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<title>† Tatu Eugen † </title>
<link>http://www.tatueugen.info</link>
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<url>http://www.tatueugen.info/images/ban.gif</url>
<title>† Tatu Eugen † </title>
<link>http://www.tatueugen.info</link>
<width>88</width>
<height>31</height>
</image>
<description></description>
<language>en-us</language>
<webMaster>contact@tatueugen.info</webMaster>
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<title>Clear Screenshots</title>
<link>http://www.tatueugen.info/clear-screenshots-av27.html</link>
<pubDate>Sun, 07 Mar 2010 10:14:22 -0500</pubDate>
<description>1. Taking and localizing screenshots  When in-game, playing or as a spectator, press &quot;f5&quot; any time to take a screenshot. Do this as many times as you like as you don't have to paste them somewhere in order to save them.  Close or minimize (Alt+Tab) Counter-Strike and open my computer. Browse to the ...</description>
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<title>MAX_MAP_CLIPNODES</title>
<link>http://www.tatueugen.info/maxmapclipnodes-av26.html</link>
<pubDate>Sat, 27 Feb 2010 06:12:44 -0500</pubDate>
<description>There isn't any way to add more nodes or clipnodes to the bsp's (its already maxed out). However, at least clipnodes can be reduced with a bit of work.  When the maps are compiled all the 3d 'space' a player can get to is broken up into convex regions just like brushes are required to be, alot of th...</description>
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<title>Bad Surface Extents</title>
<link>http://www.tatueugen.info/bad-surface-extents-av25.html</link>
<pubDate>Sat, 27 Feb 2010 06:11:59 -0500</pubDate>
<description>This is typically caused by having extremely large scales on faces, (typically &quot;stretching&quot; far above 10, usually 100+). Otherwise it almost always shows up on a 'check for problems' in Worldcraft as a 'texture axis perpendicular to face' error. If you are using a newer version of Zoner's compile to...</description>
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<title>allocblock:full</title>
<link>http://www.tatueugen.info/allocblockfull-av24.html</link>
<pubDate>Sat, 27 Feb 2010 06:11:05 -0500</pubDate>
<description>A tough one to figure out, vague error that usually shows up when you start the game or during compile, or even when WC/Hammer starts up - you have gone over the memory limit somewhere for some reason. It can be too little RAM (128M is about minimum), a leaf saw into leaf error, too long pathnames, ...</description>
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<title>func_conveyor</title>
<link>http://www.tatueugen.info/funcconveyor-av23.html</link>
<pubDate>Sat, 27 Feb 2010 06:08:35 -0500</pubDate>
<description>Description:  This creates a conveyor belt type brush.  Usage:  The func_converyor pushes the player along at the speed and in the direction defined in the entity properties. The spawnflags allow you to make the conveyor 'not push' things, and to be 'not solid'.  If you give the func_conveyor a Name...</description>
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<title>Sky List</title>
<link>http://www.tatueugen.info/sky-list-av22.html</link>
<pubDate>Thu, 25 Feb 2010 17:10:24 -0500</pubDate>
<description>Sky List for Counter-Strike 1.6 --- backalley   badlands   blue   city1   cx   de_storm   desrt   doom1   drkg   forest   green   grnplsnt   hav   morningdew   office   snow   snowlake   tornsky   trainyard   tsccity </description>
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<title>How to make a CS:S radar</title>
<link>http://www.tatueugen.info/how-to-make-a-css-radar-av21.html</link>
<pubDate>Mon, 22 Feb 2010 19:41:25 -0500</pubDate>
<description>Create CS: S] Overview Contributed by Plastik Wednesday 2 August 2006 So brief explanation: In Spectator Mode, there are those cards where you can see the whole map, I'll tell you here how to create them. This tutorial Sollet go without problems in day of defeat source. So then we go for it ... we n...</description>
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<title>Configuring The Sdk For Es</title>
<link>http://www.tatueugen.info/configuring-the-sdk-for-es-av20.html</link>
<pubDate>Wed, 17 Feb 2010 18:15:59 -0500</pubDate>
<description>Some people have been having trouble getting maps to compile, or setting up the SDK for Eternal-Silence. So, I've decided to make the whole process incredibly easy for you! It's important to note that the current version of Eternal Silence runs on the Episode 1 SDK. Here's what you do:  (Make sure t...</description>
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<title>Mapping PVKII</title>
<link>http://www.tatueugen.info/mapping-pvkii-av19.html</link>
<pubDate>Wed, 17 Feb 2010 17:28:02 -0500</pubDate>
<description>Starting a map Choose File -&gt; New There's an error in Hammer Editor so your camera view won't show up until you placed a camera inside your map. To solve this Click the &quot;Camera&quot; icon on the left and choose one of the 3 Grids (Upper right , or the 2 on bottom) and Click and Drag your mouse and let go...</description>
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<title>Adding PVKII to your SourceSDK</title>
<link>http://www.tatueugen.info/adding-pvkii-to-your-sourcesdk-av18.html</link>
<pubDate>Wed, 17 Feb 2010 17:04:32 -0500</pubDate>
<description>In Steam you'll see 4 sections - Store , My Games, My Media and Tools - Now open up tools, you will see a thing called Hammer Editor, this is what we'll be mapping with. - Open up Hammer Editor and click on Tools -&gt; Options  You'll see something coming up like this:    Now click on Edit - Next to Co...</description>
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<title>First Room</title>
<link>http://www.tatueugen.info/first-room-av17.html</link>
<pubDate>Wed, 17 Feb 2010 16:51:42 -0500</pubDate>
<description>First of all, you must open Hammer, so you can begin to map. The first time you open Hammer 4.0, it will automatically configure all the settings. This is a huge advantage to beginners, as setting up the previous Hammer was at least half the battle when it comes down to mapping.  Go to File &gt; New th...</description>
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<title>Setting Up Hammer PVKII</title>
<link>http://www.tatueugen.info/setting-up-hammer-pvkii-av16.html</link>
<pubDate>Wed, 17 Feb 2010 15:49:12 -0500</pubDate>
<description>To properly setup hammer and other sdk applications to use PVKII is very simple.  First navigate to your steam/steamapps/username/sourcesdk/bin/orangebox/bin/. In there you will find a file called GameConfig.txt. this file defines the different games in the sdk dropdown for orange box.  In that file...</description>
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<title>Ending the Game</title>
<link>http://www.tatueugen.info/ending-the-game-av15.html</link>
<pubDate>Thu, 11 Feb 2010 16:38:16 -0500</pubDate>
<description>Ending a game  The end of a map is controlled by 2 things. Either you trigger a special entity, the aoc_endmap or the map is automatically ended by time. This document will go into detail on how to set up a map to end in both the ways.  Lets first look at how to end the game the most usual way, by t...</description>
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<title>Adding a Round Timer</title>
<link>http://www.tatueugen.info/adding-a-round-timer-av14.html</link>
<pubDate>Thu, 11 Feb 2010 16:34:44 -0500</pubDate>
<description>Round Timer   Round Timers are used to control the length of time that a map will play for. If the attacking teams completes all objectives within this time period, they will win. If the defending team can successfully hold the attackers of for this period of time, they will win.  The entity used fo...</description>
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<title>Aoc spawnpoint</title>
<link>http://www.tatueugen.info/aoc-spawnpoint-av13.html</link>
<pubDate>Thu, 11 Feb 2010 16:30:50 -0500</pubDate>
<description>aoc_spawnpoint   This is where the player comes alive. When placing the entity you see the form of a green player model. The player model and the bounding box of the entity shows the room the entity needs to work.  Select the entity from the entity list and click in the 3D window or any of the 2D wi...</description>
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<title>Aoc spawngroup</title>
<link>http://www.tatueugen.info/aoc-spawngroup-av12.html</link>
<pubDate>Thu, 11 Feb 2010 16:27:29 -0500</pubDate>
<description>aoc_spawngroup   This entity is used to set a place where a team spawns or will spawn. This entiy shows an icon on the overview map automaticly. Place this entity where you want the spawn to be, it can be anywhere really as long as its within the maps inside borders.  Give the entity a name in the e...</description>
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<title>Spawngroups in general</title>
<link>http://www.tatueugen.info/spawngroups-in-general-av11.html</link>
<pubDate>Thu, 11 Feb 2010 16:26:09 -0500</pubDate>
<description>How it works in general with spawns   For a player to be put onto the battlefield we need to place a spot where he will come alive. This is done by placing a certain entity and connecting that entity to a spawngroup control entity.  It may sound very confusing, but after reading this document we hop...</description>
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<title>Setting up Hammer for AOC</title>
<link>http://www.tatueugen.info/setting-up-hammer-for-aoc-av10.html</link>
<pubDate>Thu, 11 Feb 2010 16:19:12 -0500</pubDate>
<description>Setting up Hammer for Age of Chivalry  First step is to copy the aoc.fgd that comes with the games installer. Its in the root directory of /age of chivalry/ageofchivalry Copy the file into your C:\\Program Files\\Steam\\steamapps\\account\\sourcesdk\\bin\\orangebox\\bin folder.  Start up Hammer usin...</description>
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<title>env_explosion</title>
<link>http://www.tatueugen.info/envexplosion-av9.html</link>
<pubDate>Sun, 31 Jan 2010 09:53:09 -0500</pubDate>
<description>Description:  The env_explosion entity lets you trigger explosions in your level wherever you like.  Properties:  iMagnitude (integer) Magnitude (default: 100) - This entity must have a name in order to be triggered. targetname (target_source) Name - This entity must have a name in order to be trigg...</description>
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<title>Models Not Appearing In-Game</title>
<link>http://www.tatueugen.info/models-not-appearing-in-game-av8.html</link>
<pubDate>Tue, 26 Jan 2010 12:36:20 -0500</pubDate>
<description>This can occur in two different circumstances:  First, make sure you haven't accidentally altered the fade distances of the model so that it is immediately fading out without rendering. Open the Object Properties dialog for the prop entity, and look at the Start Fade Dist and End Fade Dist keyvalues...</description>
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