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PRC Building Pack
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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Dec 09, 2011 4:35 pm    Post subject:  PRC Building Pack Reply with quote  Mark this post and the followings unread

Here is a pack of Chinese buildings converted from C&C Generals for RA2. They include damage frames, buildups & alternative snow versions. There is also Gfx for the nuke missile so you can make a fully working superweapon.

The War factory & Airfield had to be heavily modified to work in RA2 BTW. I'm not happy with them tho so I'll probably make new ones when I have time.

I'm away for Xmas & new years but once I'm back I'll also convert the GLA & USA buildings from Generals too.

PS: You can find cameos & a sidebar to go with these buildings on my site.



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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Fri Dec 09, 2011 4:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

These actually look amazing. Would it be possible to do C&C3 structures?

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Fri Dec 09, 2011 5:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

ztype those are good. Ace work, I'm all for spotlighting these bad babies.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Dec 09, 2011 5:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

CCHyper wrote:
These actually look amazing. Would it be possible to do C&C3 structures?


I would presume so, once I'm done with the Generals buildings I'll look into it.

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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Fri Dec 09, 2011 5:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

I wouldn't spotlight these just yet - unless Miggy has code that wasn't supplied, SHP Builder is showing some fuzziness on some of the animations (specifically, what I presume is the War Factory's buildup sequence).

Otherwise, not bad for a first go.

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Fri Dec 09, 2011 6:12 pm    Post subject: Re: PRC Building Pack Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
The War factory & Airfield had to be heavily modified to work in RA2 BTW. I'm not happy with them tho so I'll probably make new ones when I have time.
I vote spotlight after you've uploaded the whole set for GLA and USA. Smile

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Dec 09, 2011 6:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

By fuzziness I presume you mean the slight colour variance between frames because I used the the diffusion dither when applying the pal.

TBH... that's just being really picky o.0

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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Fri Dec 09, 2011 6:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
By fuzziness I presume you mean the slight colour variance between frames because I used the the diffusion dither when applying the pal.

TBH... that's just being really picky o.0


No, I mean this -



Now this could be my lack of experiance, or it could be the fact no tool of mine ever works properly, or my tool is outdated (i've been using the one from the old page links to YRAG) - but that to me looks like the SHP corrupted somewhere along the way. I get the same result with 90% of the SHP files on Selphir's Stuff - I've found it does present problems when sequencing, especially for Infantry SHP's.

So far, I've only found this animation - the War Factory Build Up - to be doing this.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Dec 09, 2011 6:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Must be just you, I just checked them all and everything is fine

and you dont need codes to spotlight something.

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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Fri Dec 09, 2011 6:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
Must be just you, I just checked them all and everything is fine


Maybe, I'm not discounting the possiblity, nor do I mean to say these are terrible - they're not, and clearly Miggy worked on them.

May I ask what program version your using to check them? I'm running SHP Builder 3.36.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Dec 09, 2011 6:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

I use the same one, 3.36
Check your load settings.

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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Fri Dec 09, 2011 6:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
I use the same one, 3.36
Check your load settings.


Load setting set to Supra Load (which apparently restores corrupted files) and Auto Detect Compression. Any closer?

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Dec 09, 2011 6:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

ues Os Shp Builder Offset Way for loading. You dont need to use Supra unless your trying to load a corrupted shp file.

Oh, and great stuf Mig! Approved

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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Fri Dec 09, 2011 6:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
ues Os Shp Builder Offset Way for loading. You dont need to use Supra unless your trying to load a corrupted shp file.

Oh, and great stuf Mig! Approved


Seems to have fixed it. I was wondering for ages why I was getting that issue.

So thank you Cranium and my condolences and apologies to Mig Eater.

As a crazy off-topic, I think Mig has a weird sense of timing with this upload - we're a day (two if your from Europe) off from hearing about what many speculate is going to be Generals 2...

...I know it's coincidence, but ztype Mig if your timing isn't uncanny O.O

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Dec 09, 2011 7:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ah I see, well I'm sorry if I sounded a bit harsh too.

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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Fri Dec 09, 2011 7:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
Ah I see, well I'm sorry if I sounded a bit harsh too.


It's perfectly fine. I'm used to something being wrong with my tools X3

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri Dec 09, 2011 7:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice present =)

Only recommendation would be art code to avoid hassle unless stock is ok

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Bu7loos
Commander


Joined: 27 Jul 2011

PostPosted: Fri Dec 09, 2011 7:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ace !!
Edit: Spotlight !!

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Fri Dec 09, 2011 9:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

MUST SPOTLIGHT!

It has everything you need for a faction minus a tactical superweapon, a naval yard and a support structure:

Construction Yard
Power Plant
Refinery
Barracks
Radar Building
Airfield
War Factory
Tech Center

Anti-Infantry Defense
Misc Defense
Advanced Defense
Strategic Superweapon

Last edited by Darkstorm on Fri Jan 13, 2012 2:22 am; edited 1 time in total

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FistOfFire
Light Infantry


Joined: 01 Dec 2010

PostPosted: Fri Dec 09, 2011 11:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for taking time to make public assets.
Definitely spotlight.
Looking forward to C&C 3 structures.
Perhaps you could write a tutorial on how to convert generals structures to something that fit RA2(in other words, how you did)? I would like to convert some buildings from Remix.

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Fri Dec 09, 2011 11:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sweet Jesus. This is made of win and epic.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Dec 10, 2011 12:04 am    Post subject: Reply with quote  Mark this post and the followings unread

FistOfFire wrote:
I would like to convert some buildings from Remix.
So you want me to show you how to rip assets from other mods... TBH they aren't that hard to convert, anyone with basic 3DS Max skills can do it. It just takes fecking ages tho, took me roughly 30 hours over 3 days to do this set.

@Fen: I was thinking of you & AG when I made this pack, I hope you put it to use #Tongue

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Sat Dec 10, 2011 12:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh. I will be putting it to use as a side project for sure. Very Happy

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Death Cultist
Scorpion Sniper


Joined: 28 Apr 2009
Location: Auckland, New Zealand

PostPosted: Sat Dec 10, 2011 2:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Does the Nuke silo has firing animations?

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sat Dec 10, 2011 2:46 am    Post subject: Reply with quote  Mark this post and the followings unread

The Propaganda Tower could be improved by the removal of the matte grey bits between the scaffolding.

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FistOfFire
Light Infantry


Joined: 01 Dec 2010

PostPosted: Sat Dec 10, 2011 3:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
FistOfFire wrote:
I would like to convert some buildings from Remix.
So you want me to show you how to rip assets from other mods...

heywow lets take it easy fella. It is for personal use.
My guess for the time consuming process is that you also converted many animations and the buildups.
Doing buildings only(damage frame, no buildup) shouldn't take much time

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Translator
Medic


Joined: 06 Oct 2010
Location: China

PostPosted: Sat Dec 10, 2011 4:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Better than mine Smile

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Sat Dec 10, 2011 4:11 am    Post subject: Reply with quote  Mark this post and the followings unread

If these came from generals, any chance you can put the actual models up?

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Dragon Prime
Grenadier


Joined: 03 Feb 2010
Location: People's Republic of China

PostPosted: Sat Dec 10, 2011 5:25 am    Post subject: Reply with quote  Mark this post and the followings unread

it's...it's amazing~

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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Sat Dec 10, 2011 6:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Nice!!

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Dec 10, 2011 9:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Does the Nuke silo has firing animations?

Yep, everything you need to make a SW.

Quote:
The Propaganda Tower could be improved by the removal of the matte grey bits between the scaffolding.

I presume it's possible to do that with a mask or something, but ATM I'm unsure how.

Quote:
If these came from generals, any chance you can put the actual models up?

All you need to do is extract the W3D files from the game & then run a import script in 3DS Max.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sat Dec 10, 2011 10:06 am    Post subject: Reply with quote  Mark this post and the followings unread

that is the script.



w3dimporter.rar
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 Filename:  w3dimporter.rar
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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Dec 10, 2011 5:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Funny to see that after all these years, only now someone has remade the Generals structures as SHP's. No offence Miggy #Tongue

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Sat Dec 10, 2011 6:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Fantastic!

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Dec 10, 2011 6:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Some issues i noticed
-nggatt_a.shp doesn't rotates even by 11.25° at each frame. Some frames it's faster and others it's slower, which will make it ingame face slightly aside on some directions.
-some buildings move at the last buildup frame slightly to one direction, which looks strange. e.g. ngbarkmk moves at the last frame to northeast by about 1 pixel. ngbunkmk 1 pixel to southwest.
-all the buildup anims could be much better. Instead of raising the whole building, you should have used a slice modifier in 3dsmax, where you move the slice plane upwards and let it only show the model below the plane. This way the plane moves like an invisible barrier upwards, revealing more and more of the building, which makes it look like it is really build up. Or split the building in several parts, which will the build up at different frames.

Other than that nice job.
Do you made the damage frames or did the model had them already?

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Last edited by Lin Kuei Ominae on Sun Dec 11, 2011 9:56 am; edited 1 time in total

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sat Dec 10, 2011 8:08 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Sat Dec 10, 2011 9:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

One request mig, one. Could you convert the militia tank (the t-54) to voxel? otherwise, totally epic set.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Dec 10, 2011 9:47 pm    Post subject: Reply with quote  Mark this post and the followings unread


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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Sat Dec 10, 2011 11:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Spotlight! Nothing more to say.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Dec 11, 2011 9:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Spotlighted.
Though i would still like to see the issues fixed, which i've mentioned above.

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SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Dec 11, 2011 10:12 am    Post subject: Reply with quote  Mark this post and the followings unread

@Dutchy: I know, I only just stared using 3DS Max & I managed to do it, why hasn't anyone else bothered before now!

@LKO:
I animated the turret to turn 360o over 33 frames & that's what I got #Tongue
I only had a few days to make this pack, otherwise I would have spent longer on the buildups. I feel they are ok for now tho, after all most buildings for d/l don't even come with buildups.

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Sun Dec 11, 2011 10:45 am    Post subject: Reply with quote  Mark this post and the followings unread

I've noticed that atleast for me, just doing 32 frame 360° rotation animation causes that particular issue, where all turns are not 11.25°. Not an expert user of Max so haven't bothered to figure out why it does that so I'll just rotate it by 45° every 4 frames and it works fine.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sun Dec 11, 2011 10:53 am    Post subject: Reply with quote  Mark this post and the followings unread

use 32 key frames,each 11.5o,and you will get a perfect rotation anim.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Dec 11, 2011 9:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig wrote:
@Dutchy: I know, I only just stared using 3DS Max & I managed to do it, why hasn't anyone else bothered before now!


I was converting Generals stuff last year, and actually have quite a bit of stuff rendered, just not in .shp form yet. I was making them for Aro and some reason just fell away from it. There are a couple of things for download from Generals that i posted already. Razz

For the turret thing. The easiest way to do it for me is, set your turret facing North, click autokey, scroll the animation time line to frame 32, rotate your turret 380* degrees, untick the autokey and you have your rotation frames. just remember to delete the last frame so you'll only have 32 frames. "Max frames start at 0"

Oh, and congrats on the spotlight. Razz

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sun Dec 11, 2011 10:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
The easiest way to do it for me is, set your turret facing North, click autokey, scroll the animation time line to frame 32, rotate your turret 380* degrees, untick the autokey and you have your rotation frames. just remember to delete the last frame so you'll only have 32 frames. "Max frames start at 0"


and dont forget to switch keyframe's animation to be linear. otherwise angle betwin each rotation stage will be not equal. MAX sets smoth keyframes by default.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Mon Dec 12, 2011 12:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Gangster wrote:
and dont forget to switch keyframe's animation to be linear. otherwise angle betwin each rotation stage will be not equal. MAX sets smooth keyframes by default.


0-31 frames, and this ^. Default autokey anims accelerate in beginning/decelerate at the end.

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Machine
Commander


Joined: 01 Feb 2007
Location: National Reference Laboratory for IPNV

PostPosted: Mon Dec 12, 2011 1:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Just adding something to what gangster said.

Max defaults the keyframe tangents to soft, so the animation accelerates at the start and deaccelerates at the end (which is quite nice for deploying animations).
In the case of rotation, this would mean that it won't turn the same amount of degrees with each frame.
You can set the tangents to linear to fix this. To do so just change the option in the button that's to the right of "set key".
Alternatively, you can open the "mini curve editor" (to the left of the keyframes and time slider), select the keys that you want to turn linearly and set their tangents to linear.

Though making it turn 11.25º manually is probably a better idea.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sat Dec 31, 2011 2:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

cool stuff =)



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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Sat Dec 31, 2011 4:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hah, terrain makes a big difference. They look so much better with Mig's grass in the background.

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Zengar_Zombolt
Plasma Trooper


Joined: 30 Apr 2008

PostPosted: Wed Jan 11, 2012 8:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is there a Naval yard?

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