Rickious Concept Art: Tree City |
Rickious
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25.04.2008 10:08 |
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FLESH
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RE: Rickious Concept Art: Tree City |
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The older thread was probably about Falinesti, the only current tree
city we know exists. I'd love to see your version of concepts for it.
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25.04.2008 17:26 |
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Rickious
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25.04.2008 23:06 |
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FLESH
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RE: Rickious Concept Art: Tree City |
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Well I don't see any problem with that, it'd be a hell of a
construction effort but it seems ok. How does it hold on to the tree?
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26.04.2008 00:24 |
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Rickious
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RE: Rickious Concept Art: Tree City |
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FLESH, we need to decide if the GP are allowed to piece the tree? I
would think now, in which case are they allowed to use or harvest the
trees resin? as we could glue to the tree.
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28.04.2008 11:34 |
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FLESH
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RE: Rickious Concept Art: Tree City |
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I think you mean pierce? Hmm no I think that would count as harming the
tree, but remember resin comes out without piercing. And yep it sounds
a pretty good way to get something to stick to the tree. After all this
is like industrial tree resin, perhaps certain trees in Valenwood have
special properties that add to the resin to make it stronger?
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28.04.2008 12:56 |
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Rickious
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RE: Rickious Concept Art: Tree City |
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OOPS! problem with spell checkers is they dont notice when you spell something wrong and its still a real word! my bad!
Anyway resin is good. Is there any lore or resin producing trees?
check out >>THIS POST!<< and see my latest concepts for the Black Marsh version, 'The Argonian Tree City'.
Valenwood's would be just the central tree, much brighter, more uniform with higher quality looking structures.
What would this be? an entire city? or a central part of a city? Tree-district?
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Rickious
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30.04.2008 00:43 |
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FLESH
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RE: Rickious Concept Art: Tree City |
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Well that depends if we are talking about Falinesti. If we are, then multiply that trunk size by a couple hundred
And it would be district attached to the roots, as the city is mostly in the branches.
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30.04.2008 15:27 |
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Rickious
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RE: Rickious Concept Art: Tree City |
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is Falinesti realistic in game? or what scale is the game mile for mile? what if this stupendously huge tree is the same scale?
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Rickious
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30.04.2008 16:05 |
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FLESH
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RE: Rickious Concept Art: Tree City |
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If by realistic you mean can we have it IN the game? Then yes
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30.04.2008 16:15 |
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Rickious
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RE: Rickious Concept Art: Tree City |
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realistic as in huge! poly count etc etc.
It would look great!
What sort of scale are we talking in terms of feet or metres? what type
of tree (or similar?) what style of housing and what materials?
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Rickious
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30.04.2008 16:27 |
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FLESH
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RE: Rickious Concept Art: Tree City |
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Poly count doesn't go up that high actually. And currently I have been
able to get it just over 1 mile tall (branches push it over) but I
don't know if that will be the version we will use. And any natural
materials we can find. That means growing houses, resin like you say,
animals/bugs maybe?
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30.04.2008 16:32 |
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Rickious
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RE: Rickious Concept Art: Tree City |
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sounds good. whereabouts does this come in the priorities of the mod?
When its next on the list let me know and I will do you come cencepts
for buildings etc.
What have we got research wise on Falinesti and is this definitely
going to be Falinesti? do we need to vote or the core t decide or
whatever so we know what we are working too?
1 mile tall..... love it!
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30.04.2008 16:55 |
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FLESH
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RE: Rickious Concept Art: Tree City |
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Since this is probably one of the most important locations in Valenwood
priorities are pretty high. If you want some inspiration for your
concepts read DitF, other than that I don't know of. I don't think any
vote needs to be taken as far as wether or not we are making Falinesti.
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30.04.2008 17:20 |
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Rickious
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30.04.2008 17:44 |
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FLESH
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RE: Rickious Concept Art: Tree City |
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Dang sorry, it's my abbreviation habbit again. Dance in the Fire
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30.04.2008 18:44 |
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Rickious
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RE: Rickious Concept Art: Tree City |
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Cheers!
I'm sure this has been done before but I'm gonna post info on here for
Falinesti. IF anyone has more decent sources please post. Please dont
post any concepts, just text. This way when I draw it will all be from
my own imagination. I will make keywords once we have collated a load
of text.
"Falinesti spread across the horizon before him. Sprawling across both
banks of the river stood the mighty graht-oak city, with groves and
orchards of lesser trees crowding it like supplicants before their
king. At a lesser scale, the tree that formed the moving city would
have been extraordinary: gnarled and twisted with a gorgeous crown of
gold and green, dripping with vines and shining with sap. At a mile
tall and half as wide, it was the most magnificent thing Scotti had
ever seen."
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Rickious
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This post has been edited 4 time(s), it was last edited by Rickious: 30.04.2008 20:09.
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30.04.2008 19:56 |
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windsurfer
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I like tha black Marsh one its good. This is going to look so good ingame
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01.05.2008 09:55 |
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Senten
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quote: |
Originally posted by windsurfer
I like tha black Marsh one its good. This is going to look so good ingame
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Yeah its really nice
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01.05.2008 10:13 |
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Rickious
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hi all, go back to that black marsh thread and take another gander! My
modelling skills are coming along nicely I think!. Will figure out
texture mapping etc with time
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Rickious
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03.05.2008 01:16 |
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Senten
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quote: |
Originally posted by Rickious
My modelling skills are coming along nicely I think!. |
Yeah its true
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03.05.2008 12:03 |
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FLESH
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As I said in the other thread, it's simply amazing looking. We could use some 133t skillz here too
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03.05.2008 14:00 |
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Rickious
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Woow, you speak Elite!
The Murkwood one will have no real canopy as you wont get high enough
to need one, mist and a few layers of alpha channel canopy textures
with huge vines drooping down which the buildings and platforms will be
suspended from.
For the Falinesti/Valenwood we need a plan, the modelling isn't a
problem as I find it great fun. So I need these questions answering...
- Type of tree?
- Dimensions of tree?
- Where does the moving come in to it? does it need to look mobile?
- Are all the houses up in the branches? round the trunk?
also more descriptions of Falinesti is possible. From the text I have read so far...
- oak tree 1 miles tall.
- A smaller tree (1/4mile) with the shining sap etc for the moving tree city?
- orchard around the base of the tree city, possibly several large fruit trees of different varieties.
- The whole thing is on a large raised area, possibly a
mountainous area with 100-150ft waterfalls. The area around is rocky
(non specific rock)
Heres some more...
One unusual feature of Valenwood is its gigantic, migratory trees
that can contain entire cities. Falinesti in particular is a mile-high
tree holding an entire city in its branches that was described in A
Dance in Fire. Falinesti used to migrate south in the winter, but for
unknown reasons it has recently stopped walking.
and more, this ones from fan-fiction...
"Well, it doesn't move any more. In fact it stopped moving before
I was ever born. However, it still is quite a marvelous sight to see.
It's a bit overwhelming to foreigners who didn't grow up there, though.
They look terrified when they ride the basket up and walk along the
wooden streets in branches 200 feet above the forest below. But the
beauty and uniqueness of the city is truely worth the visit. The houses
are all covered with moss roofs, and everything looks green and full of
life.
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This post has been edited 3 time(s), it was last edited by Rickious: 03.05.2008 17:06.
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03.05.2008 14:26 |
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FLESH
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I actually like your idea about the alpha channels etc. a lot. Here are your questions answered:
1) Graht-Oak, is the best I can give you, large smooth trunks, branches
need to come sort of straight out so that they look like they can
support housing, but also so that it still looks like a tree. You can
use this as a rough concept if you want.
2) Half a mile wide, 1 mile tall, I'm not sure if by half a mile they
mean branch radius, or just trunk length, it doesn't need to be exactly
on the dot for the dimensions though. I'm sure 9/10's of a mile would
look fine also
3) I think the roots would do most of the moving, so it needs to have
expansive, curling roots that rise above ground sometimes, it isn't
moving atm, but keep in mind that it used to move, and for a very long
time at that.
4) As far as I know all the houses are up on the branches, they use
lifts to get up to the branches from ground level, vines to swing
inbetween branches on the same level (again, not 100% sure, bridges
work fine), and then lifts to get up to higher levels again.
The trunk should get thinner as it goes higher, supporting less branches, therefore less housing
If you have any more questions feel free.
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03.05.2008 14:38 |
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Rickious
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flesh, I edited the above post before seeing yours...
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03.05.2008 14:44 |
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Rickious
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Do you think it would be good to write in a reason the tree has stopped its migratory journey?
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03.05.2008 17:57 |
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llamaranger
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03.05.2008 20:15 |
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FLESH
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quote: |
Originally posted by Rickious
Do you think it would be good to write in a reason the tree has stopped its migratory journey? |
Could be several reasons for this, but it's best to have it
un-explained for now. About your first bit of lore in that edited post.
That clears up a lot of things. Now we have walking lesser Graht-Oaks
that some of the bigger of which have cities in.
And I can really picture that area you described with waterfalls, maybe when you get your modding ability back . . . .
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03.05.2008 21:49 |
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Rickious
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Right, at work so cant colour in or 3d model but started a basic model
of this at home... but gotta pencil and camera so here what I'm
thinking...
This is based on Scotti climbing up the rocky waterfall then seeing
Falinesti etc. He wouldn't have gone up the rocky climb if there had
been an easier way so I think its on a raised landmass. so thick forest
round this landmass, on it is a dip which has a lake in it, in the
centre of the lake is Falinesti whos roots provide an island for the
smaller trees. quite a few small tall waterfalls fall from this raised
chunk of earth. It would be around 4000ft high, the dip in its centre
about 1000 feet deep, the lake in the bottom of it 100ft deep,
Falinesti itself about to have a canopy reaching 3000 feet high (alpha
channels as way to high to be worth modelling, this saves plenty of
ploy too.) probably a cave or two and 1 or 2 ways to climb up.
keeping in mind 1 mile is 5280 feet... I think the writer of A Dance in
Fire would romanticise as a lot of authors do so a habitable trunk of
about 1500 feet would be fine. Thats about 3 times the height of the
Great Pyramid of Giza!
I asked about reasons it isn't moving due to my concept from
descriptions as I think of it as being somewhere very hard to get to.
Her is a quick drawing....
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This post has been edited 2 time(s), it was last edited by Rickious: 04.05.2008 01:53.
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04.05.2008 01:51 |
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Senten
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Hm nice concept!Awesome Rick
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04.05.2008 11:21 |
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FLESH
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The concept looks nice indeed, but I don't see how such an un-natural
piece of land would be formed, perhaps better to make it a mountain of
some sort? And also keep in mind that the first branches start at 200
ft.
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04.05.2008 15:21 |
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BusterWolF
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Bang BOOM! Volcano!! Starnge Lands Have Been Created!!
__________________ Maybe it's intuition
But some things you just don't question
Like in your eyes
I see my future in an instant
And there it goes
I think I've found my best friend
-End Quote- Savage Garden
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04.05.2008 16:35 |
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Rickious
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quote: |
Originally posted by FLESH
...keep in mind that the first branches start at 200 ft. |
Is this in the lore?
Yea I'm just trying to design around what I have read. I think maybe a
mesa instead. More realistically possible but still inaccessible other
than the purposely made waterfall route. We got to have this work as
describes as you come over the top of the waterfall you see Falinesti
sprawled out across banks of a river etc
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Rickious
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04.05.2008 19:49 |
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FLESH
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Yes that's in lore. Keep in mind Falinesti doesn't have to be in the
same position, Scotti saw it a while ago, when it was still moving. We
get to choose where to stop it, and that will probably be at the same
place it's on as the maps. It will still be in a river though, and we
can do your mesa idea.
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04.05.2008 20:53 |
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Rickious
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Ok, well I can start work on the tree model itself as requested. Positions and landscapes can be CS'd by the modder.
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Rickious
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05.05.2008 01:35 |
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FLESH
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Looking forward to seeing what you'll make of it Rickious
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05.05.2008 02:07 |
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JAAdventurer
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One problem with the mesa idea is that the tree was able to travel
massive distances before it stopped. So either this mesa will be almost
as large as Valenwood itself, or we'll have to explain how it got there
(it can't have just climbed up there). |
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05.05.2008 04:09 |
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Rickious
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Hi all, this is just to bump the thread as I posted the renders above as an edit.
Could do with feedback before continue, adapt or restart this design.
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Rickious
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05.05.2008 10:45 |
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BusterWolF
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how did you do that? splines?
__________________ Maybe it's intuition
But some things you just don't question
Like in your eyes
I see my future in an instant
And there it goes
I think I've found my best friend
-End Quote- Savage Garden
BusterWolF
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05.05.2008 11:12 |
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