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		<title><![CDATA[Latest posts for the thread "Flames for Skulltaker"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Flames for Skulltaker"]]></description>
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				<title>Flames for Skulltaker</title>
				<description><![CDATA[ [img]<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> Anyone got any tips on making these Flames for my Skulltaker better at all????]]></description>
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				<pubDate><![CDATA[Wed, 21 Jul 2010 02:13:29]]> GMT</pubDate>
				<author><![CDATA[ Feforfar]]></author>
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				<title>Re:Flames for Skulltaker</title>
				<description><![CDATA[ If you observe real fire ,  you'll notice there are usually 3 brightness <span class="glossaryitem" onmouseover='gp(347);'>lvls</span> ,  from bright yellow to orange to red.<br /> <br /> In that case the darkest should only be like 30% at most of the color<br /> <br /> so 5% more yellow , 20% more orange atleast.]]></description>
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				<pubDate><![CDATA[Wed, 21 Jul 2010 02:20:46]]> GMT</pubDate>
				<author><![CDATA[ LunaHound]]></author>
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				<title>Flames for Skulltaker</title>
				<description><![CDATA[ OK, any more tips?]]></description>
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				<pubDate><![CDATA[Wed, 21 Jul 2010 02:27:54]]> GMT</pubDate>
				<author><![CDATA[ Feforfar]]></author>
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				<title>Flames for Skulltaker</title>
				<description><![CDATA[ <blockquote><div><cite>Feforfar wrote:</cite>OK, any more tips?</div></blockquote><br /> Apply some visibile brush stroke to simulate the air current.<br /> <br /> But seriously , with the color done right , its the most important step.]]></description>
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				<pubDate><![CDATA[Wed, 21 Jul 2010 02:31:27]]> GMT</pubDate>
				<author><![CDATA[ LunaHound]]></author>
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				<title>Flames for Skulltaker</title>
				<description><![CDATA[ um, ok]]></description>
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				<pubDate><![CDATA[Wed, 21 Jul 2010 02:37:03]]> GMT</pubDate>
				<author><![CDATA[ Feforfar]]></author>
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