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Tip of the Week #4: Access Level Geometry #389592
12/16/11 02:17
12/16/11 02:17
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline OP
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Superku  Offline OP
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Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Finally, a new tip of the week. This time we'll see how to access level geometry using ent_buffers:

http://www.opserver.de/wiki/index.php/Ent_buffers


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Re: Tip of the Week #4: Access Level Geometry [Re: Superku] #389598
12/16/11 07:04
12/16/11 07:04
Joined: May 2009
Posts: 5,370
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3run Offline
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Great tip man, thank you very much! It's yet hard for me to understand everything yet, but I do my best. Could you make next tip about ent_buffers as well? laugh How to check collusions for example.


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Re: Tip of the Week #4: Access Level Geometry [Re: 3run] #389602
12/16/11 08:14
12/16/11 08:14
Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
Roel Offline
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Roel  Offline
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Flevoland, 5 meters under wate...
Thanks for the tip!
I usually don't understand vertex manipulation,
but this brightens it up a little.


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Re: Tip of the Week #4: Access Level Geometry [Re: Roel] #389615
12/16/11 11:26
12/16/11 11:26
Joined: Feb 2009
Posts: 3,207
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Rei_Ayanami Offline
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Rei_Ayanami  Offline
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like!

Re: Tip of the Week #4: Access Level Geometry [Re: Rei_Ayanami] #389658
12/16/11 16:45
12/16/11 16:45
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline OP
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Superku  Offline OP
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Kiel (Germany)
Originally Posted By: 3run
Could you make next tip about ent_buffers as well? How to check collisions for example.

Here you go: wink
http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=389657#Post389657


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