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		<id>https://modthegalaxy.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sytner</id>
		<title>MTG Wiki - User contributions [en-gb]</title>
		<link rel="self" type="application/atom+xml" href="https://modthegalaxy.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Sytner"/>
		<link rel="alternate" type="text/html" href="https://modthegalaxy.com/wiki/index.php/Special:Contributions/Sytner"/>
		<updated>2026-04-23T06:04:22Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://modthegalaxy.com/wiki/index.php?title=SWB_FBX_Tools&amp;diff=12</id>
		<title>SWB FBX Tools</title>
		<link rel="alternate" type="text/html" href="https://modthegalaxy.com/wiki/index.php?title=SWB_FBX_Tools&amp;diff=12"/>
				<updated>2018-08-28T13:59:21Z</updated>
		
		<summary type="html">&lt;p&gt;Sytner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;FBX import hierarchy&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The SWB FBX importer works like most other FBX importers - by relying on the user having constructed their model with a particular hierarchy. As an example:&lt;br /&gt;
&lt;br /&gt;
[[File:hierarchy_setup.png]]&lt;br /&gt;
&lt;br /&gt;
Details described below (mostly planned - most of this doesn&amp;#039;t work right now...)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Appearance nodes:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
NB. hardpoints need only live on the top level&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;MESH_name&amp;#039;&amp;#039;&amp;#039; - .msh top level&lt;br /&gt;
**HPNT_ - hardpoints&lt;br /&gt;
**MESH_radar - reserved for radar mesh&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;CMP_name&amp;#039;&amp;#039;&amp;#039; - .cmp top level&lt;br /&gt;
**{MESH/CMP/LOD}_name - child appearances (written before)&lt;br /&gt;
**Collision nodes&lt;br /&gt;
**MESH_radar - reserved for radar mesh&lt;br /&gt;
**CMP in its final implementation is a little bit trickier as we want to ignore global evaluation of transform - can gloss over this for the moment. It highlights the difficulties in referencing also.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;LOD_name&amp;#039;&amp;#039;&amp;#039; - . lod top level&lt;br /&gt;
**Test/write shape meshes - bounding volume and test volume for dPVS (MESH_test, MESH_write reserved names)&lt;br /&gt;
**MESH_radar - reserved for radar mesh&lt;br /&gt;
**{MESH/CMP/LOD}_name - child appearances (written before)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Collision nodes&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;EXT_type_name&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**EXT_SPHR_, EXT_BOX_, EXT_MSH_, EXT_CYLN_&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;COL_type_name&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**Same types available as with extents just one used for collision one used for bounding&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;FLOR_name&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Portals&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;POB_name&amp;#039;&amp;#039;&amp;#039; - .pob top level&lt;br /&gt;
**CELL_name&lt;br /&gt;
***PRTL_name - portal list (max one)&lt;br /&gt;
****PRTL_name - portals, look at the geometry to determine doors attached&lt;br /&gt;
***COL_name - collision root node&lt;br /&gt;
****FLOR_name - optional floor&lt;br /&gt;
***LGHTS_name - lights list&lt;br /&gt;
****LGHT_name&lt;br /&gt;
***{MESH/CMP/LOD}_name - appearance&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Custom attributes&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Custom attributes will be used to control the more swg-specific aspects of importing. This is mostly unimplemented, currently support attributes are:&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Materials&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;eftFileName&amp;#039;&amp;#039;&amp;#039; - The effect file name to be used by the material. e.g. &amp;#039;effect/theeffect.eft&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:effect_attribute.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;On referencing:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Assume we want to re-use a model in multiple files, say a door used on multiple pobs. How does that work?&lt;br /&gt;
* Best idea so far is simply to rely on naming - onus is on the user to manage their source files appropriately and name nodes in larger creations appropriately so as not to generate disjointedly named duplicates.&lt;br /&gt;
* In terms of local (to file) referencing fbx has the notion of instancing and we should harness that. It should be relatively simple to support.&lt;/div&gt;</summary>
		<author><name>Sytner</name></author>	</entry>

	<entry>
		<id>https://modthegalaxy.com/wiki/index.php?title=SWB_FBX_Tools&amp;diff=11</id>
		<title>SWB FBX Tools</title>
		<link rel="alternate" type="text/html" href="https://modthegalaxy.com/wiki/index.php?title=SWB_FBX_Tools&amp;diff=11"/>
				<updated>2018-08-28T13:44:14Z</updated>
		
		<summary type="html">&lt;p&gt;Sytner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;FBX import hierarchy&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The SWB FBX importer works like most other FBX importers - by relying on the user having constructed their model with a particular hierarchy. As an example:&lt;br /&gt;
&lt;br /&gt;
[[File:hierarchy_setup.png]]&lt;br /&gt;
&lt;br /&gt;
Details described below (mostly planned - most of this doesn&amp;#039;t work right now...)&lt;br /&gt;
&lt;br /&gt;
Appearance nodes:&lt;br /&gt;
&lt;br /&gt;
NB. hardpoints need only live on the top level&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;MESH_name&amp;#039;&amp;#039;&amp;#039; - .msh top level&lt;br /&gt;
**HPNT_ - hardpoints&lt;br /&gt;
**MESH_radar - reserved for radar mesh&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;CMP_name&amp;#039;&amp;#039;&amp;#039; - .cmp top level&lt;br /&gt;
**{MESH/CMP/LOD}_name - child appearances (written before)&lt;br /&gt;
**Collision nodes&lt;br /&gt;
**MESH_radar - reserved for radar mesh&lt;br /&gt;
**CMP in its final implementation is a little bit trickier as we want to ignore global evaluation of transform - can gloss over this for the moment. It highlights the difficulties in referencing also.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;LOD_name&amp;#039;&amp;#039;&amp;#039; - . lod top level&lt;br /&gt;
**Test/write shape meshes - bounding volume and test volume for dPVS (MESH_test, MESH_write reserved names)&lt;br /&gt;
**MESH_radar - reserved for radar mesh&lt;br /&gt;
**{MESH/CMP/LOD}_name - child appearances (written before)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Collision nodes&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;EXT_type_name&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**EXT_SPHR_, EXT_BOX_, EXT_MSH_, EXT_CYLN_&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;COL_type_name&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**Same types available as with extents just one used for collision one used for bounding&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;FLOR_name&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Portals&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;POB_name&amp;#039;&amp;#039;&amp;#039; - .pob top level&lt;br /&gt;
**CELL_name&lt;br /&gt;
***PRTL_name - portal list (max one)&lt;br /&gt;
****PRTL_name - portals, look at the geometry to determine doors attached&lt;br /&gt;
***COL_name - collision root node&lt;br /&gt;
****FLOR_name - optional floor&lt;br /&gt;
***LGHTS_name - lights list&lt;br /&gt;
****LGHT_name&lt;br /&gt;
***{MESH/CMP/LOD}_name - appearance&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Custom attributes&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Custom attributes will be used to control the more swg-specific aspects of importing. This is mostly unimplemented, currently support attributes are:&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Materials&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;eftFileName&amp;#039;&amp;#039;&amp;#039; - The effect file name to be used by the material. e.g. &amp;#039;effect/theeffect.eft&amp;#039;&lt;br /&gt;
&lt;br /&gt;
[[File:effect_attribute.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;On referencing:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Assume we want to re-use a model in multiple files, say a door used on multiple pobs. How does that work?&lt;br /&gt;
* Best idea so far is simply to rely on naming - onus is on the user to manage their source files appropriately and name nodes in larger creations appropriately so as not to generate disjointedly named duplicates.&lt;br /&gt;
* In terms of local (to file) referencing fbx has the notion of instancing and we should harness that. It should be relatively simple to support.&lt;/div&gt;</summary>
		<author><name>Sytner</name></author>	</entry>

	<entry>
		<id>https://modthegalaxy.com/wiki/index.php?title=File:Effect_attribute.png&amp;diff=10</id>
		<title>File:Effect attribute.png</title>
		<link rel="alternate" type="text/html" href="https://modthegalaxy.com/wiki/index.php?title=File:Effect_attribute.png&amp;diff=10"/>
				<updated>2018-08-28T13:43:49Z</updated>
		
		<summary type="html">&lt;p&gt;Sytner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sytner</name></author>	</entry>

	<entry>
		<id>https://modthegalaxy.com/wiki/index.php?title=File:Hierarchy_setup.png&amp;diff=9</id>
		<title>File:Hierarchy setup.png</title>
		<link rel="alternate" type="text/html" href="https://modthegalaxy.com/wiki/index.php?title=File:Hierarchy_setup.png&amp;diff=9"/>
				<updated>2018-08-28T13:42:16Z</updated>
		
		<summary type="html">&lt;p&gt;Sytner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sytner</name></author>	</entry>

	<entry>
		<id>https://modthegalaxy.com/wiki/index.php?title=SWB_FBX_Tools&amp;diff=8</id>
		<title>SWB FBX Tools</title>
		<link rel="alternate" type="text/html" href="https://modthegalaxy.com/wiki/index.php?title=SWB_FBX_Tools&amp;diff=8"/>
				<updated>2018-08-28T13:33:00Z</updated>
		
		<summary type="html">&lt;p&gt;Sytner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;FBX import hierarchy&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Appearance nodes:&lt;br /&gt;
&lt;br /&gt;
NB. hardpoints need only live on the top level&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;MESH_name&amp;#039;&amp;#039;&amp;#039; - .msh top level&lt;br /&gt;
**HPNT_ - hardpoints&lt;br /&gt;
**MESH_radar - reserved for radar mesh&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;CMP_name&amp;#039;&amp;#039;&amp;#039; - .cmp top level&lt;br /&gt;
**{MESH/CMP/LOD}_name - child appearances (written before)&lt;br /&gt;
**Collision nodes&lt;br /&gt;
**MESH_radar - reserved for radar mesh&lt;br /&gt;
**CMP in its final implementation is a little bit trickier as we want to ignore global evaluation of transform - can gloss over this for the moment. It highlights the difficulties in referencing also.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;LOD_name&amp;#039;&amp;#039;&amp;#039; - . lod top level&lt;br /&gt;
**Test/write shape meshes - bounding volume and test volume for dPVS (MESH_test, MESH_write reserved names)&lt;br /&gt;
**MESH_radar - reserved for radar mesh&lt;br /&gt;
**{MESH/CMP/LOD}_name - child appearances (written before)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Collision nodes&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;EXT_type_name&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**EXT_SPHR_, EXT_BOX_, EXT_MSH_, EXT_CYLN_&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;COL_type_name&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**Same types available as with extents just one used for collision one used for bounding&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;FLOR_name&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Portals&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;POB_name&amp;#039;&amp;#039;&amp;#039; - .pob top level&lt;br /&gt;
**CELL_name&lt;br /&gt;
***PRTL_name - portal list (max one)&lt;br /&gt;
****PRTL_name - portals, look at the geometry to determine doors attached&lt;br /&gt;
***COL_name - collision root node&lt;br /&gt;
****FLOR_name - optional floor&lt;br /&gt;
***LGHTS_name - lights list&lt;br /&gt;
****LGHT_name&lt;br /&gt;
***{MESH/CMP/LOD}_name - appearance&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Custom attributes&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Custom attributes will be used to control the more swg-specific aspects of importing. This is mostly unimplemented, currently support attributes are:&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Materials&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**&amp;#039;&amp;#039;&amp;#039;eftFileName&amp;#039;&amp;#039;&amp;#039; - The effect file name to be used by the material. e.g. &amp;#039;effect/theeffect.eft&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;On referencing:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Assume we want to re-use a model in multiple files, say a door used on multiple pobs. How does that work?&lt;br /&gt;
* Best idea so far is simply to rely on naming - onus is on the user to manage their source files appropriately and name nodes in larger creations appropriately so as not to generate disjointedly named duplicates.&lt;br /&gt;
* In terms of local (to file) referencing fbx has the notion of instancing and we should harness that. It should be relatively simple to support.&lt;/div&gt;</summary>
		<author><name>Sytner</name></author>	</entry>

	<entry>
		<id>https://modthegalaxy.com/wiki/index.php?title=SWB_FBX_Tools&amp;diff=7</id>
		<title>SWB FBX Tools</title>
		<link rel="alternate" type="text/html" href="https://modthegalaxy.com/wiki/index.php?title=SWB_FBX_Tools&amp;diff=7"/>
				<updated>2018-08-28T13:31:41Z</updated>
		
		<summary type="html">&lt;p&gt;Sytner: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;FBX import hierarchy&amp;#039;&amp;#039;&amp;#039;  Appearance nodes:  NB. hardpoints need only live on the top level  *&amp;#039;&amp;#039;&amp;#039;MESH_name&amp;#039;&amp;#039;&amp;#039; - .msh top level **HPNT_ - hardpoints **MESH_radar - reserved f...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;FBX import hierarchy&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Appearance nodes:&lt;br /&gt;
&lt;br /&gt;
NB. hardpoints need only live on the top level&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;MESH_name&amp;#039;&amp;#039;&amp;#039; - .msh top level&lt;br /&gt;
**HPNT_ - hardpoints&lt;br /&gt;
**MESH_radar - reserved for radar mesh&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;CMP_name&amp;#039;&amp;#039;&amp;#039; - .cmp top level&lt;br /&gt;
*{MESH/CMP/LOD}_name - child appearances (written before)&lt;br /&gt;
*Collision nodes&lt;br /&gt;
*MESH_radar - reserved for radar mesh&lt;br /&gt;
*CMP in its final implementation is a little bit trickier as we want to ignore global evaluation of transform - can gloss over this for the moment. It highlights the difficulties in referencing also.&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;LOD_name&amp;#039;&amp;#039;&amp;#039; - . lod top level&lt;br /&gt;
**Test/write shape meshes - bounding volume and test volume for dPVS (MESH_test, MESH_write reserved names)&lt;br /&gt;
**MESH_radar - reserved for radar mesh&lt;br /&gt;
**{MESH/CMP/LOD}_name - child appearances (written before)&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Collision nodes&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;EXT_type_name&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**EXT_SPHR_, EXT_BOX_, EXT_MSH_, EXT_CYLN_&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;COL_type_name&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
**Same types available as with extents just one used for collision one used for bounding&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;FLOR_name&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Portals&amp;#039;&amp;#039;&amp;#039;:&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;POB_name&amp;#039;&amp;#039;&amp;#039; - .pob top level&lt;br /&gt;
**CELL_name&lt;br /&gt;
***PRTL_name - portal list (max one)&lt;br /&gt;
****PRTL_name - portals, look at the geometry to determine doors attached&lt;br /&gt;
***COL_name - collision root node&lt;br /&gt;
****FLOR_name - optional floor&lt;br /&gt;
***LGHTS_name - lights list&lt;br /&gt;
****LGHT_name&lt;br /&gt;
***{MESH/CMP/LOD}_name - appearance&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Custom attributes&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
Custom attributes will be used to control the more swg-specific aspects of importing. This is mostly unimplemented, currently support attributes are:&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Materials&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;eftFileName&amp;#039;&amp;#039;&amp;#039; The effect file name to be used by the material. e.g. &amp;#039;effect/theeffect.eft&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;On referencing:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
* Assume we want to re-use a model in multiple files, say a door used on multiple pobs. How does that work?&lt;br /&gt;
* Best idea so far is simply to rely on naming - onus is on the user to manage their source files appropriately and name nodes in larger creations appropriately so as not to generate disjointedly named duplicates.&lt;br /&gt;
* In terms of local (to file) referencing fbx has the notion of instancing and we should harness that. It should be relatively simple to support.&lt;/div&gt;</summary>
		<author><name>Sytner</name></author>	</entry>

	<entry>
		<id>https://modthegalaxy.com/wiki/index.php?title=Main_Page&amp;diff=6</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://modthegalaxy.com/wiki/index.php?title=Main_Page&amp;diff=6"/>
				<updated>2018-08-28T13:26:19Z</updated>
		
		<summary type="html">&lt;p&gt;Sytner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;Welcome to the MTG Wiki.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Topics:&lt;br /&gt;
&lt;br /&gt;
* [[SWB]]&lt;br /&gt;
** [[SWB FBX Tools]]&lt;/div&gt;</summary>
		<author><name>Sytner</name></author>	</entry>

	<entry>
		<id>https://modthegalaxy.com/wiki/index.php?title=Main_Page&amp;diff=5</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://modthegalaxy.com/wiki/index.php?title=Main_Page&amp;diff=5"/>
				<updated>2018-08-28T13:26:05Z</updated>
		
		<summary type="html">&lt;p&gt;Sytner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;Welcome to the MTG Wiki.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Topics:&lt;br /&gt;
&lt;br /&gt;
* [[SWB]]&lt;br /&gt;
** [[SWB FBX tools]]&lt;/div&gt;</summary>
		<author><name>Sytner</name></author>	</entry>

	<entry>
		<id>https://modthegalaxy.com/wiki/index.php?title=Main_Page&amp;diff=4</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://modthegalaxy.com/wiki/index.php?title=Main_Page&amp;diff=4"/>
				<updated>2018-08-28T13:25:15Z</updated>
		
		<summary type="html">&lt;p&gt;Sytner: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;Welcome to the MTG Wiki.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Topics:&lt;br /&gt;
&lt;br /&gt;
- [[SWB]]&lt;/div&gt;</summary>
		<author><name>Sytner</name></author>	</entry>

	<entry>
		<id>https://modthegalaxy.com/wiki/index.php?title=SWB&amp;diff=3</id>
		<title>SWB</title>
		<link rel="alternate" type="text/html" href="https://modthegalaxy.com/wiki/index.php?title=SWB&amp;diff=3"/>
				<updated>2018-08-28T13:24:24Z</updated>
		
		<summary type="html">&lt;p&gt;Sytner: Created blank page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Sytner</name></author>	</entry>

	<entry>
		<id>https://modthegalaxy.com/wiki/index.php?title=Main_Page&amp;diff=2</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://modthegalaxy.com/wiki/index.php?title=Main_Page&amp;diff=2"/>
				<updated>2018-02-14T18:20:41Z</updated>
		
		<summary type="html">&lt;p&gt;Sytner: Replaced content with &amp;quot;&amp;lt;strong&amp;gt;Welcome to the MTG Wiki.&amp;lt;/strong&amp;gt;  Coming soon!&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;Welcome to the MTG Wiki.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Coming soon!&lt;/div&gt;</summary>
		<author><name>Sytner</name></author>	</entry>

	</feed>