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20 hours ago, Lucky_Strike said:

Great work JM!

Looks like we're all on Santa nice list this year.

I just checked and have a certificate to prove it ...

mMKN26S.png


Anyone else who wants to check can do so here

I will of course be taking Santa's advice and helping around the house more 😇

 

I am already Santa for my little children ! 😊

8 hours ago, MOS:96B2P said:

+1.  Thank you.  Very cool. 

Thanks guys hope this will be helpfull !

JM

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On 12/10/2021 at 11:10 PM, JM Stuff said:

Some news !!

 

Ok guys Christmas Christmas is on the door I propose you, my car dump ...

 

I see that some of you were making lots of news things scen map camp...I dont took much time to see the forum this last time, because I was busy, but I will check in details all these little gifts, now that I have time, thanks in advance to all of you to do something.

 

Time to put your socks on the chemney and wait the day after, ...this is "approximately" what I propose you, when you will click on the link below and discover like, Genesis was saying "land of confusion" my "land of destruction". , like W Churchill said, I can only offer you, dirt dead and destruction (sorry, I have to place this one) 😄...

I was trying to give a little diversion for Christmas to the Community.

 

...this is my introduction for the X mas package  :

 

KIahRbo.jpg

 

Part I

 

Civilian veh Wreks (8)

Military veh wrecks (16)

You will be able to added some wrecks vehicles, from Neutral, Allied and Axes, to yours scénarios maps and campaigns, in complement of the existing ones already in the game, via the editor, the only thing that I cannot do is, that they are burning, but some are already burned.

 I give you many choice view, and sometimes they are grouped of 2 vehicles so be aware to place them.

 

bRIqJuh.jpg

 

This first approach will be for the CMRT FR

Representing 

Allied lend lease, civilian and Soviet, German vehicles.

I took the system of @Umlaut exemple, with Flavour Objects, (FO) and for my part, this works perfectly, thanks Dennis.

Ok all is not perfect but i gave my best, I spend lot of time to realized it and hope that you will enjoy it. 

 

mhrOAVD.jpg

 

The content of the zipped files is in details as follow.

 

RT_Part I_ FO_ PK1.zip

Subfolders files

RT_barrel_PK1

RT_bin_PK1

RT_drum_PK1

 

Thus let's start.

For every (FO) 9 slots can be used in the editor.

But to keep the original one always available, I will be starting with the Num 2.

I choose the following FO's.

Barrel = Civilian Vehicles

Bin = Allied Vehicles

Drum = Axes Vehicles

 

Thus you will have folders in this model.

RT_Bin2_Pk1_t34 ot45

RT_Bin4_Pk1_willys

RT_Barrel3_Pk1_Merc 

 

To be more understanding.

>RT = CMRT

>Bin, Barrel, Drum,= FO

>PK1= Pack1

>Then the represented Vehicles name.

If the mod is well adapted and helpful, the list will be more long in the future, and will be also available for the others modules.

I choose to writing the folders on this model (is up to you if you want, to find another system).

But for the time I strongly recommend you, to follow this model, and don’t remove the file or change the name of the folder, this will only avoid some mistakes in the future, I want to added more wrecks and will follow this system, also this was more easy for me, to jumping from folder to folder in my Blender, Gimp time.

Mean that for the second pack the same name will be used from the FO's, BUT the folder with have the name Pack2 (PK2) and another vehicle wreck will be represented.

But this mean also, that you will have to "pay attention" if you have folders in your Z folder, to don’t use for example Two folders with the same FO name, cos one will be only available, from the editor.

Avoid for example (in the future)

Bin2 PK1

Bin2 PK2

But you will be able to use for example 

Bin2 PK1

Bin3 PK2

Following the vehicle of your choice.

Pack2 (PK2,) will follow!

 

But let's talking first of the first Pack.

 

Thus, the procedure!

 

>Check the small picture in the folders, representing the vehicle wreck. 

>Put the FO's Folders of your choice in your Z folder

>Choose and remember the (FO name and number) regarding to the picture wreck.

>Let s start the game and go to the editor.

>Load a map campaign or scenario

>Click on the category of FO's Bin, Barrel,...of your choice, and the choosing number.

>Check the 3d view on your map and place the wreck correctly, save it eventual in a different name as the original.

>Then let start. 

 

ATTENTION

I don't know if this will take lot of memory in the game so be aware about this...and remove eventual the "not welcome Folders".

I was also reworked on Telephone poles FO's, included in this folder zip

TelephonePole_zip, is up to you to replace the existing ones.

 

===============================================================================

I am busy also to make a part FO's, for CMCW also used for Berlin or town close to the border.

With only 3 vehicles for now.

Same procedure as above but here we have the particularity with 2 different "kind" of country.

West Germany town or used to West Berlin

East Germany town or east Berlin.

 

Thus 

Western Cars

Eastern Cars

To keep a touch of reality I was trying to keep vehicles from 1970 to 1980.

 

Following 

Part II 

(trying available Christmas)

Tanks traces and junk streets (also in snow)

Part III 

(trying available Christmas)

Dead bodys

Part IV

Camo military vehicles

Part V

Deployed weapons 

(same as CMBN)

 

I hope this will be helpful.

 

Thanks to : 

@umlaut

@kohlenklau

@NPye

@Falaise

@Lucky_Strike

@Bootie

For some differents infos and tips supports.

 

I think I was added something new but perhaps not usefull for everybodys, to answer to our member @Tomiko

link below my signature 

I ask to @Bootie to be kind and send to him on the CMMODs in a week, I don t want to keep all on my HD,  thanks in advance !

 

Enjoy

 

PS

Sorry the telephone poles are not include now I will added later !

JM

 

 

Merci JM !!!

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Salut JM

I didn't have time to test everything and I saw some weirdness but overall it's great
the pole is really good!
the opels car genial.
on the other hand the sherman if you use it in wreckage and that you use it in the games the impacts the skin are shared
so this is not the case with the t34 m42 early (the one with the cut track is great)
I will check the others over time
I love the t34 85 with the zis
really good idea !!

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2 hours ago, Falaise said:

Salut JM

I didn't have time to test everything and I saw some weirdness but overall it's great
the pole is really good!
the opels car genial.
on the other hand the sherman if you use it in wreckage and that you use it in the games the impacts the skin are shared
so this is not the case with the t34 m42 early (the one with the cut track is great)
I will check the others over time
I love the t34 85 with the zis
really good idea !!

Thanks to yiur help Steph appreciated and welcome remarks I will check it.

4 yeux sont meilleur que 2...

JM

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5 hours ago, Falaise said:

Salut JM

I didn't have time to test everything and I saw some weirdness but overall it's great
the pole is really good!
the opels car genial.
on the other hand the sherman if you use it in wreckage and that you use it in the games the impacts the skin are shared
so this is not the case with the t34 m42 early (the one with the cut track is great)
I will check the others over time
I love the t34 85 with the zis
really good idea !!

Updated !

I will check the others one but there is a lot...

Thanks "frero" or more cool "Bro" ! 😊

 

JM

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12 hours ago, Falaise said:

on the other hand the sherman if you use it in wreckage and that you use it in the games the impacts the skin are shared

Hi JM. You could try making a copy of the Sherman texture bmp, renaming it to a custom name eg sherman-wreck_1.bmp then, in Blender, replace the original Sherman texture used by the flavour object wreck with the renamed one. You would need to supply the renamed texture with your mod of course, but the game should recognise the change and only use the renamed texture for the Sherman wreck flavour object.

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1 hour ago, Lucky_Strike said:

Hi JM. You could try making a copy of the Sherman texture bmp, renaming it to a custom name eg sherman-wreck_1.bmp then, in Blender, replace the original Sherman texture used by the flavour object wreck with the renamed one. You would need to supply the renamed texture with your mod of course, but the game should recognise the change and only use the renamed texture for the Sherman wreck flavour object.

Hey Mark yes I did  i give just another name and its works, of course when I give the same name this will give a conflict with the original textures.

For me, this part is done, perhaps there is more wrecks in these situation, I have to check, advices from @Glubokii Boy and @Falaiseor anybody's else are for me important to working on the mistakes on.

What I cannot explain is when the model disappear when you have a close view, I cannot explain for the time, but I will make some news tests,... any advices about this will be welcome guys...

Problem is to find the issue of the mistakes Blender and myself or when you export in the game ?

Thanks already to yours apreciated  ones Mark.

 

JM

 

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I previously made some comments on these mods in another thread and JM asked me to also post them here...so here goes...

 

Hello, JM

I have downloaded you mod and had an initial look at it...Overall...things looks VERY PROMISING imo...a few little thing here and there though 🙃...list below...

Bin 1 - Gaz NM - looks good, rotates well

Bin 2 - T34-85 - looks very good, rotates well

Bin 3 - T34, 1942 - looks very good, rotates well

Bin 4 - Gaz 67 - looks very good, rotates well

Bin 5 - US truck + jeep - Can't rotate it and the model dissapears completally when wiew from the rear at a somewhat close distance.

Bin 6 - T34-85 + AT gun - looks good, rotates well

Bin 7 - lend lease halftrack - looks good, rotates well

Bin 8 - lend lease Sherman - look very good, rotates well

Bin 9 - Gaz MN - look good, rotates well...a very small detail...right headlight sort of dissapears at some angles...no big deal though imo...

Drum 2 - Panther - look very good, rotates well

Drum 3 - Kubelwagen - look good, rotates well

Drum 4 - T34 + Opel Blitz - Can't rotate or remove

Drum 5 - JagdPanzer - look very good, rotate well

Drum 6 - Opel b3 - look very good, rotate well

Drum 7 - PAK - look very good, rotate well

Drum 8 - Pz IIIG - look good, rotates OK...the front visionblocks dissapear at some rotating angles.

Drum 9 - Skdfz 250 - look good, rotates well

Barrel 2 - Mercedes - looks somewhat to shiney, a bit tricky to rotate

Barrel 3 - Audi - look OK (maybe to shiney), Can't rotate or delete.

Barrel 4 - Opel 1 - look good, rotate well...front hood dissapears at some angles.

Barrel 5 - Opel 2 + 3 - greenish car to shiney, rotate Ok

Barrel 6 - Opel 4 - look good (left rear rim is missing), rotates well

Barrel 7 - Opel rusted - looks to shiney, rotates well

Barrel 8 - Opel Blitz - look OK ( Maybe tone down the brown rear somewhat), rotates well

Barrel 9 - Opel Merce - looks Ok (maybe tone down the green rear somewhat), rotates well

 

These mods will be a great addition to the game ! 👍 😊...most of the looks very good and function fine...

They will add some nice flavour to the scenarios...I certainly hope you make more of them...Great work so far !

 

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17 hours ago, JM Stuff said:

Hey Mark yes I did  i give just another name and its works, of course when I give the same name this will give a conflict with the original textures.

For me, this part is done, perhaps there is more wrecks in these situation, I have to check, advices from @Glubokii Boy and @Falaiseor anybody's else are for me important to working on the mistakes on.

What I cannot explain is when the model disappear when you have a close view, I cannot explain for the time, but I will make some news tests,... any advices about this will be welcome guys...

Problem is to find the issue of the mistakes Blender and myself or when you export in the game ?

Thanks already to yours apreciated  ones Mark.

 

JM

 

Yes I thought you must have worked out some wrinkles already, great stuff.

Disappearing models up close ... are they disappearing? Or jumping somewhere else on the map, like into the distance off the map area? I have seen this happen before, usually caused by some transformation in Blender not applied correctly, can be quite hard to pin down. Other possibilities are that the disappearing textures should be double-sided objects in Blender, or maybe the normals are messed up, facing the wrong way.

I can't really work on anything at the moment, docs orders, so can't take a look for you, but I'm sure you'll work it out.

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17 minutes ago, Lucky_Strike said:

Yes I thought you must have worked out some wrinkles already, great stuff.

Disappearing models up close ... are they disappearing? Or jumping somewhere else on the map, like into the distance off the map area?

In my test the models simply dissapeared...They did not displace, change facing or apperance...I would say about 5-8 actions squares out the models simply got MIA...

 

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5 hours ago, Lucky_Strike said:

Yes I thought you must have worked out some wrinkles already, great stuff.

Disappearing models up close ... are they disappearing? Or jumping somewhere else on the map, like into the distance off the map area? I have seen this happen before, usually caused by some transformation in Blender not applied correctly, can be quite hard to pin down. Other possibilities are that the disappearing textures should be double-sided objects in Blender, or maybe the normals are messed up, facing the wrong way.

I can't really work on anything at the moment, docs orders, so can't take a look for you, but I'm sure you'll work it out.

 

5 hours ago, Glubokii Boy said:

In my test the models simply dissapeared...They did not displace, change facing or apperance...I would say about 5-8 actions squares out the models simply got MIA...

 


Thank you guys,

I just see that the "problems" models and textures are most of the time  from a certains kind.
The original files for the explaining models with mistakes are from c4d... you have to know that when you download a 3d model, sometimes they are without materials some are without textures some have nothing, thus, I have to created it myself, materials and or textures, sometimes I have to created the seam also myself, on the beginning I didn't know this, but with the time you realize what you have to do to don t complicated too much your life! 

There is also a big difference to convert files, in a direct form, I had to make a choices of the kind of models that I want to use, after converted this model in many differents forms and compared them in obj fbx dae...my favourits are the fbx, for the way that they are building, the compression and the size, with a good result format, sometimes also the obj, but the "problem" is lot of models are in dae stl are without material and or textures, because they are only to be printed, I took already some to be transformed in a 3d models, but have to created myself materials and textures, I don't like dae, the dmax max they are difficults to be converted, max have a good result also, but blender don t accept dmax max and for the time, I dont find any addons for blender, and don t want to buy a licence, thus I have to convert them first in the explained above formats, and begin to give the good size, to be  compared with original CM models, that have also to be downloaded on the same time, on the same screen, to make comparison in a blender screen, result, I have a lot of (files), meshes and sometimes I have to click on each, to see what it represent it on the 3d models screen, sometimes is only a edge with a name giving me a sigh, how is possible to created a mesh for a vertex or edge when you can make directly a full face, but sometime this represent only a specific thing thus...

but ok, my procedure is...
to regroup the edges or faces in a Group that I give myself a name, this reduce considerabely the many (files) meshes, and make a better view of what is done, and what have to be done than just joint all (this is what I want to do with the picure below), because all what creates with a mesh (bolts nuts tires rim...) for each wheel !!

and this was only a wheel exemple... 

Mark you had probably also this kind of meshes with your crazy Nature models isn t ? 

...also that the pictures (textures) comming in differents formats jpg png tga...but rarely in bmp and... Bingo, to working in CM the bmp is the only accepted form file, so Gimp Photoshop or something else have to be on, also to "convert" the desired file, without forget the bmp normal map.

happy that we can use the format blend to save ours "bloody hours" !

unhappy that we cannot or with difficulty, use another blender version, for my part, I cannot use a model that I made some modifs from another blender version, also using the function append !!!

...this is all a difficult and long procedure, and you can be happy (and I am) when this work, some are just not compatibles to be transformed in mdr or very bad accepted, some models are converted but are coming without tracks or wheels or whatever, and you have to created it,  also that you are happy with the result in blender, your heart beat, but when you start your game impatient to see the "beautiful work", the result give you another sad world, sometimes incredible differents as you put your hope on it, so, is always stress and working with crossing fingers, when you arrive on your CM game desktop, sometimes with anxiety and closing eyes... somebody on the forum dont remember who, even said it's witchcraft and it's true it's witchcraft !!

I remember that AquilaSG had also the problem to convert a file,and couldn't be used all kind of models, that he wanted, the difference with him, Me, I am not a proffessiona,l and do what I judge to have a good result, for myself, and when this work correctly I like very much to share it.

I give you a short overview with some converted files sometimes...all a story, thus, this is why I have to convert first in differents format, to choose the best to be conform for the famous mdr files...

Hey !!! we understand that all these models are only static, and not functional, don t asking me if they have to be on move in the game !!!

Is probably not the best solution to work, If somebody know a better way, my ears are full open !

 

Now !!  to the stuf again !!

 

 

3wZ9ESf.png

File converted ID meshes are original names read the numbers to have a good Idea !!!!

in frenchenglish, Groups that I created

 

CIB5g22.png

cwuep6u.png

View in blender happy but anxious to see the result

 

HdZcVNU.png

 

CMCW FO result !! deception and blasted !!

 

other model that I would like introduce in a future FO Packages if the first PK1 is functional and helpfull !

My opinion, more, appropriated for CMRT snow guns and amunitons for the russian winter...

but and many many others !

 

78T2l41.png

 

For a futur CM war 

 

LrKQLwX.png

 

h482AYK.png

 

VEvw3bY.png

 

This is how the models appears sometimes I have to find and choose the correct format !!

... for the time blasted !!

 

JM

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2 hours ago, JM Stuff said:

I just see that the "problems" models and textures are most of the time  from a certains kind.
The original files for the explaining models with mistakes are from c4d... you have to know that when you download a 3d model, sometimes they are without materials some are without textures some have nothing, thus, I have to created it myself, materials and or textures, sometimes I have to created the seam also myself, on the beginning I didn't know this, but with the time you realize what you have to do to don t complicated too much your life! ...

Ah yes, there's no simple way around this, sometimes one is lucky with found models and they come in and work beautifully, other times they'll just drive you 😡 

Using newer versions of Blender does sometimes help but the differences in the way textures are handled, along with a very different GUI, makes for a very complex route to get your models into the game.

Seeing a couple of your screen shots reminded me that another thing that can cause stuff to disappear is forgetting to retriangulate everything before exporting; if parts are manipulated the mesh triangles can easily distort and so need to be retriagulated.

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So @Glubokii Boymost of the "problems" are fixed, thank you very much to your participation!

Almost all vehicles are now with rotation, Audi and Mercedes cars are 1 time of two rotated, depend of the angle that we are trying...

the rotation is more easy from the side, front and rear doen t work I don t know why but I cannot change it.

Grouped vehicles are a bad Idea so now only one model with some exeptions...

I dont understand the problem with the drum8 can you make a screenshot ?

The shiney vehicles are with the shader ON personly cannot change it !
But all are fixed so good that I could, all this happend when models are not propriety from CM !

...for the time I don't see too much enthusiasm for this mod...

I was thinking to added some differents vehicles trying to change a little the view of the usual ones  make something different for Chrismas, but I was wrong, so this will stay probably with only one Package, to make news things, modders have to be motivated, this is not always really the case is sad but the reallity!

 

after fixed problem of drum8 all will be available in the final version on the CMMODs 

 

JM

 

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Hello, JM

I'm sorry to hear that you are considdering to not continue with the wrecked mods...They will indeed add a lot of flavour to the right scenarios...

As for the entusiams for the mod...imo the entusiams/activity over all is at a pretty low level right now and has been for quite some time...Many people are more or less just waiting for CM3 i belive.

Many scenario designers face simular issiues...lack of feedback on their work...This can indeed be entusiasm lowering when it comes to creating content for CM.

That is unfortunate...but the simple fact seems to be that the number of people currently playing CM or atleast that are currently active on this forum is very limited...

I fear progress may have been to slow during the last few years...people lose intrest...

We badly need CM3 to spring some real life back into the CM-series...

As for DRUM8 (Pz III) the vision blocks on the front of the tanks seems to dissapear at some angles when rotating the tank...it simply shows that front plate without any features at all at times...simply a solid plate.

It might just be my graphics card...it is pretty low spec...

 

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9 hours ago, Glubokii Boy said:

Hello, JM

I'm sorry to hear that you are considdering to not continue with the wrecked mods...They will indeed add a lot of flavour to the right scenarios...

>>Ok I will think about it, if minimum 2 peoples are interresting to that, I could make them minimum happy!

As for the entusiams for the mod...imo the entusiams/activity over all is at a pretty low level right now and has been for quite some time...Many people are more or less just waiting for CM3 i belive.

>>I think is not only here on the forum but in general rule on others forums too and in the life in general, peoples seem to loose feeling and respect for the nature adn for each other... soon we will be like the movie "Equilibrium" and we have to take some pills to dont feel to dont "be weak" don t make us awake about beauty on the earth and be kind around us...

Many scenario designers face simular issiues...lack of feedback on their work...This can indeed be entusiasm lowering when it comes to creating content for CM.

That is unfortunate...but the simple fact seems to be that the number of people currently playing CM or atleast that are currently active on this forum is very limited...

I fear progress may have been to slow during the last few years...people lose intrest...

>>Really true modders "blue or veterant loose sometimes, the will and the mood, to do something for somebody, peoples don t know or don t realise how much time we spend to do something to have only a smile to compens "the bloody time that we put" to realise a mod or scenarios a map, concept but be happy to download ours things, who know, that a kind word will be really apreciated, this is the best motivation, hmmm...I think I begin to be sentimental,... where I put my pills again... 

We badly need CM3 to spring some real life back into the CM-series...

>>Yes I hope really much that CM3 will bring us a new wind of satisfactions.

As for DRUM8 (Pz III) the vision blocks on the front of the tanks seems to dissapear at some angles when rotating the tank...it simply shows that front plate without any features at all at times...simply a solid plate.

>>The drum8 is a copy of NPye Berlin general mod that I asking him to reworked, you have to take his original flavour object and see if this react in the same way, if not, this must be in my model,... but I dont think that peoples will really take a close view from wrecks, cos they are only there to give a touch to give another atmospher in your scencampmap, important is that they have to be available on the beginning to rotated to be placed on the wishing place of a scencampmap in the editor.

It might just be my graphics card...it is pretty low spec...

We can be happy that we can already play CM with old things also some old laptops, when you are on trip, or in the train, or whatever, this is a plus from CM, I hope with CM3 we dont have to change anything to be compatible.

Thanks a lot to your participation and also thanks to place some wrecks and give a screenshot on the forum, for my part I like it very much appreciated your help.

I wish you all my best.

 

 

JM

 

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3 hours ago, Baneman said:

Consider me to be minimum #2 😀

 

Only just found this, but have always considered the lack of wrecks to be an oversight of BFC's, so please, allow me to encourage you !

They look great even now.

Yes you are, thank you ...therefore I have at least my two candidates, and have to working now for the PK2! 😆

 

JM

 

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  • 3 months later...

Hi guys 

some news 

 

A little mod for CMBS sandbags with some wheels add protection...>>on tv !

 

6aDQnyb.jpg

 

I did also a little strong point more high, for vehicles for exemple, or more protection for infantry !

Gvk6low.jpg

 

Another Strong point level 2  for vehicles tanks or or AA battery ... !

 

 

3O0BpUI.jpg

 

               

                                     I was thinking of raising more to protect buildings, statues, monuments or anything else on TV,... I'm thinking of...

Can also be used in other CM modules, you just have to change the textures, sand, or snow for FI>RT>FB>SF!

Coming soon to Bootie!

Hope will be helpful!

Then tank and vehicle wrecks for CMBS (UA RU) only the same as FOs like I did for CMRT!

For information I do not have CMBS but only the Demo version, I hope that all vehicles will be present...

 

JM

 

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14 hours ago, JM Stuff said:

Just like you I doubt!!

I think they probably will. There seems to be a form of linear tracing from firing unit to target, and interruptions to that path appear to be "real" in game terms. This is based on the 3D models (rubble walls, in particular) I made and tested for FR. They will retain the underlying data characteristics of whatever the model is made to be (when swapped, as well). That means if you are doing sandbagged walls, it will still be a sandbagged wall in game terms (has the data characteristics for that model, anyway), just taller/shorter, etc. as adapted by you in the modelling process. The game should "see" that height adjustment.

Like everything in this realm, test, test, test!

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6 hours ago, benpark said:

I think they probably will. There seems to be a form of linear tracing from firing unit to target, and interruptions to that path appear to be "real" in game terms. This is based on the 3D models (rubble walls, in particular) I made and tested for FR. They will retain the underlying data characteristics of whatever the model is made to be (when swapped, as well). That means if you are doing sandbagged walls, it will still be a sandbagged wall in game terms (has the data characteristics for that model, anyway), just taller/shorter, etc. as adapted by you in the modelling process. The game should "see" that height adjustment.

Like everything in this realm, test, test, test!

Thank you Ben, for this interesting information. I will first leave the mod with 2 level, and depending on how people like it I will let the wall grow.

 

But peoples have to pay attention to don t use more sandbags in the same scenarios, if they want to use both models cos only one will be available !

 

JM

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On 12/25/2021 at 12:20 PM, JM Stuff said:

if minimum 2 peoples are interresting to that, I could make them minimum happy!

JM, please add me to the interested list - so we have at least 2 already and a lot more I'm sure.

EDIT: Ooops, should have read the full thread before posting the above as I was beaten to it some time ago.  But the sentiment remains the same 👍😉

Edited by Vacillator
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