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ForumsShowcase → Dern door never works right...
12
Dern door never works right...
2003-12-03, 1:04 PM #1
Don't know why I feel like posting these...but I do. They've been done for quite some time (probably a year and a half). Just recently did a quick touch-up job.

Tatooine Door, meant to be used with a very short arch-way in front of it(The first is a base texture, the second is an example of a weathered version. Blaster marks, scratches, nicks, dents, ect. are all good for these doors. If you do deep nicks, I suggest making them grey. The third is the basic bumpmap for the texture. To achieve the effect of the first base texture in PSP, simply create a new layer, floodfill the color of your choice and change 'Normal' to 'Multiply'):
[http://12.220.251.111/~friend14/F14_door01.jpg] [http://12.220.251.111/~friend14/F14_sidodor01.jpg] [http://12.220.251.111/~friend14/F14_door01weth.jpg]
[http://12.220.251.111/~friend14/F14_door01bump.jpg] [http://12.220.251.111/~friend14/F14_sidodor01bump.jpg]


The side texture should cover the short arch-way.

Use them if ya want. Give me credit if ya want(as with all of my work, it isn't required).

------------------
Try not, do; or do not.

[This message has been edited by Friend14 (edited December 06, 2003).]
Math is infinitely finite, while the universe is finitely infinite. PI = QED
2003-12-03, 4:44 PM #2
beautiful!

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"I was driving along listening to the radio, when Judas Priest comes on. It was 'You've got another thing coming.' All of a sudden, I enter 'VICE CITY RAMAGE MODE' and nearly ran some guy over"
- ]-[ellequin
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2003-12-04, 4:47 AM #3
whats the shadow at the top dose not look right.

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- RuSh
The Massassi Temple CTF
The Massassi Temple Duel
Extreme Heat
Spirit Sabers v1.0
DoMiNioN
- RuSh
The Massassi Temple CTF
The Massassi Temple Duel
Extreme Heat
Spirit Sabers v1.0
DoMiNioN
2003-12-04, 5:18 AM #4
Notice how he said that it's meant for use with a small arch over the door?

Reading is your friend.

JediKirby

------------------
"I was driving along listening to the radio, when Judas Priest comes on. It was 'You've got another thing coming.' All of a sudden, I enter 'VICE CITY RAMAGE MODE' and nearly ran some guy over"
- ]-[ellequin
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2003-12-04, 6:00 AM #5
Very good textures.

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Check out updates for my editing work at the Shadow Jedi Academy.
2003-12-04, 6:57 AM #6
The shadow shouldn't be there. As you can see in the example, it just looks odd to have the shadow there when the trim is still fully lit. It can be fixed with surface light if you want, but if you were using the textures in anything other than JK the shadow could be rendered from the lighting.

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Baby Mama's Drama
TAKES HINTS JUST FINE, STILL DOESN'T CARE
2003-12-04, 7:04 AM #7
Nice. [http://forums.massassi.net/html/smile.gif]

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The Mega-ZZTer's Gaming Haven!

[This message has been edited by Gebohq (edited December 28, 2003).]

2003-12-04, 7:26 AM #8
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Zuljin:
The shadow shouldn't be there. As you can see in the example, it just looks odd to have the shadow there when the trim is still fully lit. It can be fixed with surface light if you want, but if you were using the textures in anything other than JK the shadow could be rendered from the lighting.

</font>


I hadn't really noticed that before I went to take the screen shot. But it's not that difficult for someone to take that texture and darken it, or, as you suggested, decrease the surface lighting. Without the shadow at the top, the shadows on the door for the raised area's wouldn't make a lot of sense.

Anyhow it's meant to be used with a standard tatooine type arch in front of it, the trim (side-of-door texture) should be darkened for the areas that are supposed to be under the shadow.

I'll probably be making another one for doors without much of a trim that won't have a shadow (or will have a very thin one at the top).


------------------
Try not, do; or do not.
Math is infinitely finite, while the universe is finitely infinite. PI = QED
2003-12-04, 7:38 AM #9
There should also be a gradient that goes down the door. More like this:

http://zully.dyndns.org/img/textures/tatdoor.jpg

And the trim has dark spots that could easily and should be removed.

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Baby Mama's Drama
TAKES HINTS JUST FINE, STILL DOESN'T CARE
2003-12-04, 7:41 AM #10
Also, why have the lighting change half-way down on the trim? Sure, you could line it up so that it works out under the arch, but in the same vein it would be easier to just flip a texture with consistent lighting on one side of the arch and down.

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Baby Mama's Drama
TAKES HINTS JUST FINE, STILL DOESN'T CARE
2003-12-04, 9:52 AM #11
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Zuljin:
There should also be a gradient that goes down the door. More like this:

http://zully.dyndns.org/img/textures/tatdoor.jpg

And the trim has dark spots that could easily and should be removed.

</font>


Um, no, that looks terrible. The door is suppose to look exactly like it does. If you don't like it, fine, don't use it.

As for the trim, It was intended to be stretched around the whole archway. I'm going to be be redoing it later so that it (a) tiles better & (b) works out better for the lighting under the archi.

Keep in mind that I did these about a year or so ago.


------------------
Try not, do; or do not.
Math is infinitely finite, while the universe is finitely infinite. PI = QED
2003-12-04, 10:01 AM #12
http://zully.dyndns.org/img/tatooine1.jpg

Looks fine to me. But what do I know, considering this is what I do?

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Baby Mama's Drama
TAKES HINTS JUST FINE, STILL DOESN'T CARE
2003-12-04, 10:20 AM #13
I have to say I prefer Zuljin's texture more. It is much sharper and has a very clean, crisp look to it.

[This message has been edited by kak (edited December 04, 2003).]
2003-12-04, 10:20 AM #14
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Zuljin:
http://zully.dyndns.org/img/tatooine1.jpg

Looks fine to me. But what do I know, considering this is what I do?

</font>


(a)Because it's inaccurate.
(b)Because this is a base texture. Blaster marks, scrapes and dings are supposed to be added later so that not every door looks exactly the same.
------------------
Try not, do; or do not.

[This message has been edited by Friend14 (edited December 04, 2003).]
Math is infinitely finite, while the universe is finitely infinite. PI = QED
2003-12-04, 10:22 AM #15
Zuljin's texture has a defined, weathered look that would be appropriate given the conditions of Tatooine.

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I have become Death, destroyer of newbs.
Statavad-Gita 8:14
:master::master::master:
2003-12-04, 10:28 AM #16
Friend, your last post was the first time you mentioned anything about it being a base texture.

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^^
00
[01:52] <~Nikumubeki> Because it's MBEGGAR BEGS LIKE A BEGONI.
2003-12-04, 10:32 AM #17
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Friend14:
(a)Because it's inaccurate.
(b)Because this is a base texture. Blaster marks, scrapes and dings are supposed to be added later so that not every door looks exactly the same.
</font>


Hah. That's funny.

Who are you to say what is accurate and what is not? Star Wars is FICTION... nothing is accurate!

And, since when do people go around and shoot doors? Luke Skywalker described Tatooine as the planet farthest from the "bright center of the universe". I doubt blast marks would be on ANY doors. I'd think one texture is fine.

And it'd be too much trouble just to add little scrapes and dings to each and every door noone will ever notice. (I mean if you make different doors with different nicks and cuts.)

If anyone hasn't figured it out, I like Zuljin's texture better. It's more rugged... Friend14's looks like it could be a Bespin door or something... but I don't like the prerendered shadow, it limits the use of the texture too much.

Sorry Friend14... maybe add more detail to your texture, ie those nicks and cuts, remove the shadow, and see if it looks any better.

------------------
The Mega-ZZTer's Gaming Haven!

[This message has been edited by Gebohq (edited December 28, 2003).]

[This message has been edited by The_Mega_ZZTer (edited December 04, 2003).]

2003-12-04, 10:33 AM #18
Let me put this as gently as I can Friend. Zul has a good deal more experience than you. He's been doing textures since you were still trying to get your crap in the toilet and if he gives you advice on how to make a texture look better, chances are he's on to something.

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S51

'But I don't want to go among mad people,' Alice remarked. 'Oh, you can't help that,' said the Cat: 'we're all mad here. I'm mad. You're mad.' 'How do you know I'm mad?' said Alice. 'You must be,' said the Cat, 'or you wouldn't have come here.'
2003-12-04, 10:37 AM #19
Cool down, guys. They are textures. I think they're both pretty nice, but it's rude to call someone's work that they created to assist you in improving your texture [terrible]. Zully has been doing this as his main contribution to the community for a very long time, and so his opinions are, in my opinion (har), valid. Maturate!

[This message has been edited by Hebedee (edited December 04, 2003).]
2003-12-04, 11:11 AM #20
Quote:
<font face="Verdana, Arial" size="2">Originally posted by The_Mega_ZZTer:
Hah. That's funny.

Who are you to say what is accurate and what is not? Star Wars is FICTION... nothing is accurate!
</font>


But the sets and locations were real. I based the door off a reference from an actual set piece. Mostly reffering to the design. The rounded top in particular, but also some more details. The cracking look, in Zully's texture also looks bad, imo. There's also the accuracy in how I planned to use the textures for a level I'm making. It was never even my original intention to release these for people to use...for some reason, I felt like doing it anyhow.

Quote:
<font face="Verdana, Arial" size="2">
And, since when do people go around and shoot doors? Luke Skywalker described Tatooine as the planet farthest from the "bright center of the universe". I doubt blast marks would be on ANY doors. I'd think one texture is fine.
</font>


"You'll never find a more retched hive of scum and villiany."

Tuskan Raiders, Swoop gangs, Thugs, ect. All of which were common on Tatooine. There wasn't much law on Tatooine. Jabba pretty much controled the planet.

Quote:
<font face="Verdana, Arial" size="2">
And it'd be too much trouble just to add little scrapes and dings to each and every door noone will ever notice. (I mean if you make different doors with different nicks and cuts.)
</font>


Not EVERY door...but a few different ones for variety sake.

Quote:
<font face="Verdana, Arial" size="2">
If anyone hasn't figured it out, I like Zuljin's texture better. It's more rugged... Friend14's looks like it could be a Bespin door or something... but I don't like the prerendered shadow, it limits the use of the texture too much.
</font>


I'm going to release more....after the SG-1 project.

Quote:
<font face="Verdana, Arial" size="2">
Sorry Friend14... maybe add more detail to your texture, ie those nicks and cuts, remove the shadow, and see if it looks any better.

</font>


If you REALLY want a more weathered version...well...here ya go (but the shadow stays, as it's for those types of door-ways...):
[http://12.220.251.111/~friend14/F14_door01weth.jpg]

The design has been preserved. [http://forums.massassi.net/html/biggrin.gif]




------------------
Try not, do; or do not.
Math is infinitely finite, while the universe is finitely infinite. PI = QED
2003-12-04, 12:10 PM #21
I agree that the shadow should be removed, as it lowers the usage for the door considerably. It's almost insane how easily you can use surface lighting. Lastly, shadows don't appear the same way at every door. In fact, It'd look pretty stupid to have doors on either side of the street, but they've both got the same lighting. One would usually be bathing in it's own shade, or the light would be going along the diagonal on both sides. Thus the reason why surface lighting is prefered over fake texture lighting.

Just my spin on things.

JediKirby

------------------
"I was driving along listening to the radio, when Judas Priest comes on. It was 'You've got another thing coming.' All of a sudden, I enter 'VICE CITY RAMAGE MODE' and nearly ran some guy over"
- ]-[ellequin

[This message has been edited by jEDIkIRBY (edited December 04, 2003).]
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2003-12-04, 12:13 PM #22
I like the door! I would have to second Kirby's opinion, although if it is to be used on an openable door 3do, surface lighting isn't really an option.

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Have a good one,
Freelancer
"it is time to get a credit card to complete my financial independance" — Tibby, Aug. 2009
2003-12-04, 12:29 PM #23
Your really good at making textures... what program do you use.
2003-12-04, 12:54 PM #24
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Freelancer:
although if it is to be used on an openable door 3do, surface lighting isn't really an option.

</font>


True! I completely forgot about that part! But wouldn't you rather have no surface light, than rows of houses that look EXTREMELY odd?

You COULD take your chances with thinglights... but that sucks.

JediKirby

------------------
"I was driving along listening to the radio, when Judas Priest comes on. It was 'You've got another thing coming.' All of a sudden, I enter 'VICE CITY RAMAGE MODE' and nearly ran some guy over"
- ]-[ellequin
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2003-12-04, 2:04 PM #25
Yeah, I'd just as soon not have the shadows. For the doors you can't open (there's sure to be lots on Tatooine), I would think you should leave the lighting to Jed.

------------------
Have a good one,
Freelancer
"it is time to get a credit card to complete my financial independance" — Tibby, Aug. 2009
2003-12-04, 4:09 PM #26
I think its funny how when Zul posts a texture, regardless of how it looks (even when it sucks), everyone bows at his feet. If someone else posts a texture, even if its the single greatest thing ever to come out of an image manipulator, Zul says it sucks, and everyone lines up behind him.


Personally, I prefer Friend14's texture over Zuls. Zul's is grainy, and not the type of grain that implies weather or age. Nor does it look like metal. Friend14's, on the other hand, does have the look of metal, and the updated one does looks weathered.


And go ahead, flame away. Im sure Ill get condemned to the deepest pits of hell for even thinking about uttering a word against the great god Zullie, and I dont care. I no longer care about anyone's opinion here, as its obvious that the bandwagon effect is in full swing.

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Fight the future.
And when the moment is right, I'm gonna fly a kite.
2003-12-04, 4:18 PM #27
Interesting that you should put that spin on this. I'm sure some people are simply following because they want zul's affection (don't we all), but some of us, like myself, genuinely prefer zul's texture. I wouldn't flame you for feeling differently, everyone's entitled to their opinion.
2003-12-04, 4:28 PM #28
Same could be said about you, GBK. We all know you and Friend14 pimp each other's work like mad, and that you don't like Zuljin because he doesn't like you, which is for the obvious reasons.

Also, Zully's texture is clearly a proof-of-concept, he didn't put a lot of time or effort into it, as he shouldn't for a demonstration. And still, I think it looks better, it looks a lot more like metal and like it's been weathered, unlike Friend14's, which looks like it suffers from bad JPEG compression.

If the door is going to open, any shadow will look akward, either on the texture or with surface lighting. Because a shadow wouldn't stick to the top of the door as it moved, thus you should probably remove it completely. Also, if it's a base texture, you probably don't want any shadows on it, because it's up for modification and use in any situation.

------------------
Bassoon, n. A brazen instrument into which a fool blows out his brains.

[This message has been edited by Emon (edited December 04, 2003).]
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2003-12-04, 4:38 PM #29
Yeah, must be my magnetic personality that sways their position on the matter.

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Baby Mama's Drama
TAKES HINTS JUST FINE, STILL DOESN'T CARE
2003-12-04, 4:52 PM #30
Zul's looks better because the weathering patterns are more realistic. there is more dirt at the bottom of the door than at the top, like any real door. while friend 14's weathering pattern looks like the door was lying on the ground, getting weathered evenly. its not a matter of who sucks and who doesnt, its a matter of what makes the most sense.

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<Dormouse> there are very few things quite as comforting as smelling like a close friend.

We are only human, perfect in our imperfections. - Erin amie du Dor

<Dormouse> it's really cute in the way that a sherman tank with a fuzzy steering wheel is cute
My girlfriend paid a lot of money for that tv; I want to watch ALL OF IT. - JM
2003-12-04, 5:07 PM #31
Ford is right.

[http://www.caledoniancastles.co.uk/castles/fife/fife_files/rossend/rossend_door.jpg]
[http://www.jdwphoto.com/images/Weathered_Door_Mod.jpg]

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Bassoon, n. A brazen instrument into which a fool blows out his brains.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2003-12-04, 6:31 PM #32
Blah, this is getting ridiculus. All this OVER A TEXTURE!

I didn't update to try and beat out Zul. I mearly did it as an example. Spent like 2min on it. It's not a texture I plan on using cause I have my own weathered overlays I'm going to apply to it.

I will hit on a few points, however.

Quote:
<font face="Verdana, Arial" size="2">Originally posted by Zit:
Your really good at making textures... what program do you use.</font>


I've been using MsPaint since I was 8 (12yrs now...back when it was called Paintbrush and you only had like 10 solid colors!). The design I made completely in MsPaint. I used PSP7 to make the metel that eventually got overlayed behind it. Then I added a color layer to colorize the texture as a whole(the door design and metel where both gray scale images). I went back and adjusted the lighting using a combination of PSP lines with a slight blur, then going back and touching them up in MsPaint. For the weathered effect, I used a couple of the stuco pre-defined texture that comes with PSP, overlayed it, and I used a modified standstone effect to give it the rough, uneven look and to give it the illussion of having more depth in texture (this was overlayed as well). Then I had to just play around with brightening it and colorizing it. After which, I opened it back up in MsPaint and manually corrected any imperfections. The weathered patters I have for this texture, are much more complicated. They have overlays that add sand resting in the sunk-in areas as well as some other effects that indicate uneven ware (especially that caused by the door sliding in to the wall..scraping against the other metel siding/trim, plus greese build-up along the bottom and top edges).

As to the shadow, in the level I'm making, the doors do not move. It's a morrowind effect where you 'activate' the door and your then teleported inside the building. This is for optimization reasons. It also frees up more 3do's for the exterior environment. The sun is also at high noon. To be honest, when it comes to the shadow being taken out, it's easier said then done. I've lost the original design for the door (which included the shadow). So, it would mean either (a)editing it by hand out of the texture, or (b)creating a new design base that didn't include the shadow. Perhaps I'll go route (b) later down the road...but not right now, or in the immidiate future. I have a strong feeling, however, this won't hurt too many people's feelings as the ones who are doing the most complaing probably would never use the textures anyhow. So, I'm not inclined to do any "favors", by editing it out.

Quote:
<font face="Verdana, Arial" size="2">Originally posted by Emon:
Also, Zully's texture is clearly a proof-of-concept, he didn't put a lot of time or effort into it, as he shouldn't for a demonstration. And still, I think it looks better, it looks a lot more like metal and like it's been weathered, unlike Friend14's, which looks like it suffers from bad JPEG compression.</font>


I don't like Zul's texture, not because I don't like Zul, it's because I honestly disagree with the techniques he used in making it. His looks more like a concrete door then a metel door. The overall color contrasts look cartoonish. And there's several places where there are single red pixils sticking out like sore thumbs (something I noticed in the last brick texture he showcased, as well). This is not to say that he couldn't of done better, because I have seen better from him (though not on the god like level a lot of people like to put him as). BTW, I used the absolute lowest possible JPG compression. There's virtually no difference between that one and the BMP version. If you think it's suffering from bad JPG compression, your not looking close enough. Some of the details I went in and added by hand.

------------------
Try not, do; or do not.

[This message has been edited by Friend14 (edited December 04, 2003).]
Math is infinitely finite, while the universe is finitely infinite. PI = QED
2003-12-05, 12:46 AM #33
Those doors look like something from Riven!
Edward's Cognative Hazards
2003-12-05, 4:51 AM #34
I would use it if I wanted one side of the street to have a magical light source that only effected the lower portion of the door, while the building still cast a shadow over itself.

Honestly, I do need a good door texture... but this one isn't as much of a 'BASE' as I need.

A simple fix would be to use some sort of a tint correction on the upper area. I'm sure you could get it identical, or close enough to be able to blur it into submission.

JediKirby

------------------
"I was driving along listening to the radio, when Judas Priest comes on. It was 'You've got another thing coming.' All of a sudden, I enter 'VICE CITY RAMAGE MODE' and nearly ran some guy over"
- ]-[ellequin
ᵗʰᵉᵇˢᵍ๒ᵍᵐᵃᶥᶫ∙ᶜᵒᵐ
ᴸᶥᵛᵉ ᴼᵑ ᴬᵈᵃᵐ
2003-12-05, 5:59 AM #35
I'm not getting into this whole Zul v Friend 14 battle (partially because I'm not at school and couldn't get a good look at Zul's pic, I could only see it very small), but I'm in strong agreement that the shadow at tops needs to be removes. Well, unless your level is going to be COMPLETELY outside. If you are to be able to enter the buildings, then the door is going to have to move, either up, , down, to the side, or swung. Any of these effects would in real life change the shadow on the door. This wouldn't look right. Even if you have SOME doors in the level you shouldn't have the shadows on just a few. It will look inconsistent. I come to you as a long time mapper, modeller, and texturer. I liek the texture, just giving you some advice. What you do with it is really your choice :T

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Clarinetists, unite!

-writer of Bloodwing: Fallen Soldier
(no site up yet...)
Clarinetists, unite!

-writer of Bloodwing
(a work in progress)
2003-12-05, 7:29 AM #36
Quote:
<font face="Verdana, Arial" size="2">Originally posted by jEDIkIRBY:
A simple fix would be to use some sort of a tint correction on the upper area. I'm sure you could get it identical, or close enough to be able to blur it into submission.</font>


I did a 50% Threshold, overlayed, the went back and edited the errors out by hand in MsPaint. Worked pretty well, I guess. Loss some quality in design...trying to go back now and put it back in...

Should be pretty close now...I might tweak it some more later...perhaps in a "tatooine texture pak" or something. [http://forums.massassi.net/html/biggrin.gif]


------------------
Try not, do; or do not.

[This message has been edited by Friend14 (edited December 05, 2003).]
Math is infinitely finite, while the universe is finitely infinite. PI = QED
2003-12-05, 7:35 AM #37
Quote:
<font face="Verdana, Arial" size="2">Originally posted by GeneralRamos:
...but I'm in strong agreement that the shadow at tops needs to be removes. Well, unless your level is going to be COMPLETELY outside. If you are to be able to enter the buildings, then the door is going to have to move, either up, , down, to the side, or swung. Any of these effects would in real life change the shadow on the door. This wouldn't look right. Even if you have SOME doors in the level you shouldn't have the shadows on just a few. It will look inconsistent. I come to you as a long time mapper, modeller, and texturer. I liek the texture, just giving you some advice. What you do with it is really your choice :T
</font>


When I first made this texture (about a year and half ago), I was playing around with textured lighting. I'd already decided at that point that the doors would not be moving. All of the reference buildings I could find with that door design had an arched door-way in front of it, so I decided to try and "guestimate" what the shadow would look like. Since it would only be on about 1/3 (or less) of the buildings, and the sun was going to be 12 o'clock high, there wasn't much concern for someone to be able to pic up on the shadow inconsistancies (that may or may not exist).

There are at least two more designs I'm going to do...but for now, I've got to get back to the SG-1 level. [http://forums.massassi.net/html/biggrin.gif]

------------------
Try not, do; or do not.
Math is infinitely finite, while the universe is finitely infinite. PI = QED
2003-12-05, 10:02 AM #38
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Friend14:
Blah, this is getting ridiculus. All this OVER A TEXTURE!</font>


Yeah, Zully was trying to help you, and you threw it out in an ego fit.

------------------
Bassoon, n. A brazen instrument into which a fool blows out his brains.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2003-12-05, 10:05 AM #39
Quote:
<font face="Verdana, Arial" size="2">Originally posted by Emon:
Yeah, Zully was trying to help you, and you threw it out in an ego fit.

</font>


Funny, that's not what he said in the chat [http://forums.massassi.net/html/wink.gif]

buuuut I think maybe I should stay out of this [http://forums.massassi.net/html/rolleyes.gif]

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Do you have stairs in your house?
Do you have stairs in your house?
2003-12-05, 10:11 AM #40
<zully> I was trying to help.

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Bassoon, n. A brazen instrument into which a fool blows out his brains.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
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