hfaces that have a 'common/'-shader on a side, will not produce triangles in Your final model.<BR>
	So it is allowed to use the common-shaders on any side of a brush. Just like in a normal map, use the common/caulk shader on every face that nobody can see.<BR>
	If You do not use a common-shader on invisible faces, You will sooner hit the limit on max. vertices.</TD></TR>
	<TR class=BG0><TD><IMG src="img/MapToMD3_5.jpg"></TD></TR>
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