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| author | Maxxiii <[email protected]> | 2020-09-14 16:34:39 +0300 |
|---|---|---|
| committer | Maxxiii <[email protected]> | 2020-09-14 16:34:39 +0300 |
| commit | 8d916d1d03b06e7c7d41abdddd905a95d3326806 (patch) | |
| tree | 27647848a18c78daa7356e88de8551be522be08e /subpages/Comments/Crafty-page1.html | |
| parent | Fix some tags (diff) | |
| download | nemstools.github.io-8d916d1d03b06e7c7d41abdddd905a95d3326806.tar.xz nemstools.github.io-8d916d1d03b06e7c7d41abdddd905a95d3326806.zip | |
Add Comments pages for Crafty and update links to it, other small fixes
Diffstat (limited to 'subpages/Comments/Crafty-page1.html')
| -rw-r--r-- | subpages/Comments/Crafty-page1.html | 1077 |
1 files changed, 1077 insertions, 0 deletions
diff --git a/subpages/Comments/Crafty-page1.html b/subpages/Comments/Crafty-page1.html new file mode 100644 index 0000000..f9986d2 --- /dev/null +++ b/subpages/Comments/Crafty-page1.html @@ -0,0 +1,1077 @@ +<!DOCTYPE html> + +<head> + <title>Nem's Tools [Crafty - About - About Crafty]</title> + <link rel="shortcut icon" href="../../favicon.ico" type="image/x-icon"> + <link rel="stylesheet" type="text/css" href="../../css/default.css"> + <meta http-equiv="pragma" content="no-cache"> + <meta http-equiv="cache-control" content="no-cache"> + <meta name="author" content="Ryan Gregg"> + <meta name="description" content="Nem's Half-Life and Half-Life 2 editing tools."> +</head> + +<body> + <div class="banner" onclick="location.href='https://nemstools.github.io/'"> </div> + <div class="archived">This is archived copy of currently unavailable <a href="http://nemesis.thewavelength.net">Nem's + Tools website</a>, restored from <a + href="https://web.archive.org/web/20191202151405/http://www.nemesis.thewavelength.net/">Web Archive</a>. <br> + Download section now provides links to both Web Archive and to this unofficial Github mirror. + </div> + <div class="main"> + <div class="group"> + <div class="separator"></div> + <div class="heading2 menu"> + <a href="../../index.html" class="menuitem">Home</a> + <a href="../../pages/GCFScape.html" class="menuitem">GCFScape</a> + <a href="../../pages/Crafty.html" class="menuitem">Crafty</a> + <a href="../../pages/VTFLib.html" class="menuitem">VTFLib</a> + <a href="../../pages/Batch_Compiler.html" class="menuitem">Batch Compiler</a> + <a href="../../pages/Terrain_Generator.html" class="menuitem">Terrain Generator</a> + <a href="../../pages/BSP_Viewer.html" class="menuitem">BSP Viewer</a> + <a href="../../pages/MAP_Viewer.html" class="menuitem">MAP Viewer</a> + <a href="../../pages/virtuAMP.html" class="menuitem">virtuAMP</a> + <a href="../../pages/Miscellaneous.html" class="menuitem">Miscellaneous</a> + </div> + <div class="separator"></div> + <div class="content"> + <div class="main_area"> + <div class="space"></div> + <div class="main_content"> + <div class="group"> + <div class="heading1"> + <div class="space"></div><span class="left"><a name="p205" href="#p205">About + Crafty</a> - <a + href="https://web.archive.org/web/20170924052924/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span + class="right">Posted: Aug 7th, 2006 - 1:21:50 pm</span> + <div class="space"></div> + </div> + <div class="content"> + <b>About:</b> + <p>Crafty is a 3D object, material, model and file browsing utility targeted towards Half-Life modders + or enthusiasts looking for a Steam Independent application for quick previews. It currently supports + Half-Life 2 .bsp, .mdl, .vmf and .gl formats along with Half-Life .bsp, .mdl, .map and .rmf formats in + a variety of render modes.</p> + + <b>Screenshots:</b> + <center> + <img src="../../images/pages/crafty1.jpg" width="600" height="499" alt="Object Viewer"><br><br> + <img src="../../images/pages/crafty2.jpg" width="600" height="499" alt="Object Viewer"><br><br> + <img src="../../images/pages/crafty3.jpg" width="600" height="499" alt="Object Viewer"><br><br> + <img src="../../images/pages/crafty4.jpg" width="600" height="499" alt="Object Viewer"><br><br> + <img src="../../images/pages/crafty5.jpg" width="600" height="499" alt="File System Browser"><br><br> + <img src="../../images/pages/crafty6.jpg" width="600" height="499" alt="Material Browser"><br><br> + <img src="../../images/pages/crafty7.jpg" width="600" height="499" alt="Model Browser"> + </center> + + <b>Features:</b> + <ul> + <li>View Half-Life 2 .bsp, .gl, .mdl and .vmf files.</li> + <li>View Half-Life 1 .bsp, .map, .mdl and .rmf files.</li> + <li>View .obj and .skp files.</li> + <li>Textured, solid, x-ray, wireframe and point render modes.</li> + <li>Toggle occlusion, frustum and backface culling.</li> + <li>Scene freezing.</li> + <li>Export all formats and materials to .obj.</li> + <li>Browse and export from GCF and other package formats.</li> + <li>Browse and export materials.</li> + <li>Browse and export models.</li> + <li>Quick and easy setup.</li> + <li>100% free.</li> + </ul> + + <b>Hidden Features:</b> + <p>Crafty is designed foremost as an object viewer, but it also contains several useful features that + can be invoked externally. For example, Crafty's File System Browser, Material Browser and Model + Browser can all be invoked with special command arguments. To view one or more packages in File System + Browser simply use: <i>Crafty.exe -fsb -mount [package 1] -mount [package 2] ... </i>. To view one or + more packages in Material Browser simply use: <i>Crafty.exe -msb -mount [package 1] -mount [package 2] + ... </i>. To view one or more packages in Model Browser simply use: <i>Crafty.exe -mb -mount + [package 1] -mount [package 2] ... </i>. For example, if you wanted to view thumbnails of the + materials in <i>source materials.gcf</i> you would use <i>Crafty.exe -msb -mount "source + materials.gcf"</i>. If you are familiar with Windows you can also add shortcuts to these features in + the system context menu.</p> + + <b><a href="Crafty-Download.html">Download</a></b> + <br><br> + </div> + <div class="heading1"> + <div class="space"></div><span class="left">Modified: Jul 25th, 2009 - 4:37:18 pm</span><span + class="right">[ 228575 Views ]</span> + <div class="space"></div> + </div> + </div><br> + <div class="offsets">[ + 1 + <a href="Crafty-page2.html#p205">2</a> + <a href="Crafty-page3.html#p205">3</a> + <a href="Crafty-page4.html#p205">4</a> + ]</div><br> + + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">1.</span> <a name="c2094" + href="https://web.archive.org/web/20170924052924/http://nemesis.thewavelength.net/index.php?a=2282">fireteller</a></span><span + class="right">Modified: Aug 14th, 2006 - 2:09:12 pm</span> + <div class="space"></div> + </div> + <div class="content">This seems like a cool tool, but when I try to load a HL2 bsp it pops up an + error:<br> + <br> + "Error loading file:<br> + <br> + Error: Unknown file extension."<br> + <br> + So at the moment it doesn't seem to work at all.<br> + <br> + Also it says "Object Viewer" on the windows and icons, perhaps "Crafty" would make more sense.<br> + <br> + Tanks for the tools!<br> + <br> + Fire.</div> + </div><br> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">2.</span> <a name="c2096" + href="https://web.archive.org/web/20170924052924/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span + class="right">Modified: Aug 15th, 2006 - 7:51:25 pm</span> + <div class="space"></div> + </div> + <div class="content">How are you trying to load the .bsp files? Double click? Do they work from within + Object Viewer? The error message should have the file name after the ":" so something odd may be going + on.<br> + <br> + I'm on another vacation at the moment so I can't really test it, I'll have a look when get back.<img + src="../../images/emotes/hiding.gif" width="32" height="32" alt="hiding"></div> + </div><br> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">3.</span> <a name="c2098" + href="https://web.archive.org/web/20170924052924/http://nemesis.thewavelength.net/index.php?a=2291">snakemedia</a></span><span + class="right">Posted: Aug 17th, 2006 - 3:46:06 pm</span> + <div class="space"></div> + </div> + <div class="content">What?? Filetype is *.xzp, what is that??<br> + <br> + I do not lknow that new filetype.<br> + <br> + Gb SnakeMedia</div> + </div><br> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">4.</span> <a name="c2099" + href="https://web.archive.org/web/20170924052924/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span + class="right">Posted: Aug 17th, 2006 - 7:58:07 pm</span> + <div class="space"></div> + </div> + <div class="content">.xzp (XZip) is the file format for the XBox equivalent of a .gcf files. If you own + the XBox version of the game, and you stick it in your computer's DVD-Rom, you will find .xzp files. + There are also source and header files in the Source SDK that relate to it.</div> + </div><br> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">5.</span> <a name="c2100" + href="https://web.archive.org/web/20170924052924/http://nemesis.thewavelength.net/index.php?a=2291">snakemedia</a></span><span + class="right">Posted: Aug 18th, 2006 - 5:54:54 am</span> + <div class="space"></div> + </div> + <div class="content">Thanks, I know that new filertype...<br> + <br> + Thanks Nerm! <br> + <br> + Gb SnakeMedia</div> + </div><br> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">6.</span> <a name="c2108" + href="https://web.archive.org/web/20170924052924/http://nemesis.thewavelength.net/index.php?a=2282">fireteller</a></span><span + class="right">Posted: Aug 22nd, 2006 - 11:49:58 am</span> + <div class="space"></div> + </div> + <div class="content">The error seems to be specific to one of the machines I was using. Must be a windows + issue. So I have it working now on another computer.<br> + <br> + Next question:<br> + <br> + I am trying to create some cinematics for a cut sequence of my level. To get the same 'look' as in game + I have altred vrad to output the lightmaps as tga files. I have exported the set as obj from crafty + (hammer dxf does not have texture param). However, the parameterization of the surfaces that come out of + craft don't match to the lightmaps, and there is only one texture coordinate set. Any ideas on how to + get the lightmap coordinates?<br> + <br> + Thanks,<br> + fire</div> + </div><br> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">7.</span> <a name="c2110" + href="https://web.archive.org/web/20170924052924/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span + class="right">Posted: Aug 22nd, 2006 - 8:09:47 pm</span> + <div class="space"></div> + </div> + <div class="content">Lightmaps require an additional UV set which is generated off the the vertices of + each face using a linear combination of the vertices in the face and the lightmap's texture axis (then + normalized by the lightmap's size and minimums).<br> + <br> + .obj files only support one UV set so it's kinda hard to export these.</div> + </div><br> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">8.</span> <a name="c2112" + href="https://web.archive.org/web/20170924052924/http://nemesis.thewavelength.net/index.php?a=2282">fireteller</a></span><span + class="right">Posted: Aug 23rd, 2006 - 3:56:24 pm</span> + <div class="space"></div> + </div> + <div class="content">Any chance that you could put in a flag, that allows crafty to output the lightmap uv + set instead of the texture uv set, in the obj? I can combine them in maya procedurally after the + fact.<br> + <br> + Thanks,<br> + fire</div> + </div><br> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">9.</span> <a name="c2114" + href="https://web.archive.org/web/20170924052924/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span + class="right">Posted: Aug 24th, 2006 - 1:25:07 am</span> + <div class="space"></div> + </div> + <div class="content">Maybe something like <a + href="https://web.archive.org/web/20170924052924/http://forums.thewavelength.net/index.php?showtopic=12231">this</a>? + </div> + </div><br> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">10.</span> <a name="c2116" + href="https://web.archive.org/web/20170924052924/http://nemesis.thewavelength.net/index.php?a=2308">Bluntmann</a></span><span + class="right">Modified: Aug 24th, 2006 - 9:48:30 am</span> + <div class="space"></div> + </div> + <div class="content">My favorite tool is the File System Browser. <br> + It crashes when i try to extract multiple (big) mounted GCFs at the same time though. (Right after + extracting the first GCFs successfully) <img src="../../images/emotes/waaa.gif" width="32" height="32" + alt="waaa"><br> + <br> + I tried it with Source Engine 2, Counter-Strike Source Shared, Client and Source Materials, Models and + Sounds.<br> + When i try to extract smaller Gcfs it works.<br> + <br> + But still a really good job Nem :)</div> + </div><br> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">11.</span> <a name="c2118" + href="https://web.archive.org/web/20170924052924/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span + class="right">Posted: Aug 24th, 2006 - 11:30:17 am</span> + <div class="space"></div> + </div> + <div class="content">Thanks for the info Bluntman (nice name). The next time it does this, can you post + the details of the error message? This will help me track the bug down.<br> + <br> + I've also almost completed v2.0.0 of HLLib (the library that opens GCF files) so the File System Browser + will see a big face lift to it's internals in the next few weeks.</div> + </div><br> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">12.</span> <a name="c2119" + href="https://web.archive.org/web/20170924052924/http://nemesis.thewavelength.net/index.php?a=2282">fireteller</a></span><span + class="right">Modified: Aug 24th, 2006 - 3:11:43 pm</span> + <div class="space"></div> + </div> + <div class="content">> Maybe something like this?<br> + <br> + Percicely. Like I said, I've got the light maps. I'll see if I can't hook the guy up on the link with + how to get them to export from vrad.<br> + <br> + So if you can put that feature in it would be *very* helpful. It's the last piece that will allow is to + create a compleatly ingame look in a 3d package. <br> + <br> + Alternatly, you might could give me a hent as to were in one of the valve mod kit apps I might just find + the reading or writing of the lightmap UV set (or a procedure that computes them). And I could handle + the rest myself. <br> + <br> + I'll start looking myself, but so far I haven't see anything obvious.<br> + <br> + you can find me at: joshua at crackcreative dot com<br> + <br> + <br> + Thanks again for the tools!<br> + fire</div> + </div><br> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">13.</span> <a name="c2121" + href="https://web.archive.org/web/20170924052924/http://nemesis.thewavelength.net/index.php?a=1">Nem</a></span><span + class="right">Posted: Aug 24th, 2006 - 9:26:10 pm</span> + <div class="space"></div> + </div> + <div class="content">Exporting the lightmaps and the lightmap UVs as a separate mesh isn't to troublesome + (that is to say, the way the code is, exporting the lightmaps can be done in a line or two), the reason + the next release is going to take about two weeks is because I'm converting it over to HLLib v2.0.0 and + I have still to implement the .map <-> .vmf conversion I promised someone else.<br> + <br> + HLLib v2.0.0 is sitting at a healthy 8000+ lines and is just undergoing some final tweaking, and + GCFScape v1.5.0 is ready (minus the validation feature I added to HLLib v2.0.0). But as you can imagine + all these things take up a lot of my spare time and I have to prioritize feature requests.<br> + <br> + I'll try to lookup the formulas for the UVs this weekend and post them (they weren't anywhere obvious in + the source code, I had to figure them out for myself).</div> + </div><br> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">14.</span> <a name="c2122" + href="https://web.archive.org/web/20170924052924/http://nemesis.thewavelength.net/index.php?a=2308">Bluntmann</a></span><span + class="right">Modified: Aug 25th, 2006 - 4:43:58 pm</span> + <div class="space"></div> + </div> + <div class="content">you got mail concerning the bugs, sir ;)</div> + </div><br> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">15.</span> <a name="c2123" + href="https://web.archive.org/web/20170924052924/http://nemesis.thewavelength.net/index.php?a=2282">fireteller</a></span><span + class="right">Posted: Aug 27th, 2006 - 3:42:11 pm</span> + <div class="space"></div> + </div> + <div class="content">As long as we're on the subject. It would also be very nice if you could preserve the + materials assignments. In the obj file, I get a few objects, one of which is the entire bsp model, the + others are trigger zones that I don't need. However, when I break it apart every single poly is + seperate, and they all have the same material. To rebuild I'm manually going through grouping, and + assigning materals based on the same bsp loaded in hammer (good thing I have two monitors). It sure + would save a good deal of time if I could have the materal assignments.<br> + <br> + (I know, this is a request for later, and the light maps are much more important to me - sence there is + no workaround)<br> + <br> + Thanks,<br> + j</div> + </div><br> + + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">16.</span> <a name="c2126" + href="index.php?a=1">Nem</a></span><span class="right">Posted: Aug 28th, 2006 - 8:01:05 pm</span> + <div class="space"></div> + </div> + <div class="content">I'm not sure what you mean. The materials seem to be assigned correctly in every + modeling package/viewer I've tested.</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">17.</span> <a name="c2128" + href="index.php?a=2282">fireteller</a></span><span class="right">Modified: Aug 29th, 2006 - 4:42:47 + pm</span> + <div class="space"></div> + </div> + <div class="content">Oh really? That's interesting. In maya it comes up as a single materal assigned to + everything. I'll check some other packages.<br /> + <br /> + <img src="../../images/emotes/alarmed.gif" width="32" height="32" alt="alarmed" /><br /> + <br /> + okay, I'm stupid... I had the wrong profile selected. I was wondering why everthing came up white.<br /> + <br /> + nm<br /> + <br /> + </div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">18.</span> <a name="c2130" + href="index.php?a=2324">bvigec</a></span><span class="right">Posted: Aug 30th, 2006 - 12:28:40 + pm</span> + <div class="space"></div> + </div> + <div class="content">Whenever i try to click on a MDL file an error occurs:<br /> + <br /> + Error initalizing OpenGL engine<br /> + Error: wglUseFontBitmaps() failed<br /> + <br /> + I have a 6600GT, athlon 3000+ 1 GB RAM.<br /> + <br /> + PLZ Help.</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">19.</span> <a name="c2133" + href="index.php?a=1">Nem</a></span><span class="right">Posted: Aug 31st, 2006 - 10:31:02 pm</span> + <div class="space"></div> + </div> + <div class="content">Weird, been using the same font code for years. Did you update your drivers recently? + I'll try to look into it.</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">20.</span> <a name="c2136" + href="index.php?a=2329">bubaak</a></span><span class="right">Posted: Sep 2nd, 2006 - 12:06:27 + pm</span> + <div class="space"></div> + </div> + <div class="content">Hi, your work seems fantastic :)<br /> + <br /> + anyway, i was trying to open VtM: Bloodlines .MDL files with Crafty, but got this error:<br /> + <br /> + Error: MDL version 2531 not supported.<br /> + <br /> + Does it mean that Bloodlines uses different .MDL format than HL2?</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">21.</span> <a name="c2137" + href="index.php?a=1">Nem</a></span><span class="right">Posted: Sep 2nd, 2006 - 12:46:52 pm</span> + <div class="space"></div> + </div> + <div class="content">It would appear so. 2531 doesn't seem like a very likely version number so the header + must be a different format. Do the models make use of the .mdl, .vtf and .vvd files you see in Half-Life + 2? (I'm not too familiar with blood lines.)</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">22.</span> <a name="c2138" + href="index.php?a=2329">bubaak</a></span><span class="right">Posted: Sep 2nd, 2006 - 3:42:51 + pm</span> + <div class="space"></div> + </div> + <div class="content">"Do the models make use of the .mdl, .vtf and .vvd files you see in Half-Life + 2?"<br /> + <br /> + I'm not sure what do you mean by this, could you explain please?</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">23.</span> <a name="c2139" + href="index.php?a=1">Nem</a></span><span class="right">Posted: Sep 3rd, 2006 - 12:02:10 am</span> + <div class="space"></div> + </div> + <div class="content">Each model in Half-Life 2 is composed of several files, namely a .mdl, a .vvd and + several .vtx files. If you only have .mdl files then VtM: Bloodlines is completely different than + Half-Life 2.</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">24.</span> <a name="c2141" + href="index.php?a=2329">bubaak</a></span><span class="right">Posted: Sep 3rd, 2006 - 10:45:35 + am</span> + <div class="space"></div> + </div> + <div class="content">aaah, i see<br /> + <br /> + the models are composed of one .mdl, usually one .phy and some .vtx files, in some cases there is also + one or more .vmt files but no .vvd</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">25.</span> <a name="c2143" + href="index.php?a=1">Nem</a></span><span class="right">Posted: Sep 3rd, 2006 - 12:59:25 pm</span> + <div class="space"></div> + </div> + <div class="content">Humm, I suspect they're based on an earlier version of the Half-Life 2 models then. + Not much I can do about adding support without documentation on the format.</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">26.</span> <a name="c2148" + href="index.php?a=1">Nem</a></span><span class="right">Posted: Sep 5th, 2006 - 5:32:00 pm</span> + <div class="space"></div> + </div> + <div class="content">I've added the ability to export lightmaps from VBSP files. To Get the whole VBSP + file, complete with lightmap, export it twice with the following settings:<br /><br />First + export:<br /><i>Material Type</i>: Materials.<br /><i>Textures</i> enabled.<br /><i>Models</i> + enabled.<br /><br />Second Export:<br /><i>Material Type</i>: Lightmaps.<br /><i>Textures</i> + enabled.<br /><i>Models</i> disabled.<br /><br />You can enabled or disable <i>Special Materials</i> + (just keep it the same for both exports) and use whatever <i>Texture Extension</i> you want. These + settings can be found under the <i>Exporting</i> tab of the <i>Options</i> dialog.<br /> + <br /> + Let me know how it works.</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">27.</span> <a name="c2149" + href="index.php?a=2329">bubaak</a></span><span class="right">Posted: Sep 6th, 2006 - 4:00:01 + pm</span> + <div class="space"></div> + </div> + <div class="content">ok cool, thanks anyway</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">28.</span> <a name="c2150" + href="index.php?a=2346">joselitostrike</a></span><span class="right">Modified: Sep 9th, 2006 - + 6:22:11 pm</span> + <div class="space"></div> + </div> + <div class="content">I was wondering why this happens in Crafty Alpha 12 and BSPViewer 1.5.6 and not in + Counter-Strike 1.6.<br /><br /><a + href="https://web.archive.org/web/20170917125434/http://img244.imageshack.us/my.php?image=invisible2xt2.png"><img + src="https://web.archive.org/web/20170917125434im_/http://img244.imageshack.us/img244/5623/invisible2xt2.th.png" + alt="" border="0" /></a><br /><br />The map is de_duztec2, which i found here<br /><br /><a + href="https://web.archive.org/web/20170917125434/http://www.fpsbanana.com/_files/maps/aim_duztec2.zip">http://www.fpsbanana.com/_files/maps/aim_duztec2.zip</a><br /> + <br /> + I tried it ingame from many angles, but nothing appeared.<br /> + <br /> + Also, i noticed that Half-Life .mdl is not working correctly in Crafty at the moment, you should make a + note about that for people who are trying it at this moment, even if it still alpha. <img + src="../../images/emotes/cool.gif" width="32" height="32" alt="cool" /><br /> + <br /> + EDIT: Another thing you should fix, is that you can't see any face of the map from outside of it. This + makes me sometimes reload the map because i lose the sight of where the map is.<br /> + Only tested in CS maps.</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">29.</span> <a name="c2152" + href="index.php?a=1">Nem</a></span><span class="right">Posted: Sep 10th, 2006 - 12:03:20 pm</span> + <div class="space"></div> + </div> + <div class="content">I'll look into the hole you posted above, it could be any number of differences + between how Crafty and HL render BSP files, but I'll try to sort it out.<br /><br />MDL files do *work*, + they just lack animations which causes models with animations to appear all jumbled. Animations will be + added for the final release.<br /><br />If you venture outside the world, you can get the whole world to + draw by disabling <i>Occlusion Culling</i> (<i>Rendering</i> menu). You can also reset the camera to its + starting position in the <i>View</i> menu.</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">30.</span> <a name="c2153" + href="index.php?a=2346">joselitostrike</a></span><span class="right">Posted: Sep 10th, 2006 - + 12:24:06 pm</span> + <div class="space"></div> + </div> + <div class="content">Cool thx! And sorry, i didn't looked the "Reset Camera" feature <img + src="../../images/emotes/lazy.gif" width="32" height="32" alt="lazy" /> <img + src="../../images/emotes/bleeh.gif" width="32" height="32" alt="bleeh" /></div> + </div><br /> + + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">31.</span> <a name="c2156" + href="index.php?a=2350">nitropowered</a></span><span class="right">Posted: Sep 13th, 2006 - 11:02:17 + am</span> + <div class="space"></div> + </div> + <div class="content">absolutely gosu program thx and keep the good work !!! <img + src="../../images/emotes/cool.gif" width="32" height="32" alt="cool" /></div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">32.</span> <a name="c2166" + href="index.php?a=2308">Bluntmann</a></span><span class="right">Posted: Sep 16th, 2006 - 6:19:23 + am</span> + <div class="space"></div> + </div> + <div class="content">Awesome nem, the new version works without any error for me :)<br /> + <br /> + Great job.<img src="../../images/emotes/love.gif" width="32" height="32" alt="love" /><br /> + <br /> + <img src="../../images/emotes/watermelon.gif" width="32" height="32" alt="watermelon" /></div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">33.</span> <a name="c2167" + href="index.php?a=2363">Frigolit</a></span><span class="right">Posted: Sep 19th, 2006 - 12:17:30 + pm</span> + <div class="space"></div> + </div> + <div class="content">Great tool, however... I found a little bug!<br /> + On the de_dust2 map from CS 1.6 it seems like when i move the camera (movement, not rotation) it + suddenly jumps from the current position to like -14723894729834.<br /> + But it seems like it started happening after i applied the textures (mounted a folder with the .wad + files in the FSB).<br /> + It doesn't occur on other maps I've tested, so I'm kinda out of ideas.<br /> + Any thoughts?</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">34.</span> <a name="c2170" + href="index.php?a=1">Nem</a></span><span class="right">Posted: Sep 20th, 2006 - 11:59:38 am</span> + <div class="space"></div> + </div> + <div class="content">Could be an issue with how Crafty handles keyboard input. There is no real message + loop in .NET so the keyboard input is kind of a hack (I'll try to revisit it). Does this continuously + happen or is it only once per load? In the mean time, you can reset the camera from the view menu when + it happens, though I have to say I've never experienced it.</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">35.</span> <a name="c2172" + href="index.php?a=2363">Frigolit</a></span><span class="right">Posted: Sep 20th, 2006 - 2:09:13 + pm</span> + <div class="space"></div> + </div> + <div class="content">It happens all the time, but only on de_dust2 (of the maps i've tested).<br /> + I've tried reloading the map and also restarting the whole app.<br /> + I can move the camera a bit, veeery short, just tapping on the key. Tap again and it flies away.<br /> + And tap it back to the previous location, so it's like if the camera was inside somekind of box.<br /> + And when it steps out of the box it jumps to a weird position.<br /> + <br /> + But today it seems to be working fine so far.<br /> + I'll write if it happens again.</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">36.</span> <a name="c2176" + href="index.php?a=2367">rhoen</a></span><span class="right">Posted: Sep 22nd, 2006 - 9:49:49 + pm</span> + <div class="space"></div> + </div> + <div class="content">Hey great program. I'm just trying to find out the codes for any maps I don't know + yet and I'm not really sure how to go about doing that, I tried a couple of these bsp things - not sure + if the map I'm using doesn't decompile correctly or whatever but I can't find anything even close to a + code (like on a keypad that opens a door etc) how can one go about doing this? thanks for any advice and + btw so far this is the easiest (best looking) bsp viewer I've seen so far!</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">37.</span> <a name="c2178" + href="index.php?a=1">Nem</a></span><span class="right">Posted: Sep 23rd, 2006 - 5:29:12 pm</span> + <div class="space"></div> + </div> + <div class="content">What do you mean by finding codes? Do you mean an entity list?</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">38.</span> <a name="c2180" + href="index.php?a=2367">rhoen</a></span><span class="right">Posted: Sep 24th, 2006 - 4:49:14 + am</span> + <div class="space"></div> + </div> + <div class="content">hmm It could be. I'm just talking about like when you near the end of a map and it + has special hidden rooms accessible through coded (secure, passworded) doorways. For some maps aside + from trial and error of millions of combinations, decompiling(?) may be the only way to find the codes + as the maps are older and/or it is very rare to find someone who might know it. seems like it woulda + been easier than this :) click on an object and see it's associations etc- but nothing so far. the codes + are almost always a sequence of numbers (1-9) or letters. maybe the rarer maps I'm looking for didn't + decompile correctly or something. Would this be a hard thing to do ? o.O thanks for the advice :)</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">39.</span> <a name="c2184" + href="index.php?a=1">Nem</a></span><span class="right">Posted: Sep 27th, 2006 - 7:02:14 pm</span> + <div class="space"></div> + </div> + <div class="content">I do plan to add the ability to select and view entity properties in Object Viewer, + however, it is on a long list of other features that need implementation so it may take some time. If + you are viewing Half-Life 1 BSP files, my BSP Viewer already has this functionality.</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">40.</span> <a name="c2197" + href="index.php?a=2385">Mad Martin</a></span><span class="right">Posted: Oct 1st, 2006 - 5:31:33 + pm</span> + <div class="space"></div> + </div> + <div class="content">Hi Nem,<br /> + <br /> + at first I'd like to thank you for this awesome tool! It's very handy.<br /> + <br /> + But I got a problem:<br /> + Every time I load a model from outside any GFCs, the appropriate textures are missing. This happens - + for example - with Fakefactory's Cinematic Mod, where some new high poly character models are used with + also new high resolution textures. All the models can be opened, but I still haven't found a way to + display them textured.<br /> + <br /> + Any suggestions?<br /> + <br /> + Martin</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">41.</span> <a name="c2199" + href="index.php?a=1">Nem</a></span><span class="right">Posted: Oct 2nd, 2006 - 1:30:51 am</span> + <div class="space"></div> + </div> + <div class="content">You need to edit the <i>Specifications\GameInfoCustom.csf</i> file (in NotePad) to + add support for additional MODs to Crafty. The file contains documentation on how to do this. Once you + have added your new MOD, select its profile in Crafty and everything should work.</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">42.</span> <a name="c2201" + href="index.php?a=2385">Mad Martin</a></span><span class="right">Posted: Oct 2nd, 2006 - 6:12:57 + am</span> + <div class="space"></div> + </div> + <div class="content">Thanks, that did fine.</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">43.</span> <a name="c2203" + href="index.php?a=2393">edman747</a></span><span class="right">Posted: Oct 8th, 2006 - 9:56:09 + am</span> + <div class="space"></div> + </div> + <div class="content">hi,<br /> + I would like to use crafty to fly around and check out a map.<br /> + when I load a level, the point of view is on the floor. how do i change the z, or height? plus is there + any way to use the mouse and look around?</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">44.</span> <a name="c2204" + href="index.php?a=1">Nem</a></span><span class="right">Posted: Oct 8th, 2006 - 10:03:12 pm</span> + <div class="space"></div> + </div> + <div class="content">Hold the right mouse button to look.</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">45.</span> <a name="c2208" + href="index.php?a=2403">basty7</a></span><span class="right">Posted: Oct 14th, 2006 - 5:43:39 + am</span> + <div class="space"></div> + </div> + <div class="content">@ who have the cs 1.6 maps for 3Dsmax ? :D<br /> + <img src="../../images/emotes/waaa.gif" width="32" height="32" alt="waaa" /></div> + </div><br /> + + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">46.</span> <a name="c2209" + href="index.php?a=1148">Stino</a></span><span class="right">Posted: Oct 15th, 2006 - 3:30:58 + am</span> + <div class="space"></div> + </div> + <div class="content">Hmmz, 3ds max seems to crash when i import the obj file from crafty.</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">47.</span> <a name="c2211" + href="index.php?a=1">Nem</a></span><span class="right">Posted: Oct 15th, 2006 - 12:41:56 pm</span> + <div class="space"></div> + </div> + <div class="content">What type of object are you exporting from Crafty and what export settings are you + using in Crafty? What error message does 3DS Max give you?<br /><br />I used 3DS Max 8 to test .obj + exportation so it should work. These are the proper import settings to use in 3DS max:<br /> + <center><img src="/web/20170917095433im_/http://nemesis.thewavelength.net/images/news/objimport.png" + alt="" border="0" /></center> + </div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">48.</span> <a name="c2213" + href="index.php?a=1148">Stino</a></span><span class="right">Modified: Oct 18th, 2006 - 5:41:28 + am</span> + <div class="space"></div> + </div> + <div class="content">sometime it works if i set import options to multiple.<br /> + and with import settings on single it works mostly for smaller maps. but the normals are totally messed + up.<br /> + <br /> + crafty output:<br /> + i export bsp files.<br /> + materials+world+models.<br /> + <br /> + 3d max error: unexpected error, 3d max has detected no changes in your scene and wil exit now. or if i + import to something unsaved: will attempt to save a copy of your scene in ...<br /> + <br /> + if i export models from the model viewer i don't have problems with normals only if i export with the + object viewer.<br /> + <br /> + and for some reason the horizon is vertical (the whole world is turned 90° around the x axis)</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">49.</span> <a name="c2216" + href="index.php?a=1">Nem</a></span><span class="right">Posted: Oct 19th, 2006 - 3:33:21 pm</span> + <div class="space"></div> + </div> + <div class="content">Dunno what to say, I've tried a bunch of maps and they all work fine for + me.<br /><br />If your importer only works some of the time (seemingly randomly) it's a good indication + that there might be something wrong with your importer.<br /><br />BSP normals are not exported (3DS Max + should calculate these) and model normals should be fine as long as <i>Unify</i> isn't checked. Object + Viewer and Model Viewer use the same export code, so if you get different results it sounds like a + problem with your importer.<br /><br />The rotation should be fixed if <i>Rotate Model</i> isn't + checked, but it's hard to know what your importer will do because OBJ files do not specify the + "up" vector, and it is different for different modeling packages.<br /><br />Maybe try + searching for another 3DS Max OBJ importer on the net? There is also a good program out there called <a + href="https://web.archive.org/web/20170917095433/http://mysite.verizon.net/sfg0000/">PoseRay</a> which + can import Crafty OBJ files fine, view them, transform them (swap Y and Z to change the up vector etc.) + for different modeling packages and export them.</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">50.</span> <a name="c2218" + href="index.php?a=2327">Le Poulpe</a></span><span class="right">Posted: Oct 20th, 2006 - 6:51:11 + am</span> + <div class="space"></div> + </div> + <div class="content">Hi <br /> + I load a BSP with Object Viewer. i have everything but the decals. Is it normal?</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">51.</span> <a name="c2219" + href="index.php?a=1">Nem</a></span><span class="right">Posted: Oct 20th, 2006 - 11:39:39 am</span> + <div class="space"></div> + </div> + <div class="content">Yes, there are a couple of things the rendering engine is still missing, decals are + one of them. They will be added at one point or another.</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">52.</span> <a name="c2221" + href="index.php?a=2327">Le Poulpe</a></span><span class="right">Posted: Oct 21st, 2006 - 2:37:41 + pm</span> + <div class="space"></div> + </div> + <div class="content">Thank you<img src="../../images/emotes/checkingthenews.gif" width="32" height="32" + alt="checkingthenews" /></div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">53.</span> <a name="c2222" + href="index.php?a=2415">TheShade</a></span><span class="right">Posted: Oct 22nd, 2006 - 4:11:21 + pm</span> + <div class="space"></div> + </div> + <div class="content">Will support for exporting Counter-Strike Condition Zero/Half-Life Mod maps be + supported any time soon? Just curious as I've wanted to port one of the Condition Zero maps to + Counter-Strike: Source, and I am unable to decompile it with any of the modern decompiles out there. + Also, thanks to this tool one of the mod teams I work on has been able to port our maps to another + engine with ease as we are constantly debating what engine to follow through with. </div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">54.</span> <a name="c2223" + href="index.php?a=1">Nem</a></span><span class="right">Posted: Oct 23rd, 2006 - 11:41:59 am</span> + <div class="space"></div> + </div> + <div class="content">Crafty has been able to load Half-Life 1 maps for a long time (just select the + correct profile) and has been able to export Half-Life 1 maps to .obj since alpha 12. It cannot, + however, decompile them to .map format. For this you may try my BSP Viewer or any number of old school + decompilers.</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">55.</span> <a name="c2224" + href="index.php?a=2282">fireteller</a></span><span class="right">Posted: Oct 24th, 2006 - 7:40:22 + pm</span> + <div class="space"></div> + </div> + <div class="content">Checking in again re lightmap uv export. Still relly need a way to apply the + lightmaps. Even the formula for the calculation would be helpful.<br /> + <br /> + Thanks,<br /> + f</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">56.</span> <a name="c2225" + href="index.php?a=1">Nem</a></span><span class="right">Posted: Oct 24th, 2006 - 7:45:06 pm</span> + <div class="space"></div> + </div> + <div class="content"> + <div class="vbtitle">fireteller:</div> + <div class="vbquote">Checking in again re lightmap uv export. Still relly need a way to apply the + lightmaps. Even the formula for the calculation would be helpful.</div><br />I added it <a + href="index.php?c=205&o=15#c2148">ages ago</a>. + </div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">57.</span> <a name="c2228" + href="index.php?a=2282">fireteller</a></span><span class="right">Posted: Oct 28th, 2006 - 5:04:04 + pm</span> + <div class="space"></div> + </div> + <div class="content">Wow I red through the comments and didn't even see that. Thanks a million!!<br /> + <br /> + f</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">58.</span> <a name="c2242" + href="index.php?a=2432">jonofmac</a></span><span class="right">Posted: Nov 4th, 2006 - 12:35:29 + am</span> + <div class="space"></div> + </div> + <div class="content">Hey, quick question... I'm trying to convert a HL2 map to a .obj file for use with + 3Ds Max 9 (for a little project) and I can get the object to import just fine, but the textures are not + preserved... If i import the .mtl list I still do not get the textures with the files loaded... just + default grey... Which means i have to go through by hand and add the .tgas to the textures 1 at a time + which is a slight pain in the arse... Is this just the way it is? Or am I doing something wrong??<br /> + <br /> + Thanks,<br /> + Jonathan</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">59.</span> <a name="c2244" + href="index.php?a=1">Nem</a></span><span class="right">Posted: Nov 4th, 2006 - 4:54:28 pm</span> + <div class="space"></div> + </div> + <div class="content">The textures work from me in 3DS Max 8. Check the screen shot I posted a little while + ago above for the import settings I use.</div> + </div><br /> + <div class="group"> + <div class="heading2"> + <div class="space"></div><span class="left"><span class="title">60.</span> <a name="c2250" + href="index.php?a=1148">Stino</a></span><span class="right">Posted: Nov 13th, 2006 - 12:35:34 + pm</span> + <div class="space"></div> + </div> + <div class="content">hmm, it seems that it export a few times the same texture again.<br /> + like the floor of a room with a hole in the middle, at the left and the right of the hole its texture 1, + front is texture 3, and back is texture 4, while the whole floor is the same material (try to export the + prizon background from hl2, the lower level has like 10 different textures for the wall while it should + be one) <br /> + <br /> + and thats quite annoying if you are replacing the .tga files by .vtf files with normal and spectacular + settings.</div> + </div><br /> + + <div class="offsets">[ 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