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Topics - tirpider

#101
OverrideTexture compatible BF2 AT-AT Commander

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=790



tirpider - editing
Pandemic - source materials

A kitbash of the following:
SWBF2 imp_inf_atstpilot.msh (Pandemic)
and the various tga's, .options, and lowres models that they came with.

Changes:
- Rebuilt NDXL and NDXT tags for compatibility with my process. (only affects console munging, and should be fine.)
- Made OverrideTexture compatible
   - renamed MODLs.

Possible future edits:
- Split interesting parts into individual SEGM's (helmet, goggles, head)

To make use of the override texture, the following line needs to be in the unit's odf
(replace texturename with the name of your texture)
OverrideTexture  = "texturename"  // body, helmet, goggles, gloves, face

I left the filename the same as the original as it is meant to be used as a replacement.
It still requires the same tgas as the original
imp_inf_atatcommander.tga

Notes:
-

-tirpider (tirpider@yahoo.com)
visit http://www.swbfgamers.com/
#102
General / The Full Scale Millennium Falcon Project
October 24, 2012, 10:13:20 PM
This is epic.....

fullscalefalcon.com

QuoteThis is a quest to build the ultimate Star Wars prop: a 1:1 scale ESB/ANH hybrid Millennium Falcon with complete, correctly scaled interior. Yes, I have completely lost my mind, just like most of my friends and family say. Except for my close Star Wars fan friends, who say "cool, can I help?".

A concept render:


Many, many more images of interiors, consoles, and such at the site.
#103
OverrideTexture compatible BF2 AT-ST Pilot

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=788



tirpider - editing
Pandemic - source materials

A kitbash of the following:
SWBF2 imp_inf_atstpilot.msh (Pandemic)
and the various tga's, .options, and lowres models that they came with.

Changes:
- Rebuilt NDXL and NDXT tags for compatibility with my process. (only affects console munging, and should be fine.)
- Made OverrideTexture compatible
   - renamed MODLs.
- Changed "test_inf_atstpilot.tga" TX0D references to "imp_inf_atstpilot.tga".

Possible future edits:
- isolate goggles/head/gloves into thier own SEGMs (for future hex-edits)(to much work for the scope of this run through)
-

To make use of the override texture, the following line needs to be in the unit's odf
(replace texturename with the name of your texture)
OverrideTexture  = "texturename"  // body, helmet, goggles, gloves, face

I left the filename the same as the original as it is meant to be used as a replacement.
It still requires the same tgas as the original
imp_inf_atstpilot.tga

Notes:
The head and helmet are a bit different on this one.
I think both, the bf1 and this varient are good models.
One would need to be reskinned (for color and detail consistancy) and have some filenames altered to use them in the same side lvl.
- a lot of these get an error when loading into 3DOC from the commandline or via "open with". This is tied to the shadowvolume and as soon as I figure out exactly what it is, I'll contact the author. They load normaly via drag and drop or through the file\open dialoge.

-tirpider (tirpider@yahoo.com)
visit http://www.swbfgamers.com/
#104
OverrideTexture compatible BF2 Death Star Gunner

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=787



tirpider - editing
Pandemic - source materials

A kitbash of the following:
SWBF1 imp_inf_gunner.msh (Pandemic)
and the various tga's, .options, and lowres models that they came with.

Changes:
- Rebuilt NDXL and NDXT tags for compatibility with my process. (only affects console munging, and should be fine.)
- Made OverrideTexture compatible
   - renamed MODLs.
- removed TX0D ref to "imp_death_star_gunner.tga", no such file.
- removed UV0L from sv_. unneeded.
- changed order of materials to be consistant with the other models.
   - updated MATI's accordingly.

Possible future edits:
- ?

To make use of the override texture, the following line needs to be in the unit's odf
(replace texturename with the name of your texture)
OverrideTexture  = "texturename"  // body

I left the filename the same as the original as it is meant to be used as a replacement.
It still requires the same tga as the original
imp_inf_deathstargunner.tga

NOTES:
- All the parts for this guy are in a single, solid mesh (SEGM).

-tirpider (tirpider@yahoo.com)
visit http://www.swbfgamers.com/
#105
OverrideTexture compatible BF2 Imperial Officer

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=786



tirpider - editing
Pandemic - source materials

A kitbash of the following:
SWBF2 imp_inf_officer.msh (Pandemic)
and the various tga's, .options, and lowres models that they came with.

Changes:
- changed material reference from "test_inf_officer.tga" to "imp_inf_officer.tga". Now it works.
- changed sv_ material from material50 to scene_material0.
- removed extra material def. (material50)
- Rebuilt NDXL and NDXT tags for compatibility with my process. (only affects console munging, and should be fine.)
- Made OverrideTexture compatible
   - renamed MODLs.

Possible future edits:
-

To make use of the override texture, the following line needs to be in the unit's odf
(replace texturename with the name of your texture)
OverrideTexture  = "texturename"  // body

I left the filename the same as the original as it is meant to be used as a replacement for the original.
It will no longer work with "test_inf_officer.tga". I don't believe that was even included in the game assets.
The following is the proper tga name as provided by the BF2 assets.
imp_inf_officer.tga

NOTES:
- His head is merged with the body and hat. The hat is split across 2 segms, both merged with other stuff. Swapping his head (or even removing it) will be a hassle. (using my method. might be easy using the msh import features of ZETools.)

-tirpider (tirpider@yahoo.com)
visit http://www.swbfgamers.com/
#106
OverrideTexture compatible AT-AT Commander

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=785



tirpider - editing
Pandemic - source materials

A kitbash of the following:
SWBF1 imp_inf_atatcommander.msh (Pandemic)
and the various tga's, .options, and lowres models that they came with.

Changes:
- Rebuilt NDXL and NDXT tags for compatibility with my process. (only affects console munging, and should be fine.)
- Made OverrideTexture compatible
   - Merged unweighted MODL's as SEGM's into main body MODL.
   - Created/adjusted weight.
   - renamed MODLs.
- changed material 3 atrb to hardedged transpearancy. Now his helmet is opaque in game. It still shows as invisible from the underside in the viewer because the viewer ignores atrb.  I went with hardedged after trying single and double sided. they worked, but made the helmet transperant in the unit select screen.

Possible future edits:
- Add a proper shadow. (outside the scope of this edit.)

To make use of the override texture, the following line needs to be in the unit's odf
(replace texturename with the name of your texture)
OverrideTexture  = "texturename"  // body/helmet/goggles/hands
OverrideTexture2 = "texturename"  // head/face

I left the filename the same as the original as it is meant to be used as a replacement for the original.
It still requires the same tga as the original
Imp_inf_officeratat.tga
Imperial_face01.tga

NOTES:
- This model does not have a shadowvolume. I thought about adding one from another unit, but until I go through them all, I have no way of knowing which is the closest match. I'll hold off on adding a shadow till I find the right one.
- Intricate soft-weighting on this one. Someone spent a lot of time making it.

-tirpider (tirpider@yahoo.com)
visit http://www.swbfgamers.com/
#107
OverrideTexture compatible AT-AT Pilot

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=779



tirpider - editing
Pandemic - source materials

A kitbash of the following:
SWBF1 imp_inf_atatpilot.msh (Pandemic)
and the various tga's, .options, and lowres models that they came with.

Changes:
- Rebuilt NDXL and NDXT tags for compatibility with my process. (only affects console munging, and should be fine.)
- Made OverrideTexture compatible
   - Merged unweighted MODL's as SEGM's into main body MODL.
   - Created/adjusted weight.
   - renamed MODLs.

Possible future edits:
- ?

To make use of the override texture, the following line needs to be in the unit's odf
(replace texturename with the name of your texture)
OverrideTexture  = "texturename"  // body

I left the filename the same as the original as it is meant to be used as a replacement for the original.
It still requires the same tga as the original
Imp_inf_pilotatat.tga

-tirpider (tirpider@yahoo.com)
visit http://www.swbfgamers.com/
#108
OverrideTexture compatible Imperial Pilot

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=776



tirpider - editing
Pandemic - source materials

A kitbash of the following:
SWBF1 imp_inf_pilot.msh (Pandemic)
and the various tga's, .options, and lowres models that they came with.

Changes:
- Removed redundant geometry(notes)
- Rebuilt NDXL and NDXT tags for compatibility with my process. (only affects console munging, and should be fine.)
- Made OverrideTexture compatible
   - Merged unweighted MODL's as SEGM's into main body MODL.
   - Created/adjusted weight.
   - renamed MODLs.

Possible future edits:
- ?

To make use of the override texture, the following line needs to be in the unit's odf
(replace texturename with the name of your texture)
OverrideTexture  = "texturename"  // body

I left the filename the same as the original as it is meant to be used as a replacement for the original.
It still requires the same tga as the original
Tie_pilot.tga

NOTES:
The body has the hands, but there are also un-weghted hand modl's. I tested, they seem to have no difference. I removed the un-weighted to simplify thestructure. If this turns into an issue, they can be re-introduced.

-tirpider (tirpider@yahoo.com)
visit http://www.swbfgamers.com/
#109
OverrideTexture compatible Imperial Snowtrooper

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=775



tirpider - editing
Pandemic - source materials

A kitbash of the following:
SWBF1 imp_inf_snowtrooper.msh (Pandemic)
and the various tga's, .options, and lowres models that they came with.

Changes:
- Rebuilt NDXL and NDXT tags for compatibility with my process. (only affects console munging, and should be fine.)
- Made OverrideTexture compatible
   - Merged unweighted MODL's as SEGM's into main body MODL.
   - Created/adjusted weight.
   - renamed MODLs.

Possible future edits:
- backpack swap ?

To make use of the override texture, the following line needs to be in the unit's odf
(replace texturename with the name of your texture)
OverrideTexture  = "texturename"  // body
OverrideTexture2 = "texturename"  // backpack

I left the filename the same as the original as it is meant to be used as a replacement for the original.
It still requires the same tgas as the original
snowtrooper2.tga
all_stormtrooper_hoth_backpack.tga

Notes:
This one showed me that not all MODL's can be moved with impunity.  The lowres backpack was an unweighted MODL, that was parented to the bone that it moved with. Pretty common. I tried to weight it and get it out of the middle of the skeleton. This works on plenty of other MODL's, but on this one, it kept rendering (ingame) in strange places.  I reverted to the original, un-weighted backpack and am calling it done.  It's really only of concern to future hex-editors who will need to be aware I had this issue with this msh.  Perhaps I missed something this time.

-tirpider (tirpider@yahoo.com)
visit http://www.swbfgamers.com/
#110
OverrideTexture compatible Darktrooper

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=774



tirpider - editing
Pandemic - source materials

A kitbash of the following:
SWBF1 imp_inf_darktrooper.msh (Pandemic)
and the various tga's, .options, and lowres models that they came with.

Changes:
- Rebuilt NDXL and NDXT tags for compatibility with my process. (only affects console munging, and should be fine.)
- Made OverrideTexture compatible
   - Merged unweighted MODL's as SEGM's into main body MODL.
   - Created weights for everything.
   - Re-indexed ENVLs and MNDXs and adjusted WGHTs accordingly.
   - renamed MODLs.
- Took an extra step and seperated the shadow for his jetpack. I left it in, but if anyone ever wants to pull it out, It will be easier now.

Possible future edits:
- ?

To make use of the override texture, the following line needs to be in the unit's odf
(replace texturename with the name of your texture)
OverrideTexture  = "texturename"  // body, helmet, hands
OverrideTexture2 = "texturename"  // jetpack

I left the filename the same as the original as it is meant to be used as a replacement for the original darktrooper.
It still requires the same tgas as the original
Imp_inf_darktrooper.tga
imp_inf_darktrooper_pack.tga

-tirpider (tirpider@yahoo.com)
visit http://www.swbfgamers.com/
#111
OverrideTexture compatible Imperial Scout

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=772



tirpider - editing
Pandemic - source materials

A kitbash of the following:
SWBF1 imp_inf_scout.msh (Pandemic)
and the various tga's, .options, and lowres models that they came with.

Changes:
- Rebuilt NDXL and NDXT tags for compatibility with my process. (only affects console munging, and should be fine.)
- Made OverrideTexture compatible (most of this was in the lowres)
   - Merged unweighted MODL's as SEGM's into main body MODL.
   - Merged unweighted MODL's as SEGM's into first accessory MODL.
   - Created wght's for unweighted parts.
   - Re-indexed ENVLs and MNDXs and adjusted WGHTs accordingly.
   - renamed MODLs.

Possible future edits:
-

To make use of the override texture, the following line needs to be in the unit's odf
(replace texturename with the name of your texture)
OverrideTexture  = "texturename"  // body, helmet, packs, hands


I left the filename the same as the original as it is meant to be used as a replacement for the original.
It still requires the same tgas as the original
imp_inf_scout.tga

Notes:
Again, the lowres is more complex than the highres. There are fewer nulls, but more individual geometry chunks.

I'm tempted to sync the complexity and isolate the highres equivalantes. This would be an entirely internal and non-observable edit. The only folks that would know would be future model hackers, and they would have thier own reasons for looking inside the msh.

I'll leave it the way it is, for the sake of moving on to the next unit.


-tirpider (tirpider@yahoo.com)
visit http://www.swbfgamers.com/
#112
Released Assets / OverrideTexture compatible ATST Pilot
October 18, 2012, 03:46:42 AM
OverrideTexture compatible ATST Pilot

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=771



tirpider - editing
Pandemic - source materials

A kitbash of the following:
SWBF1 imp_inf_atstpilot.msh (Pandemic)
and the various tga's, .options, and lowres models that they came with.

Changes:
- Rebuilt NDXL and NDXT tags for compatibility with my process. (only affects console munging, and should be fine.)
- Made OverrideTexture compatible
   - Merged unweighted MODL's as SEGM's into main body MODL.
   - Merged unweighted MODL's as SEGM's into first accessory MODL.(pauldron, backpack, packs)
   - Created wght's for unweighted parts.
   - Re-indexed ENVLs and MNDXs and adjusted WGHTs accordingly.
   - renamed MODLs.
   - Seperated Body/Helmet/Goggles. (See notes below)

Possible future edits:
- Different Helmet and/or head.
- I left the shadow as is. If any head or helmet swapping happens, then I'll try to seperate the various shadow elements as needed. It is all one solid mesh though, so it isn't as straight forward as most.
  - There are 2 bad polygons in the shadow, according to 3doc. I can't find anything wrong with them. Removing them would mess up a pretty big strip, so I have left them and may re-rebuild the indexed tri/poly lists and triangle strips. These errors don't affect in-game preformance at all.
 
To make use of the override texture, the following line needs to be in the unit's odf
(replace texturename with the name of your texture)
OverrideTexture  = "texturename"  // body, helmet, goggles
OverrideTexture2 = "texturename"  // face

I left the filename the same as the original as it is meant to be used as a replacement for the original.
It still requires the same tgas as the original
imp_inf_atstpilot.tga
Imperial_face01.tga

Notes:
I have to mention that this model's lowres rigging was more complex than the highres. The Hands, helmet and goggles were in seperate modl chunks where in the highres, they were included in a single segm of the body chunk.

The materials were more diverse, as well. Highres had 3 deffinitions, while lowres had 5.

I only mention it as a bit of behind the scenes trivia. It makes me wonder about the complexities of creating game content on a schedule and how some revisions end up being rushed or dropped half way through.

I'm seperating the helmet and goggle geometry, and after testing, I might inroduce the lowres material defnitions to the highres, to see if there is an improvment or fault. /I saw no diff so I put it back the way it was. I'd rather err on the side of known functionality than risk it breaking something later.

-tirpider (tirpider@yahoo.com)
visit http://www.swbfgamers.com/

-edit
  "Seperated Body/Helmet/Goggles." was listed in future edits. It is corrected above, but not in the readme.

#113
Released Assets / Stormtrooper with ep3 v2 Jetpack
October 16, 2012, 03:02:00 AM
Stormtrooper with ep3 v2 Jetpack

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=770



Sereja - concept/design
tirpider - editing
Pandemic - source materials

A kitbash of the following:
SWBF2 rep_inf_ep3jettrooper.msh (Pandemic)
SWBF1 imp_inf_stormtrooper.msh (Pandemic)
and the various tga's, .options, and lowres models that they came with.

Changes:
- Used the "OverrideTexture compatible Stormtrooper" as a base.
- Added Jetpack
- Renamed jetpack chunk to make it OverrideTexture compatible.
- I used a trick for the shadow. The ep3 jet shadow is embedded in the body shadow of the ep3 trooper. I got lazy and just deleted the uv for the lowres jet modl, added a wght chunk and merged it as a segm with the stormtrooper shadow. One of my few 'lazy inovations' that actually saved time and worked out better than doing it the 'hard' way.

Possible future edits:
- Different Jet/Backpack?
- Bunny Ears?

To make use of the override texture, the following line needs to be in the unit's odf
(replace texturename with the name of your texture)
OverrideTexture  = "texturename"  // body
OverrideTexture2 = "texturename"  // Jetpack

It uses the stock tga's by default.
Imp_inf_trooper.tga
rep_inf_ep3jettrooperjetpack.tga

-tirpider (tirpider@yahoo.com)
visit http://www.swbfgamers.com/
#114
OverrideTexture compatible Shocktrooper

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=769



tirpider - editing
Pandemic - source materials

A kitbash of the following:
SWBF1 imp_inf_shocktrooper.msh (Pandemic)
and the various tga's, .options, and lowres models that they came with.

Changes:
- Rebuilt NDXL and NDXT tags for compatibility with my process. (only affects console munging, and should be fine.)
- Made OverrideTexture compatible
   - Merged unweighted MODL's as SEGM's into main body MODL.(hands, helmet and knees)
   - Merged unweighted MODL's as SEGM's into first accessory MODL.(pauldron, backpack, packs)
   - Created fake (now real) weights for everything.
   - Re-indexed ENVLs and MNDXs and adjusted WGHTs accordingly.
   - renamed MODLs.

Possible future edits:
- ?

To make use of the override texture, the following line needs to be in the unit's odf
(replace texturename with the name of your texture)
OverrideTexture  = "texturename"  // body
OverrideTexture2 = "texturename"  // backpack, pauldron, packs

This is just the msh and it's .option (required)
I left the filename the same as the original as it is meant to be used as a replacement for the original shocktrooper.
It still requires the same tgas as the original
imp_inf_trooper.tga
imp_inf_trooper_pack.tga

-tirpider (tirpider@yahoo.com)
visit http://www.swbfgamers.com/
#115
Released Assets / Stormtrooper with Dark Jetpack
October 14, 2012, 02:51:52 AM
Stormtrooper with Dark Jetpack

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=768


jdee-barc - concept/design
tirpider - editing
Pandemic - source materials

A kitbash of the following:
SWBF1 imp_inf_darktrooper.msh (Pandemic)
SWBF1 imp_inf_stormtrooper.msh (Pandemic)
and the various tga's, .options, and lowres models that they came with.

Changes:
- Used the "OverrideTexture compatible Stormtrooper" as a base.
- Added Jetpack
- Renamed jetpack chunk to make it OverrideTexture compatible.
- Added Jetpack shadow to shadowvolume
- Shifted pack closer to back of trooper. (If you really look, you can see the offset on the effect.)

Possible future edits:
- Different Jet/Backpack?

To make use of the override texture, the following line needs to be in the unit's odf
(replace texturename with the name of your texture)
OverrideTexture  = "texturename"  // body
OverrideTexture2 = "texturename"  // Jetpack

It uses the stock tga's by default.
Imp_inf_trooper.tga
imp_inf_darktrooper_pack.tga

-tirpider (tirpider@yahoo.com)
visit http://www.swbfgamers.com/
#116
OverrideTexture compatible Stormtrooper

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=767



tirpider - editing
Pandemic - source materials

A kitbash of the following:
SWBF1 imp_inf_stormtrooper.msh (Pandemic)
and the various tga's, .options, and lowres models that they came with.

Changes:
- Removed hidden MODLs from stormtrooper (Didn't "need" to, but it's cleaner this way.)
- Rebuilt NDXL and NDXT tags for compatibility with my process.
- Made OverrideTexture compatible
   This was different for this model because his chunks were all over the place.
   - Merged unweighted MODL's as SEGM's into main body MODL.(hands, helmet and knees)
   - Re-indexed ENVL for main body.
   - Re-enveloped everything but his chest and left clavical. (this could have taken days without "search and replace")
   - renamed MODL.

Possible future edits:
- ... Can't really do much more to him without remaking the whole thing.
- If the above were to happen.. his head is just wrong.

To make use of the override texture, the following line needs to be in the unit's odf
(replace texturename with the name of your texture)
OverrideTexture = "texturename"  // body

This is just the msh and it's .option (required)
I left the filename the same as the original as it is meant to be used as a replacement for the original stormtrooper.
It still requires the same tga as the original (Imp_inf_trooper.tga)

-tirpider (tirpider@yahoo.com)
visit http://www.swbfgamers.com/
#117
Released Assets / Boba Fett with a kama
October 13, 2012, 05:44:40 PM
Boba Fett with a kama

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=766

Boba Fett with a Kama

{Alpha}Boom27 - Concept
tirpider - Editing
Pandemic - Source Materials

A kitbash of the following:
SWBF2 imp_inf_bobafett.msh (Pandemic)
SWBF1 imp_inf_snowtrooper.msh (Pandemic)
and the various tga's and such that they came with.

Changes:
- Removed cloth from imp_inf_bobafett
- Removed collision MODLs from imp_inf_bobafett
- Added skirt from imp_inf_snowtrooper.msh
- merged skirt shadow with existing shadow.
- Tweaked the skirt's position a bit
- renamed so that it is override texture compatible
- Removed pockets to accomodate kama

Possible future edits:
- swap or remove his jetpack (for safety)
- Nothing really. A surprisingly well behaved model for a bf2 asset.

To make use of the override texture, the following lines need to be in the unit's odf
(replace texturename with the name of your texture)
OverrideTexture = "texturename"  // body
OverrideTexture2 = "texturename" // skirt

-tirpider (tirpider@yahoo.com)
visit http://www.swbfgamers.com/
#118
Released Assets / Obi-Wan with a skirt
October 12, 2012, 06:53:59 PM
Obi-Wan with a skirt

http://www.swbfgamers.com/index.php?action=downloads;sa=view;down=765

Obi-Wan with a skirt

regent - initial concept
tirpider - hex-edits
Pandemic - Source models and textures.

A kitbash using parts from:
SWBF2 rep_inf_ep3obiwan.msh (Pandemic)
SWBF1 imp_inf_snowtrooper.msh (Pandemic)
And the TGA's and .options associated with them. (Pandemic)

Changes:
- Removed all cloth from model.
- Removed material definition for cloth.
- Removed collisions from legs. (Only used by cloth)
- Removed a pouch from Obi-Wan that never showed up in-game anyway.
- Added skirt from snowtrooper (all 3 pieces, front, back, and shadow)
- Added skirt to lowres model.
- Tweaked position of skirt on both models.
- Adjusted top of skirt to merge with the model better.
- Rebuilt NDXT and NDXL tags so that it loads into 3D Object Converter. (More of a side effect than a deliberate edit)
- Renamed MODLs to make the msh OverrideTexture compatible.
- Copied Obi-Wan's sleeve to the skirt tga. Just as a place holder. It really needs a proper skin.
- Renamed files appropriatly.

Possible future edits:
- Tweak the top of skirt more.
- Rebuild lower half of lowres.
- Rebuild textures so that they are all in one file.

The odf part of the OverrideTexture stuff:
OverrideTexture  = "texturename" // Body and Hair
OverrideTexture2 = "texturename" // Skirt

-tirpider (tirpider@yahoo.com)
visit http://www.swbfgamers.com/
#119
Scummies / Taking a break
August 12, 2012, 07:31:55 PM
Things have become more hectic than I am used to at home, so I will need to be away from the board for a bit.
I will still be checking in and going over email and pm's, but I will be less active till things level off.

I am anticipating being back up to speed in a couple of weeks.
#120
General / Got Luck?
July 21, 2012, 06:09:33 PM
Do you have a good luck charm specificly for video gaming?

I do. It really isn't a charm as much as it is an aid.



But I feel it brings me luck.