md2 1.0.0

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  1. data/.document +5 -0
  2. data/.gitignore +26 -0
  3. data/LICENSE +20 -0
  4. data/README.rdoc +174 -0
  5. data/Rakefile +51 -0
  6. data/VERSION +1 -0
  7. data/bin/md2_to_json +33 -0
  8. data/ext/md2/extconf.rb +3 -0
  9. data/ext/md2/md2.c +95 -0
  10. data/lib/md2.rb +97 -0
  11. data/lib/md2/command.rb +63 -0
  12. data/lib/md2/errors.rb +13 -0
  13. data/lib/md2/frame.rb +61 -0
  14. data/lib/md2/header.rb +37 -0
  15. data/lib/md2/normals.rb +81 -0
  16. data/lib/md2/triangle.rb +9 -0
  17. data/lib/md2/vertex.rb +33 -0
  18. data/md2.gemspec +117 -0
  19. data/spec/lib/md2/frame_spec.rb +13 -0
  20. data/spec/lib/md2/header_spec.rb +21 -0
  21. data/spec/lib/md2_spec.rb +66 -0
  22. data/spec/spec_helper.rb +40 -0
  23. data/spec/support/crafty/Crafty.BMP +0 -0
  24. data/spec/support/crafty/Crafty.pcx +0 -0
  25. data/spec/support/crafty/Crafty.txt +113 -0
  26. data/spec/support/crafty/Weapon.md2 +0 -0
  27. data/spec/support/crafty/Weapon.pcx +0 -0
  28. data/spec/support/crafty/crafty.md2 +0 -0
  29. data/spec/support/laalaa/laalaa.md2 +0 -0
  30. data/spec/support/laalaa/laalaa24.BMP +0 -0
  31. data/spec/support/laalaa/laalaa8.BMP +0 -0
  32. data/spec/support/ogro/Ogro.txt +132 -0
  33. data/spec/support/ogro/Ogrobase.pcx +0 -0
  34. data/spec/support/ogro/Weapon.md2 +0 -0
  35. data/spec/support/ogro/Weapon.pcx +0 -0
  36. data/spec/support/ogro/ogro.md2 +0 -0
  37. data/spec/support/ogro/ogro.png +0 -0
  38. data/spec/support/pilot/CC_attribution_licence.txt +68 -0
  39. data/spec/support/pilot/GNU_licence.txt +340 -0
  40. data/spec/support/pilot/Readme.txt +30 -0
  41. data/spec/support/pilot/body.md2 +0 -0
  42. data/spec/support/pilot/body.obj +9331 -0
  43. data/spec/support/pilot/head.md2 +0 -0
  44. data/spec/support/pilot/head.obj +6145 -0
  45. data/spec/support/pilot/pilot.md2 +0 -0
  46. data/spec/support/pilot/pilot_body.3ds +0 -0
  47. data/spec/support/pilot/pilot_body.jpg +0 -0
  48. data/spec/support/pilot/pilot_body.obj +2264 -0
  49. data/spec/support/pilot/pilot_head.3ds +0 -0
  50. data/spec/support/pilot/pilot_head.jpg +0 -0
  51. data/spec/support/pilot/pilot_head.obj +1970 -0
  52. data/spec/support/pknight/pknight.BMP +0 -0
  53. data/spec/support/pknight/pknight.PCX +0 -0
  54. data/spec/support/pknight/pknight.md2 +0 -0
  55. data/spec/support/pknight/pknight_weapon.PCX +0 -0
  56. data/spec/support/pknight/pknight_weapon.bmp +0 -0
  57. data/spec/support/pknight/pknight_weapon.md2 +0 -0
  58. data/spec/support/sodf8/Abarlith.pcx +0 -0
  59. data/spec/support/sodf8/SFOD8.txt +108 -0
  60. data/spec/support/sodf8/Weapon.PCX +0 -0
  61. data/spec/support/sodf8/Weapon.md2 +0 -0
  62. data/spec/support/sodf8/sodf8.md2 +0 -0
  63. metadata +167 -0
@@ -0,0 +1,66 @@
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+ require 'spec_helper'
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+
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+ describe MD2 do
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+ subject { MD2.new(md2_file("pilot")) }
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+
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+ it "should load an MD2" do
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+ subject
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+ end
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+
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+ it "should have frames.size == header.frame_count" do
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+ subject.frames.size.should == subject.header.frame_count
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+ end
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+
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+ it "should have triangles.size == header.triangle_count" do
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+ subject.triangles.size.should == subject.header.triangle_count
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+ end
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+
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+ it "should have skins.size == header.skin_count" do
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+ subject.skins.size.should == subject.header.skin_count
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+ end
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+
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+ it "should not have null characters in skin names" do
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+ subject.skins.first.should_not =~ /#{Regexp::escape ?\0.chr}/
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+ end
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+
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+ it "should have texcoords.size == header.texture_coord_count" do
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+ subject.texcoords.size.should == subject.header.texture_coord_count
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+ end
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+
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+ it "should have gl_commands.size == 310" do
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+ # gl_commands.size should NOT equal subject.header.gl_command_count because that count represents
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+ # all bytes in the command range; the actual number of commands varies by file and is impossible
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+ # to precalculate from the header data alone.
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+ subject.gl_commands.size.should == 310
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+ end
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+
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+ it "should have correct base path" do
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+ subject.base_path.should == File.dirname(md2_file("pilot"))
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+ end
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+
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+ context "commands" do
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+ it "should not exceed 1.0 for T coordinates" do
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+ subject.gl_commands.each do |command|
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+ command.segments.each do |segment|
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+ segment.texture_t.should be <= 1.0
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+ end
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+ end
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+ end
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+
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+ it "should not exceed 1.0 for S coordinates" do
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+ subject.gl_commands.each do |command|
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+ command.segments.each do |segment|
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+ segment.texture_s.should be <= 1.0
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+ end
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+ end
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+ end
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+
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+ it "should not have nil vertex indices" do
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+ subject.gl_commands.each do |command|
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+ command.segments.each do |segment|
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+ segment.vertex_index.should_not be_nil
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+ end
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+ end
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+ end
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+ end
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+ end
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+ $LOAD_PATH.unshift(File.dirname(__FILE__))
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+ $LOAD_PATH.unshift(File.join(File.dirname(__FILE__), '..', 'lib'))
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+ require 'rubygems'
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+ require 'md2'
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+ begin
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+ # rspec 1.x
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+ require 'spec'
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+ require 'spec/autorun'
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+ RSPEC_VERSION = 1
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+ rescue LoadError
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+ # rspec 2.x
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+ require 'rspec'
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+ RSPEC_VERSION = 2
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+ end
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+
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+ require 'json'
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+
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+ module SpecHelpers
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+ def file(path)
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+ File.join(File.dirname(__FILE__), "support", path)
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+ end
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+
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+ def md2_file(path)
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+ file("#{path}/#{path}.md2")
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+ end
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+
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+ def mock_io(string)
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+ StringIO.new(string)
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+ end
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+ end
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+
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+ if RSPEC_VERSION == 1
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+ Spec::Runner.configure do |config|
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+ config.include SpecHelpers
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+ end
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+ else
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+ RSpec.configure do |config|
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+ config.include SpecHelpers
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+ end
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+ end
@@ -0,0 +1,113 @@
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+ <Sep 4, 1999>
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+ ================================================================
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+ Model Name : crafty
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+ Installation Directory : quake2\baseq2\players\crafty
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+ Author(crafty model and animation) : John "deepgroove" Turner
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+ Email Address : machinecode@earthlink.net
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+
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+ Model Description: Stylized female.
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+
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+ Additional Info:
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+ She ships with 2 sets of vwep - one custom, one id. You can use either set, or mix
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+ and match. Tremendous help was received on both her custom weapons and her skins - below
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+ are the people that made it happen, huge thanks to all -
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+
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+ Custom Weapon Authors:
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+ ======================
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+ Blaster -
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+ model/skin : deepgroove
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+ mapping : steve o
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+
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+ Shotgun -
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+ model/mapping/skin: Rikki "Phukyumoto" Knight
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+
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+ Sshotgun -
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+ model : steve o
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+ mapping : deepgroove
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+ skin : MassiveBitch
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+
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+ Machinegun -
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+ model/skin : steve o
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+ mapping : deepgroove
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+
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+ Chaingun -
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+ model/skin : steve o
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+ mapping : deepgroove
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+
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+ Glauncher -
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+ model : MassiveBitch
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+ mapping : r13
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+ skin : EvilBastard
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+
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+ Rlauncher -
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+ model/skin : steve o
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+ mapping : deepgroove
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+
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+ Hyperblaster -
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+ model : MassiveBitch
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+ mapping/skin : HitmanDaz
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+
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+ Railgun -
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+ model/mapping : r13
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+ skin : Ogro-FiX
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+
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+ BFG -
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+ model/mapping/skin: deepgroove
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+
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+
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+ Skin Authors:
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+ =============
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+ crafty : deepgroove
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+ ctf_b : deepgroove
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+ ctf_r : deepgroove
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+ Eclipse : MassiveBitch
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+ Electra : Firestarter
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+ Krystal : BurntKona
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+ O3CHINA : Ophelia 3
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+ O3FROST : Ophelia 3
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+ O3LATEX : Ophelia 3
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+ O3VINYL : Ophelia 3
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+ ruby : BurntKona
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+ SilkCamo: Stilgar
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+
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+ Additional Credits to:
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+ Q2PMP - an incredible resource for just about all aspects of 3d character animation.
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+ id software - making it (pretty)easy to screw around with shit.
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+
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+
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+ ================================================================
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+ * Play Information *
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+
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+ New Sounds : Negative
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+ CTF Skins : Affirmative
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+ VWEP Support : Affirmative (2 sets: custom or id)
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+
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+ * Construction *
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+ Poly Count : 746
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+ Vert Count : 374
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+ Skin Wastage : 25%
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+ Skin Count : 12
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+ Base : Negative
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+ Editor used : MAX/Character Studio, Q2 Modeler, NST, Photoshop
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+ Known Bugs : Some clipping with the larger weapons
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+ Build/Animation time : I just don't know
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+
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+
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+ * How to use this model *
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+
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+ - Create a sub-directory called "crafty" in your "quake2\baseq2\players" directory and
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+ extract the contents of "crafty.zip" to it.
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+
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+ - Crafty will use her custom weapons by default. To use one or more of the standard id
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+ weapons instead, extract the appropriate md2 file(s) from "standard_weps.zip" and replace the
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+ file(s) having the same name(s) in your crafty directory. Be sure to back up your custom weapon
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+ files beforehand if you plan on using them again.
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+
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+
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+ * Copyright / Permissions *
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+
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+ QUAKE(R) and QUAKE II(R) are registered trademarks of id Software, Inc.
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+
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+ Feel free to use any of the work that has been done by myself (deepgroove) as long as credit
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+ is given. Please contact all other content authors personally for the specifics on the useage
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+ of their work.
@@ -0,0 +1,132 @@
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+
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+
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+ 10/11/98
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+ ================================================================
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+ Model Name : Ogro
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+ installation directory : quake2/baseq2/players/ogro
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+
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+ Model Author : Magarnigal
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+ email :mellor@netgazer.net.au
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+ homepage :http://magarn.3dpalette.com
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+
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+
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+ Skins Author : Ogro_Fix
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+ email : ogro_fix@yahoo.com
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+ homepage : http://www.fondation.com/pandemonium
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+
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+
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+ Additional info : Fix has included a cloth and ogrobase skin that people may use as a base for skinning ogro. The
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+ mapping can be a bit confusing, 2d skinners beware.
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+
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+
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+
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+ Additional skin by : Deranged - (Sharokh)
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+ email : deranged@deathsdoor.com
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+ homepage : http://www.gibbed.com/thebin
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+
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+
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+
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+ Ogrific law:
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+
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+ An Ogro is similar to an ogre, but why the O?? In French ogre is pronounced ogrr, not oger, also 'gros' means to be fat/big...so ogre - gros makes Ogro! After all, it's cuter than just ogre :).
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+
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+ The Ogro is smaller than a normal ogre, but just as fat and only slightly less stupid. As opposed to common belief, he is not an evil creature, only killing as is absolutely necessary.
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+
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+ Imagine, if you will, an Ogro in the subway. As he enters the carriage, people become plastered to the walls due to Ogro's size. He's too big! Ahh well, maybe Ogro should just sit on one of these tiny seats...a strange sound can be heard (sproottch). Imagine now, the look of an astonished ogro...huh?!? Standing up, he looks at the seat. OMFO! (oh my fucking ogrod!)! Where a little old grandma had been sitting, now looks more like a pizza! But, I swear, it was a grandma!
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+
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+ This sort of occurrence is common to an Ogro...its in their nature. when you want to talk to an ogro, stay at good distance (better if you call him from behind), as his movements are rather "uncontrolled", and you might cop a smash in the face!
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+
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+ A special diet is required for Ogros. When they're babies (ogrillons), their mum's (ogresses) give them copious amounts of chili con carne, canned beans and the like. The result of this carefully structured diet produces an Ogro capable of immense farting achievements.
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+
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+ The ogro is just full of bad smells. That's not to say he's not clean. An ogro will wash himself often (doesn't fear water as opposed to trolls). The problem lies in his intestinal flora (and fauna). all his orifices (ogrifices?) are used for ogrific spells. (green clouds, etc..). Nothing can be done against this kind of onslaught, except to run or stop breathing.
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+
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+ It's a useful trait to have in the subway. people will often leave the carriage, trying to find the culprit. (Although all that is need it to look at the face of the ogro: he's
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+ happy, he farted well, and it smells really bad).
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+
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+
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+ Ogro's existed long before humans. In fact, one school of thought holds to the theory that humans are a degenerated version of Ogro, more intelligent, but evil.
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+
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+
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+ Hidden Ogro's of today include: Obelix, fat boy slim, any Sumo, Amish (braveheart movie), slamfist (small soldiers movie), bud spencer, etc...
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+
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+
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+
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+
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+
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+ Additional Credits to : id software, Howzer, Rod,
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+
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+
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+
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+ ================================================================
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+ * Play Information *
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+
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+ New Sounds : Yes, original sounds from Eric vonRothkirch of 'The Coven', email him
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+ at redchurch@uswest.net
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+
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+ CTF Skins : yes
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+ VWEP Support : yes, standard Id weapons with modified, ogrific skins.
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+
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+
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+ * Construction *
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+ Poly Counts
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+ Tris.md2 : 670
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+ weapon.md2 : 122
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+
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+ Vert Counts
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+ tris.md2 : 358 - anyone actually need this number?
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+ weapon.md2 : 74
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+
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+ Skin Wastage
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+ tris.md2 : 1%
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+ weapon.md2 : 2%
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+
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+ Skin Count : 14
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+
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+ Base : none
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+
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+
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+ A background to some of the skins:
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+
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+ Grok: the standard cyberpunk ogro
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+
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+ freedom: this one is dedicated to braveheart.
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+
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+ gib: this one didn't know how to use the ogrific mixer (used to make mammoth steaks), and jumped into it..the mixer did all the work.
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+
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+ slaanesh: this one is an evil ogro, serving the god of lust.
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+
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+ Khorne: this one is even more evil than slaanesh, serving the god of blood and violence.
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+
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+ Nabogro: it's a dwarf (yeah, well, it was), he's a trollslayer. In french nabot means small/dwarfy, so, nabogro went logically.
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+
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+ darkam: hoo, this one is a troll! (yes, he's green, and ogros hate green), but even if he's green it's the best friend of the original, the true ogro.
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+
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+ Igdosh: played with a nuclear missile, thinking it was a cigar...
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+
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+ Gorash: he's evil too, has been created by the doctor ogrenstein. but this is the prototype, the real ogrenstein is under construction for now.
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+
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+ Arboshak: He felt in love with 3CPO and tried to cyborgize himself. but finally preferred R2D2, but too late
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+
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+
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+
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+ Editors used:-
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+
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+ Modelling/animation : Lightwave 5.5
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+
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+ Converting/clean-up : QME, Q2modeler
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+
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+ Skinning/mapping : NST, Paint shop Pro
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+
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+
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+
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+ Build/Animation time : longer than expected. 5-10 hours per skin.
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+
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+
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+ * How to use this model *
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+
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+ extract to quake2\baseq2\players\ogro run quake2, send us money, frag other players.
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+
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+
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+ * Copyright / Permissions *
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+
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+ QUAKE(R) and QUAKE II(R) are registered trademarks of id Software, Inc.
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+ License
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+
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+ THE WORK (AS DEFINED BELOW) IS PROVIDED UNDER THE TERMS OF THIS CREATIVE COMMONS PUBLIC LICENSE ("CCPL" OR "LICENSE"). THE WORK IS PROTECTED BY COPYRIGHT AND/OR OTHER APPLICABLE LAW. ANY USE OF THE WORK OTHER THAN AS AUTHORIZED UNDER THIS LICENSE OR COPYRIGHT LAW IS PROHIBITED.
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+
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+ BY EXERCISING ANY RIGHTS TO THE WORK PROVIDED HERE, YOU ACCEPT AND AGREE TO BE BOUND BY THE TERMS OF THIS LICENSE. TO THE EXTENT THIS LICENSE MAY BE CONSIDERED TO BE A CONTRACT, THE LICENSOR GRANTS YOU THE RIGHTS CONTAINED HERE IN CONSIDERATION OF YOUR ACCEPTANCE OF SUCH TERMS AND CONDITIONS.
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+
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+ 1. "Adaptation" means a work based upon the Work, or upon the Work and other pre-existing works, such as a translation, adaptation, derivative work, arrangement of music or other alterations of a literary or artistic work, or phonogram or performance and includes cinematographic adaptations or any other form in which the Work may be recast, transformed, or adapted including in any form recognizably derived from the original, except that a work that constitutes a Collection will not be considered an Adaptation for the purpose of this License. For the avoidance of doubt, where the Work is a musical work, performance or phonogram, the synchronization of the Work in timed-relation with a moving image ("synching") will be considered an Adaptation for the purpose of this License.
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+ 2. "Collection" means a collection of literary or artistic works, such as encyclopedias and anthologies, or performances, phonograms or broadcasts, or other works or subject matter other than works listed in Section 1(f) below, which, by reason of the selection and arrangement of their contents, constitute intellectual creations, in which the Work is included in its entirety in unmodified form along with one or more other contributions, each constituting separate and independent works in themselves, which together are assembled into a collective whole. A work that constitutes a Collection will not be considered an Adaptation (as defined above) for the purposes of this License.
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+ 3. "Distribute" means to make available to the public the original and copies of the Work or Adaptation, as appropriate, through sale or other transfer of ownership.
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+ 1. Non-waivable Compulsory License Schemes. In those jurisdictions in which the right to collect royalties through any statutory or compulsory licensing scheme cannot be waived, the Licensor reserves the exclusive right to collect such royalties for any exercise by You of the rights granted under this License;
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+ The above rights may be exercised in all media and formats whether now known or hereafter devised. The above rights include the right to make such modifications as are technically necessary to exercise the rights in other media and formats. Subject to Section 8(f), all rights not expressly granted by Licensor are hereby reserved.
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+ 4. Restrictions. The license granted in Section 3 above is expressly made subject to and limited by the following restrictions:
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