision, because most maps you’ve played indeed do look like this without you being able to realize this; their corridorness is simply well hidden.&lt;br /&gt;
&lt;br /&gt;
For an old-but-good article about building a reasonable-looking yet efficient outdoors map, see [http://www.twisted-strand.com/ut_tutorials/map_tut1/index.html SweetnutZ’s site]. For a more in-depth explanation of how the Q3 vis culling works, see the [http://www.web.archive.org/web/20110205062503/http://www.nibsworld.com/rtcw/tutorial_detail_and_hint_brushes_part1.shtml Nib’s World article] (Wayback copy, original site is dead).&lt;br /&gt;
&lt;br /&gt;
==== Always use unique folder names and shader paths ====&lt;br /&gt;
&lt;br /&gt;
Breaking other people’s maps — and the old versions of your own map(s) — is a very common thing beginners do. While you have no control over others you can still do your best to aovid conflicts by using only folder and map names that are unique to your map (and its current version). I.e., for a map named ut4_example_b1, you would:&lt;br /&gt;
&lt;br /&gt;
*put all your textures in textures/ut4_example_b1&lt;br /&gt;
*put all your sounds in sounds/ut4_example_b1&lt;br /&gt;
*put all your models in models/ut4_example_b1&lt;br /&gt;
*put all your shaders in scripts/ut4_example_b1.shader&lt;br /&gt;
*and use only textures/ut4_example_b1 in your shader paths&lt;br /&gt;
&lt;br /&gt;
Doing this is a bit more work-intensive than just igoring possible conflicts, but it pays off. To see what I’m talking about you can download ut4_tohunga_b8 and ut4_tohunga_b9 — the newer version causes flickering “missing texture” on the walls of the older one. (As you can see, even an accomplished mapper like Delirium can make this mistake.)&lt;br /&gt;
&lt;br /&gt;
The same principles also apply to recycled stuff — if you reuse something from another map and change it in any way, rename anything that might cause a conflict!&lt;br /&gt;
&lt;br /&gt;
==== Use as few assets from other maps as possible ====&lt;br /&gt;
&lt;br /&gt;
Many mappers have released a map that looks perfectly fine on their system but is completely unplayable for anyone else who doesn’t have all those other maps that lent their shaders, textures and sounds. (This is also a good argument for having a separate clean install for mapping.) Even if you restrict yourself to only textures found in the default installation, your map can and will break when the game is updated. There are even some maps that rely on some particular textures only found in 4.1, displaying copious amounts of tricolors when played in 4.2. The older the map compared to the game version, the worse it gets.&lt;br /&gt;
&lt;br /&gt;
==== All texture sizes must be power of 2 ====&lt;br /&gt;
&lt;br /&gt;
Power-of-two values are 64, 128, 256, 512, 1024, 2048 — and so forth, but you can’t use anything larger in UrT (in fact even modern games rarely use larger sizes). Textures can of course have differing height and width values (16×128, 1024×512, etc).&lt;br /&gt;
&lt;br /&gt;
The way Quake 3 engine works, non-conforming textures are scaled ''down'' to the nearest power-of-two values. For example, a 1024×1023 texture will end up looking just like a 512×512 texture, except its filesize remains as large as that of a 1024×1024 texture.&lt;br /&gt;
&lt;br /&gt;
FIXME: [http://www.gotdelirium.com/site/articles_9.html Delirium’s demonstration] (dead link, no Wayback copy)&lt;br /&gt;
&lt;br /&gt;
==== Don’t include model files (.ase, .md3, .qc) ====&lt;br /&gt;
&lt;br /&gt;
Models are “baked” into the BSP during compilation so the original files would be useless, only increasing the PK3 size. (You still need to include the textures though.)&lt;br /&gt;
&lt;br /&gt;
==== Remove unused shaders and textures ====&lt;br /&gt;
&lt;br /&gt;
During the development process you will most likely try out many shaders. Some of them will not make it to the final map, yet if they’re included in the .shader file they will still get loaded. The same applies to textures — you can reduce the PK3 size quite a bit by making sure only files that are needed are included.&lt;br /&gt;
&lt;br /&gt;
==== Don’t create shaders for textures that don’t need them ====&lt;br /&gt;
&lt;br /&gt;
  textures/infiltration/bunkerwall3&lt;br /&gt;
  {&lt;br /&gt;
  	{&lt;br /&gt;
  		map $lightmap&lt;br /&gt;
  	}&lt;br /&gt;
  	{&lt;br /&gt;
  		map textures/infiltration/bunkerwall3.jpg&lt;br /&gt;
  		blendFunc filter&lt;br /&gt;
  	}&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
This shader represents completely normal, common, solid wall. Don’t write shaders for them, because texture*lightmap is the standard format. It will save loading time and PK3 space.&lt;br /&gt;
&lt;br /&gt;
==== Don’t leave textured surfaces on invisible brushes sides ====&lt;br /&gt;
&lt;br /&gt;
Players won’t see everything during gameplay, make sure you texture these surfaces with caulk.&lt;br /&gt;
&lt;br /&gt;
This is what player see during game. He sees building, but not complete roof:&lt;br /&gt;
&lt;br /&gt;
[[File:Healthy map 02.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In ghost mode you can see, that mapper textured roof top with caulk texture:&lt;br /&gt;
&lt;br /&gt;
[[File:Healthy map 01.jpg]]&lt;br /&gt;
&lt;br /&gt;
Roof top cannot be seen during gameplay, so it does not need to be textured. Keep that rule in your mind, it will increase FPS count on your map.&lt;br /&gt;
&lt;br /&gt;
==== Use areaportals to cull rooms that have all their doors shut ====&lt;br /&gt;
&lt;br /&gt;
Learn how to use areaportals and use them in rooms with doors. It will slightly increase FPS on your map. (This suggestion was much more relevant back in the day when Quake 3 was new and Urban Terror could bring a quite beefy machine to its knees. Nonetheless, it can be useful in certain cases.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Compiling]]&lt;/div&gt;</summary>
		<author><name>JRandomNoob</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Clock&amp;diff=2127</id>
		<title>Clock</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Clock&amp;diff=2127"/>
				<updated>2013-11-19T05:29:42Z</updated>
		
		<summary type="html">&lt;p&gt;JRandomNoob: Woooo, I can upload files!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Clock-prefab.map]]&lt;br /&gt;
&lt;br /&gt;
This clock is similar to the one found in Swim, composed of three [[Entities:Func#func_rotating|func_rotating]] entities, but the hands rotate around origin brushes instead which allows you to easily move it to an arbitrary spot on your map. The speed values are exactly the same (specified in degrees per second). UrT has no provisions for a true real-time clock so the hands always start from the same position on every map load or round start.&lt;br /&gt;
&lt;br /&gt;
To use the prefab, import it into Radiant (File -&amp;gt; Import). The hour marks are a single func_group so you can delete them easily. If you need to rotate the clock by 90 or 270 degrees around the Z (vertical) axis, you have to change the rotation plane for each hand: select a hand, press N to open the entity inspector, and untick “y_axis” and tick “x_axis” (alternatively you can set '''&amp;quot;spawnflags&amp;quot; &amp;quot;4&amp;quot;'''). Otherwise the hands will start rotating ''through'' the clock face;-) If you rotate the clock around the Z axis by 180 or 270 degrees you (also) have to change the direction of rotation for each hand (remove the minus from the speed value), otherwise you’ll get a, well, counter-clock.&lt;/div&gt;</summary>
		<author><name>JRandomNoob</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=File:Clock-prefab.map&amp;diff=2126</id>
		<title>File:Clock-prefab.map</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=File:Clock-prefab.map&amp;diff=2126"/>
				<updated>2013-11-19T05:22:31Z</updated>
		
		<summary type="html">&lt;p&gt;JRandomNoob: A simple clock prefab using three func_rotating entities. File -&amp;gt; Import to import this into Radiant.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A simple clock prefab using three func_rotating entities. File -&amp;gt; Import to import this into Radiant.&lt;/div&gt;</summary>
		<author><name>JRandomNoob</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=User:JRandomNoob&amp;diff=2125</id>
		<title>User:JRandomNoob</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=User:JRandomNoob&amp;diff=2125"/>
				<updated>2013-11-09T11:11:52Z</updated>
		
		<summary type="html">&lt;p&gt;JRandomNoob: Created page with &amp;quot;My beloved home is at [http://www.dswp.de/old/ dswp.de], I’m active on the [http://www.urbanterror.info/ official UrT forum], and hang around on the [http://www.custommapmakers...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My beloved home is at [http://www.dswp.de/old/ dswp.de], I’m active on the [http://www.urbanterror.info/ official UrT forum], and hang around on the [http://www.custommapmakers.org/viewtopic.php?f=5&amp;amp;t=699 #cmm IRC channel].&lt;/div&gt;</summary>
		<author><name>JRandomNoob</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Tutorials&amp;diff=2124</id>
		<title>Tutorials</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Tutorials&amp;diff=2124"/>
				<updated>2013-11-09T11:04:25Z</updated>
		
		<summary type="html">&lt;p&gt;JRandomNoob: Pimp pimp pimp my first article:-D&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This section contains a variety of tutorials, some gathered from the internet before they are lost and forgotten, others donated by experienced mappers.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
== General ==&lt;br /&gt;
=== [http://www.gotdelirium.com/site/index.html Got Delirium] ===&lt;br /&gt;
Deliriums' website contains a wide selection of tutorials and resources. Delirium is one of the most skilled and perceptive Urban Terror map makers, he has inspired a large number of mappers by the quality of his work and his helpful nature.&lt;br /&gt;
=== [http://www.simonoc.com/pages/articles.htm SimonOC] ===&lt;br /&gt;
&lt;br /&gt;
=== [http://50u15pec7a70r.info/?page_id=124 GtkRadiant video tutorials] ===&lt;br /&gt;
&lt;br /&gt;
== Mapping ==&lt;br /&gt;
* [[Mapping:What_is_a_patch#Tutorial|Patch Meshes]]&lt;br /&gt;
&lt;br /&gt;
== Lighting ==&lt;br /&gt;
* [[Lighting:Painting|Painting with lights]]&lt;br /&gt;
* [[Lighting:Light_Style|Flickering lights]]&lt;br /&gt;
== Shaders ==&lt;br /&gt;
* [[Mapping:HowTo:Realistic_Windows|Realistic windows]]&lt;br /&gt;
== Entities ==&lt;br /&gt;
* [[Using the cubemap_probe entity]]&lt;br /&gt;
* [[How to create a func_ut_train]]&lt;br /&gt;
* [[Using_the_skybox_entity|Skybox entity]]&lt;br /&gt;
* [[Clock|An analog clock using func_rotating entities]]&lt;br /&gt;
&lt;br /&gt;
== Textures ==&lt;br /&gt;
=== Creating ===&lt;br /&gt;
* [[How to make a brick texture]]&lt;br /&gt;
* [[How to make a tilable marble texture in Gimp]]&lt;br /&gt;
=== Normal maps ===&lt;br /&gt;
* [[How to make a normal map using Gimp]]&lt;br /&gt;
=== Bump maps ===&lt;br /&gt;
* [[Bump mapping for Urban Terror]]&lt;br /&gt;
== Bots ==&lt;br /&gt;
* [[AI Misbehaving|Optimising your map for bots]]&lt;br /&gt;
* [[Bots:Advanced|Create your own bot]]&lt;br /&gt;
== Modelling ==&lt;br /&gt;
* [[Models:Tutorials|Modelling]]&lt;br /&gt;
* [[Models:Misfit_Model_tutorial_light_bulb|Misfit 3D modelling]]&lt;br /&gt;
* [http://www.free3dtutorials.com/ 3DS Max tutorials]&lt;br /&gt;
== Skybox ==&lt;br /&gt;
* [[Manually_skybox|Manual skybox creation]]&lt;br /&gt;
* [[PovRay_skybox|PovRay]]&lt;br /&gt;
* [[Terragen_skybox|Terragen]]&lt;br /&gt;
* [[Creating a skybox from a photograph]]&lt;br /&gt;
== VIS/Hinting ==&lt;br /&gt;
* [[Mapping:VIS#Tutorials|Various VIS/hinting tutorials]]&lt;br /&gt;
== Misc ==&lt;br /&gt;
* [[FFMPEG_Make_Video|Adding videos]]&lt;/div&gt;</summary>
		<author><name>JRandomNoob</name></author>	</entry>

	<entry>
		<id>http://wiki.custommapmakers.org/index.php?title=Clock&amp;diff=2123</id>
		<title>Clock</title>
		<link rel="alternate" type="text/html" href="http://wiki.custommapmakers.org/index.php?title=Clock&amp;diff=2123"/>
				<updated>2013-11-09T11:00:34Z</updated>
		
		<summary type="html">&lt;p&gt;JRandomNoob: Created page with &amp;quot;This clock is similar to the one found in Swim, composed of three func_rotating entities, but the hands rotate around origin brushes instead which...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This clock is similar to the one found in Swim, composed of three [[Entities:Func#func_rotating|func_rotating]] entities, but the hands rotate around origin brushes instead which allows you to easily move it to an arbitrary spot on your map. The speed values are exactly the same (specified in degrees per second). UrT has no provisions for a true real-time clock so the hands always start from the same position on every map load or round start.&lt;br /&gt;
&lt;br /&gt;
Save the following code as a plain text file with .map extension and import it into Radiant (File -&amp;gt; Import). The hour marks are a single func_group so you can delete them easily. If you need to rotate the clock by 90 or 270 degrees around the Z (vertical) axis, you have to change the rotation plane for each hand: select a hand, press N to open the entity inspector, and untick “y_axis” and tick “x_axis” (alternatively you can set '''&amp;quot;spawnflags&amp;quot; &amp;quot;4&amp;quot;'''). Otherwise the hands will start rotating ''through'' the clock face;-) If you rotate the clock around the Z axis by 180 or 270 degrees you (also) have to change the direction of rotation for each hand (remove the minus from the speed value), otherwise you’ll get a, well, counter-clock.&lt;br /&gt;
&lt;br /&gt;
 // entity 0&lt;br /&gt;
 {&lt;br /&gt;
 &amp;quot;classname&amp;quot; &amp;quot;worldspawn&amp;quot;&lt;br /&gt;
 // brush 0&lt;br /&gt;
 {&lt;br /&gt;
 ( 13 1 16 ) ( 13 0 16 ) ( -16 1 16 ) common/caulk 56 48 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( 13 2 16 ) ( -16 2 16 ) ( 13 2 -9 ) common/caulk 56 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( 16 1 17 ) ( 16 1 -8 ) ( 16 0 17 ) common/caulk 16 8 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( -15 0 -16 ) ( 14 0 -16 ) ( -15 1 -16 ) common/caulk 48 48 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( -16 0 -9 ) ( -16 0 16 ) ( 13 0 -9 ) common/caulk 56 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( -16 0 -9 ) ( -16 1 -9 ) ( -16 0 16 ) common/caulk 16 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 }&lt;br /&gt;
 }&lt;br /&gt;
 // entity 1&lt;br /&gt;
 // seconds&lt;br /&gt;
 {&lt;br /&gt;
 &amp;quot;classname&amp;quot; &amp;quot;func_rotating&amp;quot;&lt;br /&gt;
 &amp;quot;speed&amp;quot; &amp;quot;-6&amp;quot;&lt;br /&gt;
 &amp;quot;spawnflags&amp;quot; &amp;quot;8&amp;quot;&lt;br /&gt;
 // brush 0&lt;br /&gt;
 {&lt;br /&gt;
 ( 1 5 1 ) ( 1 4 1 ) ( -1 5 1 ) common/origin 0 26 0 0.5 0.5 134217728 0 0&lt;br /&gt;
 ( 1 5 1 ) ( -1 5 1 ) ( 1 5 -1 ) common/origin 0 10 0 0.5 0.5 134217728 0 0&lt;br /&gt;
 ( 1 5 1 ) ( 1 5 -1 ) ( 1 4 1 ) common/origin 38 10 0 0.5 0.5 134217728 0 0&lt;br /&gt;
 ( -1 4 -1 ) ( 1 4 -1 ) ( -1 5 -1 ) common/origin 0 26 0 0.5 0.5 134217728 0 0&lt;br /&gt;
 ( -1 4 -1 ) ( -1 4 1 ) ( 1 4 -1 ) common/origin 0 10 0 0.5 0.5 134217728 0 0&lt;br /&gt;
 ( -1 4 -1 ) ( -1 5 -1 ) ( -1 4 1 ) common/origin 38 10 0 0.5 0.5 134217728 0 0&lt;br /&gt;
 }&lt;br /&gt;
 // brush 1&lt;br /&gt;
 {&lt;br /&gt;
 ( -1 4 -58 ) ( -1 4 -122 ) ( -1 5 -122 ) common/caulk 32 0 -90 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( 1 5 -58 ) ( 1 5 -122 ) ( 1 4 -122 ) common/caulk 32 0 -90 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( 1 4 -58 ) ( 1 4 -122 ) ( -1 4 -122 ) common/caulk 32 0 -90 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( -1 5 -58 ) ( -1 5 -122 ) ( 1 5 -122 ) common/caulk 32 0 -90 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( -1 5 -122 ) ( -1 4 -122 ) ( 1 4 -122 ) common/caulk 0 0 90 0.125 -0.125 134217728 0 0&lt;br /&gt;
 ( -5 4 6 ) ( -5 5 6 ) ( -3 5 6 ) common/caulk 0 0 90 0.125 -0.125 134217728 0 0&lt;br /&gt;
 }&lt;br /&gt;
 }&lt;br /&gt;
 // entity 2&lt;br /&gt;
 // minutes&lt;br /&gt;
 {&lt;br /&gt;
 &amp;quot;classname&amp;quot; &amp;quot;func_rotating&amp;quot;&lt;br /&gt;
 &amp;quot;speed&amp;quot; &amp;quot;-0.1&amp;quot;&lt;br /&gt;
 &amp;quot;spawnflags&amp;quot; &amp;quot;8&amp;quot;&lt;br /&gt;
 // brush 0&lt;br /&gt;
 {&lt;br /&gt;
 ( 1 4 1 ) ( 1 3 1 ) ( -1 4 1 ) common/origin 0 24 0 0.5 0.5 134217728 0 0&lt;br /&gt;
 ( 1 4 1 ) ( -1 4 1 ) ( 1 4 -1 ) common/origin 0 10 0 0.5 0.5 134217728 0 0&lt;br /&gt;
 ( 1 4 1 ) ( 1 4 -1 ) ( 1 3 1 ) common/origin 40 10 0 0.5 0.5 134217728 0 0&lt;br /&gt;
 ( -1 3 -1 ) ( 1 3 -1 ) ( -1 4 -1 ) common/origin 0 24 0 0.5 0.5 134217728 0 0&lt;br /&gt;
 ( -1 3 -1 ) ( -1 3 1 ) ( 1 3 -1 ) common/origin 0 10 0 0.5 0.5 134217728 0 0&lt;br /&gt;
 ( -1 3 -1 ) ( -1 4 -1 ) ( -1 3 1 ) common/origin 40 10 0 0.5 0.5 134217728 0 0&lt;br /&gt;
 }&lt;br /&gt;
 // brush 1&lt;br /&gt;
 {&lt;br /&gt;
 ( -65 3 -42 ) ( -103 3 3 ) ( -100 3 5 ) common/caulk 16 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( -62 4 -40 ) ( -100 4 5 ) ( -103 4 3 ) common/caulk 16 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( -99 64 3 ) ( -97 64 3 ) ( -99 -64 3 ) common/caulk 16 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( -95 64 -3 ) ( -100 64 -3 ) ( -95 -64 -3 ) common/caulk 16 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( -103 64 -1 ) ( -103 64 1 ) ( -103 -64 -1 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( 6 64 3 ) ( 6 64 0 ) ( 6 -64 3 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 }&lt;br /&gt;
 }&lt;br /&gt;
 // entity 3&lt;br /&gt;
 // hours&lt;br /&gt;
 {&lt;br /&gt;
 &amp;quot;classname&amp;quot; &amp;quot;func_rotating&amp;quot;&lt;br /&gt;
 &amp;quot;speed&amp;quot; &amp;quot;-0.00833333333333333333333333333333333&amp;quot;&lt;br /&gt;
 &amp;quot;spawnflags&amp;quot; &amp;quot;8&amp;quot;&lt;br /&gt;
 // brush 0&lt;br /&gt;
 {&lt;br /&gt;
 ( 1 3 1 ) ( 1 2 1 ) ( -1 3 1 ) common/origin 0 22 0 0.5 0.5 134217728 0 0&lt;br /&gt;
 ( 1 3 1 ) ( -1 3 1 ) ( 1 3 -1 ) common/origin 0 10 0 0.5 0.5 134217728 0 0&lt;br /&gt;
 ( 1 3 1 ) ( 1 3 -1 ) ( 1 2 1 ) common/origin 42 10 0 0.5 0.5 134217728 0 0&lt;br /&gt;
 ( -1 2 -1 ) ( 1 2 -1 ) ( -1 3 -1 ) common/origin 0 22 0 0.5 0.5 134217728 0 0&lt;br /&gt;
 ( -1 2 -1 ) ( -1 2 1 ) ( 1 2 -1 ) common/origin 0 10 0 0.5 0.5 134217728 0 0&lt;br /&gt;
 ( -1 2 -1 ) ( -1 3 -1 ) ( -1 2 1 ) common/origin 42 10 0 0.5 0.5 134217728 0 0&lt;br /&gt;
 }&lt;br /&gt;
 // brush 1&lt;br /&gt;
 {&lt;br /&gt;
 ( 2 2 -7 ) ( -23 2 19 ) ( -19 2 23 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( 7 3 -2 ) ( -19 3 23 ) ( -23 3 19 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( 2 1880 -6 ) ( -1 1880 -6 ) ( 2 1752 -6 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( -5 64 -7 ) ( -5 64 -4 ) ( -5 -64 -7 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( 5 64 -1 ) ( 5 64 -2 ) ( 5 -64 -1 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( -2 64 88 ) ( 2 64 88 ) ( -2 -64 88 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 }&lt;br /&gt;
 }&lt;br /&gt;
 // entity 4&lt;br /&gt;
 // the hour marks&lt;br /&gt;
 {&lt;br /&gt;
 &amp;quot;classname&amp;quot; &amp;quot;func_group&amp;quot;&lt;br /&gt;
 // brush 0&lt;br /&gt;
 {&lt;br /&gt;
 ( -96 1 -7 ) ( -96 -7 -7 ) ( -96 1 2 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( -96 1 -4 ) ( -110 1 -4 ) ( -96 -7 -4 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( -128 -7 1 ) ( -128 -7 -8 ) ( -128 1 1 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( -110 0 2 ) ( -96 0 2 ) ( -110 0 -7 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( -110 -7 4 ) ( -110 1 4 ) ( -96 -7 4 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( -100 1 -512 ) ( -98 1 -512 ) ( -100 1 -384 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 }&lt;br /&gt;
 // brush 1&lt;br /&gt;
 {&lt;br /&gt;
 ( -113 1 61 ) ( -113 0 61 ) ( -85 1 45 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( -85 0 44 ) ( -95 0 44 ) ( -85 0 54 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( -85 1 45 ) ( -85 0 45 ) ( -81 1 52 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( -109 0 68 ) ( -109 1 68 ) ( -81 1 52 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( -95 1 54 ) ( -95 1 44 ) ( -85 1 54 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( -109 1 68 ) ( -109 0 68 ) ( -113 0 61 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 }&lt;br /&gt;
 // brush 2&lt;br /&gt;
 {&lt;br /&gt;
 ( -113 0 -61 ) ( -113 1 -61 ) ( -85 0 -45 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( -85 1 -44 ) ( -95 1 -44 ) ( -85 1 -54 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( -85 0 -45 ) ( -85 1 -45 ) ( -81 0 -52 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( -109 1 -68 ) ( -109 0 -68 ) ( -81 0 -52 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( -95 0 -54 ) ( -95 0 -44 ) ( -85 0 -54 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( -109 0 -68 ) ( -109 1 -68 ) ( -113 1 -61 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 }&lt;br /&gt;
 // brush 3&lt;br /&gt;
 {&lt;br /&gt;
 ( -45 0 85 ) ( -45 1 85 ) ( -52 1 81 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( -45 0 81 ) ( -52 0 81 ) ( -45 0 96 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( -61 0 113 ) ( -61 1 113 ) ( -45 1 85 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( -61 1 113 ) ( -61 0 113 ) ( -68 1 109 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( -52 1 96 ) ( -52 1 81 ) ( -45 1 96 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( -68 1 109 ) ( -68 0 109 ) ( -52 0 81 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 }&lt;br /&gt;
 // brush 4&lt;br /&gt;
 {&lt;br /&gt;
 ( 7 1 128 ) ( 7 -7 128 ) ( -2 1 128 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( 4 1 128 ) ( 4 1 114 ) ( 4 -7 128 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( -1 -7 96 ) ( 8 -7 96 ) ( -1 1 96 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( -2 0 114 ) ( -2 0 128 ) ( 7 0 114 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( -4 -7 114 ) ( -4 1 114 ) ( -4 -7 128 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( -100 1 -512 ) ( -98 1 -512 ) ( -100 1 -384 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 }&lt;br /&gt;
 // brush 5&lt;br /&gt;
 {&lt;br /&gt;
 ( -45 1 -85 ) ( -45 0 -85 ) ( -52 0 -81 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( -45 1 -81 ) ( -52 1 -81 ) ( -45 1 -96 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( -61 1 -113 ) ( -61 0 -113 ) ( -45 0 -85 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( -61 0 -113 ) ( -61 1 -113 ) ( -68 0 -109 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( -52 0 -96 ) ( -52 0 -81 ) ( -45 0 -96 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( -68 0 -109 ) ( -68 1 -109 ) ( -52 1 -81 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 }&lt;br /&gt;
 // brush 6&lt;br /&gt;
 {&lt;br /&gt;
 ( 45 1 85 ) ( 45 0 85 ) ( 52 0 81 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( 45 1 81 ) ( 52 1 81 ) ( 45 1 96 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( 61 1 113 ) ( 61 0 113 ) ( 45 0 85 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( 61 0 113 ) ( 61 1 113 ) ( 68 0 109 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( 52 0 96 ) ( 52 0 81 ) ( 45 0 96 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( 68 0 109 ) ( 68 1 109 ) ( 52 1 81 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 }&lt;br /&gt;
 // brush 7&lt;br /&gt;
 {&lt;br /&gt;
 ( 7 1 -96 ) ( 7 -7 -96 ) ( -2 1 -96 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( 4 1 -96 ) ( 4 1 -110 ) ( 4 -7 -96 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( -1 -7 -128 ) ( 8 -7 -128 ) ( -1 1 -128 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( -2 0 -110 ) ( -2 0 -96 ) ( 7 0 -110 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( -4 -7 -110 ) ( -4 1 -110 ) ( -4 -7 -96 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( -100 1 -512 ) ( -98 1 -512 ) ( -100 1 -384 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 }&lt;br /&gt;
 // brush 8&lt;br /&gt;
 {&lt;br /&gt;
 ( 113 0 61 ) ( 113 1 61 ) ( 85 0 45 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( 85 1 44 ) ( 95 1 44 ) ( 85 1 54 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( 85 0 45 ) ( 85 1 45 ) ( 81 0 52 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( 109 1 68 ) ( 109 0 68 ) ( 81 0 52 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( 95 0 54 ) ( 95 0 44 ) ( 85 0 54 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( 109 0 68 ) ( 109 1 68 ) ( 113 1 61 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 }&lt;br /&gt;
 // brush 9&lt;br /&gt;
 {&lt;br /&gt;
 ( 128 1 -7 ) ( 128 -7 -7 ) ( 128 1 2 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( 128 1 -4 ) ( 114 1 -4 ) ( 128 -7 -4 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( 96 -7 1 ) ( 96 -7 -8 ) ( 96 1 1 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( 114 0 2 ) ( 128 0 2 ) ( 114 0 -7 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( 114 -7 4 ) ( 114 1 4 ) ( 128 -7 4 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( -100 1 -512 ) ( -98 1 -512 ) ( -100 1 -384 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 }&lt;br /&gt;
 // brush 10&lt;br /&gt;
 {&lt;br /&gt;
 ( 45 0 -85 ) ( 45 1 -85 ) ( 52 1 -81 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( 45 0 -81 ) ( 52 0 -81 ) ( 45 0 -96 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( 61 0 -113 ) ( 61 1 -113 ) ( 45 1 -85 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( 61 1 -113 ) ( 61 0 -113 ) ( 68 1 -109 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( 52 1 -96 ) ( 52 1 -81 ) ( 45 1 -96 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( 68 1 -109 ) ( 68 0 -109 ) ( 52 0 -81 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 }&lt;br /&gt;
 // brush 11&lt;br /&gt;
 {&lt;br /&gt;
 ( 113 1 -61 ) ( 113 0 -61 ) ( 85 1 -45 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( 85 0 -44 ) ( 95 0 -44 ) ( 85 0 -54 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( 85 1 -45 ) ( 85 0 -45 ) ( 81 1 -52 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( 109 0 -68 ) ( 109 1 -68 ) ( 81 1 -52 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( 95 1 -54 ) ( 95 1 -44 ) ( 85 1 -54 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 ( 109 1 -68 ) ( 109 0 -68 ) ( 113 0 -61 ) common/caulk 0 0 0 0.125 0.125 134217728 0 0&lt;br /&gt;
 }&lt;br /&gt;
 }&lt;/div&gt;</summary>
		<author><name>JRandomNoob</name></author>	</entry>

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