67 Videos May 2026
| Category | Number of Videos | Example Topics | |----------|----------------|----------------| | Tutorials / How-to | 24 | “How to edit faster in Premiere Pro” | | Case studies | 12 | “How one channel grew 400% in 6 months” | | Behind the scenes | 10 | “My failed video (and what I fixed)” | | Reviews / comparisons | 9 | “Microphone A vs. B – 67 videos later” | | Personal stories | 7 | “Why I almost quit at video 34” | | Data deep dives | 5 | “Analyzing 1.2M views across 67 videos” |
Since the phrase “67 videos” is ambiguous, I’ve written it in a way that works for several possible interpretations (e.g., a video course, a content milestone, a YouTube series, or a research archive). You can easily adjust the details to fit your specific context. By [Your Name] | [Date]
This mix kept things interesting for viewers—and for me. I thought video 67 would feel like a victory lap. Instead, it felt like a beginning . 67 videos
Not 10. Not 50. Sixty-seven.
There’s something magical—and slightly terrifying—about hitting “publish” on video number 67. | Category | Number of Videos | Example
If you’ve been following along, you know this wasn’t a sprint. It was a slow, methodical climb. Some videos took 20 minutes to make. Others took 20 hours. But every single one taught me something about storytelling, consistency, and the messy middle of creative work.
And if you’ve already made 67+ videos? I’d love to hear your number. Hit reply or leave a comment. P.S. — Want to see the actual list of all 67 videos? [Link to archive or playlist]. And if you’re just starting, grab my free “First 10 Videos” checklist [link]. By [Your Name] | [Date] This mix kept
So today, I’m pulling back the curtain on what those 67 videos look like, why the number matters, and how you can use this approach for your own projects—whether you’re a YouTuber, a teacher, a marketer, or just someone trying to ship work. Honestly? Because 67 is real.

Cool, Good Job!
#2 posted by
kalango on 2020/01/14 15:15:32
I'll probably maintain my fork still, but I'll probably get some queues from this, thanks!
Btw I'm not really doing anything for QuakeForge, just forking their initial code. I have my own roadmap for this, which might be more Hexen II focused.
#3 posted by
misc_ftl on 2020/01/15 17:42:39
Does this generate the bunch of QC code necessary to map frames? :D

Not Really
#4 posted by
kalango on 2020/01/17 16:09:41
But thats a good idea. When exporting is done I might add that in eventually.

Exporter Released
#5 posted by
kalango on 2020/02/18 01:52:45
Alright, just in time for the Blender 2.82 export is done. Big thanks to @Khreator for giving a great insight into exporting issues.
List of features:
+ Export support
+ Support for importing/exporting multiple skins
+ Better scaling adjustments, eyeposition follows scale factor
This is still considered an alpha release. But it should be good enough.
For info, roadmap and download you can visit
https://github.com/victorfeitosa/quake-hexen2-mdl-export-import

What Is Ask Myself
#7 posted by
wakey on 2020/03/04 00:36:49
for a long time now: Would it be possible to save a blender physics simulation as frame animated .mdl/.md3?

#7
#8 posted by
chedap on 2020/03/04 03:28:44
Enable MDD export addon. Export your simulation to MDD. Remove the sim from the object. Import MDD back into your object. You now have all of your sim frames as separate shape keys, ready to export to .mdl

Actually
#9 posted by
chedap on 2020/03/04 04:19:34
Disregard that. It works fine without any of that extra voodoo, just export whatever straight to .mdl

Niiiice
#10 posted by
wakey on 2020/03/15 18:45:39
Then let's think about practical use cases.
First think that comes to my mind are death animations, sagging bodies.
Explosion debrie might also work out.
I guess anything fluidic is out of question, like a tiling wave simulation anim.
What else comes to mind?
#11 posted by
misc_ftl on 2020/03/16 16:21:57
Flags, fire, chains, breaking doors, breaking walls, etc.