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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Nov 09, 2011 8:52 pm    Post subject:  Animations Reply with quote  Mark this post and the followings unread

Just getting the topic ready.
Nothing to see here at the moment. Just got a hold of FumeFX v 2.1 for Max 2010. I'll be making some killer explosion animations. Stay Tuned.........

For those of you who arent familiar with what FumeFX is, it's a plugin that creates explosions, fire, smoke, etc.....

Here is a video of fume fx at work. Very Happy
[youtube]http://www.youtube.com/watch?v=VrJHn9sBAZQ&hd=1[/youtube]

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4StarGeneral
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Joined: 14 Sep 2006
Location: Limbo

PostPosted: Thu Nov 10, 2011 12:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

But that plugin is so damn expensive...

Congrats on getting your hands on it, I am jealous #Tongue.

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Crimsonum
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Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Nov 10, 2011 2:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks very neat.

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FD
Civilian


Joined: 10 Nov 2011

PostPosted: Thu Nov 10, 2011 3:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

You should check out Particle Illusion 3.0
[offtopic]Apollo, maybe you should introduce Particle Illusion to the community? Since it pretty easy to create a good looking animation with it, I think many great SHPs will be created[/offtopic]

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Thu Nov 10, 2011 10:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

@FD, Particle Illusion 3.0 wouldnt really benefit me cause I do all my work in Max2010 anyway. Why get something that requires the use of other programs. With FumeFX I have everything all in one place.

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ApolloTD
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Joined: 19 Nov 2003

PostPosted: Fri Nov 11, 2011 11:00 am    Post subject: Reply with quote  Mark this post and the followings unread

FD, Mostly all in my msn modder list know of it anyway and really it isn't only tool for same purpose, many more out there that I use too and I'm personally looking forward to see what fumefx can cook-up in Cranium's hands.

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Nov 12, 2011 9:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, I finally got to try FumeFX today. Right now I'm learning the interface and all its functions. But I threw together a very simplified explosion. This is basically the default settings. I will have something worth showing off by tomorrow Very Happy

I'm also looking at a tutorial that shows how to add flying debris as well, "Particle debris" Razz



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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Nov 13, 2011 5:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Just got FumeFX myself, cant wait too see what we come up with #Tongue

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sun Nov 13, 2011 9:09 am    Post subject: Reply with quote  Mark this post and the followings unread

That's... awesome.

Public pack! Public pack! Public pack! #Tongue

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Nov 13, 2011 4:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Orac wrote:
Public pack! Public pack! Public pack!


We'll see. Let me get a little more familiar with the plugin. From what I've seen already FumeFX is the shit. It can produce any, and I mean any kind of explosion. Razz

I'm working on one right now, but its a complicated one and may take a long time to render. It's like 65MB per frame right now. Laughing

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Gangster
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Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sun Nov 13, 2011 8:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

i wonder, does it work with MAX 9?

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Cranium
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Joined: 05 Dec 2009
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PostPosted: Sun Nov 13, 2011 9:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

The Plugin that I have is only for Max 10, 11, and 12. Though I do remember seeing one for Max 7, 8, and 9.

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Nov 28, 2011 4:25 am    Post subject: Reply with quote  Mark this post and the followings unread

another explosion. Next one will be a little more advanced as i'm still getting used to the FumeFX controls.



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Bu7loos
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Joined: 27 Jul 2011

PostPosted: Mon Nov 28, 2011 7:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Awsome!!
Release ! Release ! Release ! #Tongue

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Mon Nov 28, 2011 9:28 am    Post subject: Reply with quote  Mark this post and the followings unread

The Explosion fades into smoke too fast, should be more smooth natural transition.

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Nov 28, 2011 9:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

yeah, transition is a little off, but I'm still learning the program. I started a new one last night, but it was too intense for my comp. After it started rendering 700MB frames I knew it was gonna crash, and it did. Mad

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Nov 29, 2011 12:47 am    Post subject: Reply with quote  Mark this post and the followings unread

heres as little amendment to the last one.



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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Tue Nov 29, 2011 5:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Still needs to be fire almost all the way through the anim IMO, I don't know why you want to see only black smoke.

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Nov 29, 2011 8:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

how bout something like this?



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Bittah Commander
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Joined: 21 May 2003
Location: The Netherlands

PostPosted: Tue Nov 29, 2011 8:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks very mystical Razz



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Krow
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Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Wed Nov 30, 2011 4:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Awesome man!

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Nov 30, 2011 9:37 am    Post subject: Reply with quote  Mark this post and the followings unread

There is a lot of background transparency, I fear that the aliasing is going to ruin it :/

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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Wed Nov 30, 2011 1:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

thought i might join in the fun Very Happy



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Krow
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Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Wed Nov 30, 2011 1:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Approved

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interesting seeing your voxel work. They're still better than Aro's!

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Nov 30, 2011 4:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

That looks awsome Imp. You use FumeFX for that?

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ImP_RuLz
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Joined: 21 May 2004
Location: Pakistan

PostPosted: Wed Nov 30, 2011 4:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

yup, i used FumeFx

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Darkstorm
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Joined: 20 Jan 2008
Location: Texas

PostPosted: Wed Nov 30, 2011 9:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Orac wrote:

Public pack! Public pack! Public pack! #Tongue

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Thu Dec 01, 2011 12:22 am    Post subject: Reply with quote  Mark this post and the followings unread

toxic plume? Very Happy



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Darkstorm
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Joined: 20 Jan 2008
Location: Texas

PostPosted: Thu Dec 01, 2011 1:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Hey ImP_RuLz, any chance I can get a version of that on a black background perhaps blue. I'm thinking of using it with MadHQ's giant Allied UFO thing.

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Cranium
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Joined: 05 Dec 2009
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PostPosted: Thu Dec 01, 2011 2:15 am    Post subject: Reply with quote  Mark this post and the followings unread

why not just copy the gif and generate a custom palette for it?

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ApolloTD
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Joined: 19 Nov 2003

PostPosted: Thu Dec 01, 2011 9:00 am    Post subject: Reply with quote  Mark this post and the followings unread

that ion blast GIF already comes with a palette that only required slight changes to proper shp, i've taken short time to convert it as shp but yeah it can't be used in actual ion cannon style, that would require notable changes to actual animation and overall background would have been better off as solid black 0,0,0 and also have the smoke fade out/shrink at the end.



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ImP_RuLz ionblast shp'ed with custom pal.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Thu Dec 01, 2011 9:06 am    Post subject: Reply with quote  Mark this post and the followings unread

ImP_RuLz wrote:
thought i might join in the fun Very Happy

The first thing I thought was
"Wait... Isn't that blast from that Nazi space laser?"

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ImP_RuLz
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Joined: 21 May 2004
Location: Pakistan

PostPosted: Thu Dec 01, 2011 9:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Orac wrote:
that Nazi space laser?
wut? Neutral

and Darkstorm, your blue blast though you cant see the smoke



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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Dec 01, 2011 9:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Orac wrote:
Wait... Isn't that blast from that Nazi space laser?


It is now! yay new anim for my Sonnengewehr Very Happy

I'm working on a nuke anim atm, but I'm still learning what all the millions of buttons do >.>

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ImP_RuLz
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Joined: 21 May 2004
Location: Pakistan

PostPosted: Thu Dec 01, 2011 9:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

this thing is really interesting, i have two ion beam and two ion ring animations

oh and can somebody please tell me how i can decrease the time for the disappearing of smoke? currently it takes too long

Edit: sorry for hijacking your thread Cranium #Tongue



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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Thu Dec 01, 2011 9:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Imp_Rulz wrote:
sorry for hijacking your thread Cranium


Not a problem at all. Razz

But I dont like the ion rings. I like the beams, just not the rings. And I dont thnk those beams will work ingame. The game itself makes the beams pulsate like that by the tag Tiled=yes. But I could be wrong. It would be interesting to see those ingame. Razz
for the smoke, I cant help ya right now, I'm still learning the ropes on this stuff Confused

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Dec 01, 2011 9:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

I basically just spent the whole day trying to make the smoke fade away quicker #Tongue I found the best way was to change the smokes Low Threshold (in the render tab) to a higher number.

PS: Currently waiting for a 100 frame simulation to finish, should be done in an hour... >.>

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ArvinCool
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Joined: 01 Jun 2008

PostPosted: Thu Dec 01, 2011 9:54 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Darkstorm
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Joined: 20 Jan 2008
Location: Texas

PostPosted: Thu Dec 01, 2011 9:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

ImP_RuLz wrote:
Orac wrote:
that Nazi space laser?
wut? Neutral

and Darkstorm, your blue blast though you cant see the smoke


I wanted a black background for conversion purposes which I had issues with when it had a grey background.

Also, I was looking for something more Allied blue rather then darkish blue. I'm currently switching the red and blue colors on the palette above but it probably be better without the smoke. (seeing as it is an energy blast versus the previous fire blast)

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Dec 02, 2011 1:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Maybe an IonRing like this?



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Darkstorm
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Joined: 20 Jan 2008
Location: Texas

PostPosted: Fri Dec 02, 2011 4:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Looks great for a ground animation but I would still need the descended beam since I was planning to use it for this voxel:


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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Dec 02, 2011 2:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hear are my efforts with FumeFX, took a day to make & half a day to simulate & then render >.> I really cant be assed to work on it any more, next time I'll try something smaller...



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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Fri Dec 02, 2011 6:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Would be amazing except it's all smoke again. #Cussing out Could do a neat recolour though. This available for the public?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Dec 02, 2011 6:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Feel free to do what you like to it, I've already started another (& hopefully better) one from scratch XP

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Dec 03, 2011 2:17 am    Post subject: Reply with quote  Mark this post and the followings unread

this is a nice explosion. I forgot to raise the opacity of the fire, other wise it would look even better.

@Mig, I like the Nuke, except for the mushroom cloud. Kinda reminds me of burnt marshmellows. Razz



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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Dec 03, 2011 9:38 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't think my computer is up to this challenge, it just doesn't have the power to cope with such high memory demands. That nuke took over an hour to simulate the 50 frames needed & on low settings etc. If I try anything higher Max will cash >.>

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Dec 03, 2011 12:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Indeed. FumeFX rendering requires a large amount of ram. Do you use the Default setting for Spacing, or do you lower it? The lower the Spacing setting and a higher quality setting, the way more ram it will require.

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ImP_RuLz
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Joined: 21 May 2004
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PostPosted: Sat Dec 03, 2011 1:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

okay i found something about this,
higher temperature settings make the smoke rise faster
higher dissipation strength in smoke properties makes the smoke disappear quickly
higher heat production means higher temperature which means the smoke will rise higher
burn rate, obviously, is how quickly the fuel will be burnt per frame/voxel (as the program calls it)
separation level 1 gives the best simulation result but requires more than 100 GB of memory to process the simulation and it always crashes my max Very Happy
for further assistance visit http://www.community.ro/index.php?option=com_content&view=article&id=45:fumefx-properties&catid=34:fume-fx&Itemid=50

oh and Darkstorm, i couldn't find the original scene of the animation so i just made a new one
and i also fixed the ion beam, I hope #Tongue



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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Dec 03, 2011 2:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

I moved this to media hut.
I figured since it's pretty much a community thing. It's the proper place for it.

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Orac
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Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sat Dec 03, 2011 8:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ugh. How are you folks doing this? I've been clicking buttons for days now and my fireballs always look bad Neutral

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