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Community & VanAdrian Miscellaneous Box

  1. #151
    i m not getting errors, i just dont see changes.. (rails and metal was test map)
    i installed with skin instaler. thx anyway

  2. #152
    Member VanAdrian's Avatar
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    Ha ok i see what's your problem haha

    It does not replace the original cow but it add a new one, so you can use both cows

    So if you want to see my black and white cow, you have to add it on your map with the worldbuilder

  3. #153
    dude, can u make those "milks" to be installed over skin installer, so they appears in game without installing attrib folder..? :P

  4. #154
    Member VanAdrian's Avatar
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    Hm i don't want to do it for the moment, so here i tell you how to do it easily

    open the files you downloaded : then unzip the package

    After this step, suppress the atttrib folder.

    Then, you have to go into the art folder and here you go into "animals" folder : suppress every files here, wich are named "dead_cow_02.xxx" but do not delete the folder called "dead_cow_01".

    Enter into this last folder (dead_cow_01) and then you'll see the textures files : the only thing to do is to replace the number 2 with the number 1 into their name

    Then just intall the files with the skin installer

  5. #155
    Member VanAdrian's Avatar
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    New proper texture for the US frag grenade Mk 2 "Pineapple" :


    Bigger size here : http://img15.hostingpics.net/pics/61...2pineapple.jpg
    Download link here : http://www.mediafire.com/download.php?addncn8b7hq1pqa

    Enjoy

  6. #156
    Member Zupadupadude's Avatar
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    I bet you had a hard time trying to get a pic of the skin.

  7. #157
    Member VanAdrian's Avatar
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    yeah Quick match on wolheze... and lost against 2 expert CPU haha But i did 3 screenshots hehe

    ----------

    ok today i release an improved version of the US buildings, more stuff will follow after... maybe ^^

    Firstly i must say that i did a big improvment on the glossiness and specular texture for the US structures, and after tens and tens try, re-texturing, re-re-re-re-texturing and ingame trying, i got a good result... i hope it is good at least haha
    Warning, huge images


    Bigger size here : http://img15.hostingpics.net/pics/40...mprovments.jpg


    Bigger size here : http://img15.hostingpics.net/pics/56...structures.jpg

    As you can see, all credits are on the screen. I only took the original textures and improved'em myself, using some work from Slayerknecht, who kindly allowed me to publicaly re-use his stuff, thanks mate

    Download link here : http://www.mediafire.com/download.php?ei65cvxjajffup5

    It contain all structures models (.rgm) wich have been setup to use a new occlusion texture to avoid any black line like there is in the vanilla game.
    It also remove teamcolor from every structures and give you proper flags.

    Cheers

    ----------

    Little edit :

    @DMZ

    I didn't use your own occlusion texture but still credit you for, cause you did the good color/alpha tint and then i just took the color... but as you are THE MAN of the discovery of this occlusion tint, i mention you
    (just say this to avoid any problem with you mate, if i had took your own texture, i'd firstly ask you the persmission to use it of course )

  8. #158
    Member SlipSon's Avatar
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    Are you planing to make concrete stuff like bunkers,more specific AT bunkers like this

  9. #159
    Member VanAdrian's Avatar
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    @SlipSon

    Sorry mate but i'm not a modeller ^^

  10. #160
    Member VanAdrian's Avatar
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    Here we go with the new version of the US M1 60mm mortar :

    It include a fixed normalmap, a new glossiness and specular textures and a fix for the .sync extenssion so the mobile mortar and the setled mortar will show the same texture.

    Hope you like it


    Bigger size here : http://img15.hostingpics.net/pics/386221USM1mortar.jpg
    Download link here : http://www.mediafire.com/download.php?mcbp2yjn4ejzfms

  11. #161
    Member VanAdrian's Avatar
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    ok now i started the buildings textures with american structures, i continue with the axis ones


    Bigger size here : http://img15.hostingpics.net/pics/65...structures.jpg
    Download link here : http://www.mediafire.com/download.php?83k8ybwo2cp2c5o

    With this pack i did something new cause axis structures weren't fully fixed, never ^^

    So, using the work of some of the great artist we got around here, Slayerknecht and Halftrack, who kindly allowed me to use their work, DMZ wich give us the good color tint for the occlusion texture i used in my occlusion fix and DarthVater, a member of the german community (who left it btw), i created a new version of the vanilla buildings :

    - the american ammo box, wich were used by german buildings (incredible no ? ) has been replaced for proper german made ammo box

    - the camo tent has been replaced for the new one made by HT for his own mod, BotB, while i used the camo net DarthVater did for the PE buildings ^^
    (also used his texture for the PE parabolic antenna, wich add some camo, and i though it was quite nice )

    - I suppressed the armor window from the panzer elite stosstruppen kompanie as they were visible only from outdoor, so when looking into the buildings part wich is supposed to deploy vehicles, you see the exterior... so now you can see the interior from outdoor too

    - i did new gls and spc textures so it looks better than before for every metal reflection effet

    - i used the same texture than the one HT did on his infantry for the mortar shell's cases on the wehrmacht T2

    - Now, teamcolors are removed (thx to Slayer) and all buildings use proper axis flag (texture is from Painter), without swatiskas for personnal and ethic reasons

    - Occlusion is no more the cause of dark lines and shader trouble on the buildings, every looks fine now
    Last edited by VanAdrian; 9th May 12 at 12:22 PM.

  12. #162
    Member ChickenNuggets's Avatar
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    Thank you so so so much for this! I will definately include these in my mod. Are you planning on add/changing stuff for the OF factions buildings?

  13. #163
    Member Mirage Knight's Avatar
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    Are you planing to make concrete stuff like bunkers,more specific AT bunkers like this
    An H621 Bunker? I'm planning on taking a stab at it, rusty and limited skills permitting :/

  14. #164
    Member VanAdrian's Avatar
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    @ChickenNuggets
    For the OF factions buildings, PE is fully included mate , in the axis structures pack ^^

    I only miss the british emplacement, i did'em but don't know if it's realy the best i can do so i wait a little bit before release something for british

    But for the moment you have full pack for Wehr and PE + USA ^^

    @Mirage Knight

    I saw in CCP thread that you plan to do this effectively hehe As i'm a rookie in modelling, i could only help you on texturing ^^

  15. #165
    Member VanAdrian's Avatar
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    Here i release the M6A1 60mm HEAT rocket (bazooka ammunition) : It use the same fx and work in the same way than the vanilla ammunition, you'll need to setup it yourself to fit to your taste



    Bigger size here : http://img11.hostingpics.net/pics/539015HEATrocket.jpg
    Download link here : http://www.mediafire.com/download.php?qdbqriflaomcby0

    Enjoy this new toy

    ----------

    First post updated with all my releases ^^

  16. #166
    Member VanAdrian's Avatar
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    BTW, all the barrel's familly can be found in the "spoilerized" last line of my first post Don't panic

    ----------

    what about this ?


    http://img11.hostingpics.net/pics/82...houtshield.jpg

  17. #167
    Member Jagdpanther's Avatar
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    Did you remove the shield by an alpha edit? If it is possible to switch between both variants (shield/no shield) via a state, I'm interested.

  18. #168
    Member VanAdrian's Avatar
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    Just alphaed out part... but as you know mate i'm a rookie in OE work and modelling so even this little feature (wich i think is easier compared to creating a new model, don't even know ) i didn't created miracles here

    It's the vanilla texture a bit improved and with the shields alphaed out

    ----------

    PS : so if someone is interested in creating an edit wich can remove the shield, it could be a lot better than my modification... or even an edit wich use the alpha chanled to remove the parts whith a stat... don't know if it's possible though...

  19. #169
    Member Jagdpanther's Avatar
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    Ok, it is possible to switch this via a state by creating a separate swapper. You know what I mean. A direct edit I also can't do. You should place a DL link here, then I can try it.

  20. #170
    Member VanAdrian's Avatar
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    yeha i know Just forgot that it was possible... and i can't do it unfortunately ^^

  21. #171
    Member VanAdrian's Avatar
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    Woops sorry JP i forgot to give you the DL here haha

    ... oh shame on me

    So here you go, it include only the texture, wich is the original one a bit lightened and desaturated + with alphaed out shield, that all ^^

    Download link here : [dead]
    Last edited by VanAdrian; 17th May 12 at 5:56 AM.

  22. #172
    Member Jagdpanther's Avatar
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    Yeah, ignore me, I like it and I need it.

  23. #173
    Member VanAdrian's Avatar
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    Sorry i said ^^

    Ohh by the way i posted something on our forum mate

    -----------

    Ok here is for sharing : Miss Pantherturm !

    Special thanks to Xalibur who kindly gave me authorization to use his panther ausf.D texture wich i used on this nice bunker ^^

    I thanks Jagdpanther too (yeah, you ) cause he pointed out to me a little error on the pantherturm, wich was a simple barbedwire's post textured on the diffuse and strangly, wich was into the right side of the bunker, as if it was destroyed... mysterious at least haha ^^

    So i removed this

    Here you go with this baby :


    Bigger size here : http://img11.hostingpics.net/pics/188160pantherturm.jpg

    Downlaod link here : http://www.mediafire.com/download.php?v1nazkjksbka8mm

    Enjoy !

  24. Modding Senior Member Company of Heroes Senior Member  #174
    Celéstial by heart Celution's Avatar
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    Looks cool! I wish I could make a proper deformation to fix the entrance when making the Pantherturm buildable... :\

  25. #175
    Member firefish's Avatar
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    Oh... I don't think that any deformation of the bunker is needed... Looks correct to me. Only issue with this entrance is that you have to dig it's lower half inkto the ground...

  26. #176
    Member ChickenNuggets's Avatar
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    @firefish I think he's saying that he wishes the Pantherturm would come with a predug entrance so when you make it a build-able object in mods it wouldn't have a half buried entrance. In world-builder you can make it visible for your maps but not for mods...anyways...

    @VanAdrian, Very nice skin, I will put it into my WW2 mod for sure!

  27. #177
    Member Jagdpanther's Avatar
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    @VanAdrian: Looks liket the Pantherturm in our mod.

  28. #178
    Member VanAdrian's Avatar
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    of course it is

    ----------

    @Celéstial

    Hmm using the mortar pit's deformation could do it no ? With a minimum effort, i think that using it but without lowering the whole concrete into the ground, it could be nice... don't knwo... or maybe the brit mg nest deformation with a bit lower scale and deplaced from the center to the door...

    Hope you'll succeed and implement this in your mod

    ----------

    Only 1 pantherturm is boring, even 2 if we consider than Relic's one is not that bad, so i did 2 other variations haha

    The grey pantherturm, for those who dislike camo, or who like grey ^^ And one with another camo variation, and where i've suppressed the armored panel wich closed the fences, + suppressed the door, to feature a sort of italian's front pantherturm wich haven't been totaly finished The turret camo are still credited to Xalibur who made those on his panther textures, available at his thread or in the CMP release section

    Hope you like'em :


    Bigger size here : http://img11.hostingpics.net/pics/36...turmyellow.jpg
    Download link here : http://www.mediafire.com/download.php?3a711287tzmxhf7


    Bigger size here : http://img11.hostingpics.net/pics/52...erturmgrey.jpg
    Download link here : http://www.mediafire.com/download.php?els15hq5ehog7bk

    Thoses textures need the GLS, SPC and NRM textures included in the first pantherturm i released, and to install the texture you need to rename it "tex_pantherturm" and then replace the one included in the first pantherturm release

    Enjoy again those new toys !

    ----------

    updated first post with the pantherturm's familly "spoilerized" at his end

  29. Company of Heroes Senior Member  #179
    Moderator Lethal Dosage's Avatar
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    Great Pantherturm skin, to both Xalibur and VanAdrian!

    Adding a deform to the Pantherturm, adding a nice decal, and fiddling with the depth and radius can be time consuming, but hardly difficult. The problem is that the Deform is always centered under the middle of the structure, so a large enough crater to show the door fully revealed would also drop terrain at the front and sides by a fair bit. Which doesn't really help it look buried, and this is what i think Celestial is getting at. It would be good to be able to make the deform offset from the center of the structure, so we could have the crater only at the back where the door is.

    In Cross of Iron i just worked around it by making the crate plenty large enough and using a decal or dirt and debris, so it looks freshly built, and the construction team just didn't get around to filling the hole back in around the concrete.

  30. #180
    Member VanAdrian's Avatar
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    I tried to get the commando with leather jerking vest but failed... captain and tommy can be mixed, but not with the commando hat Serg made for Battle of Crete... Anyway it's possible to do it if you want your commando use the tommy helmet

  31. #181
    Member VanAdrian's Avatar
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    Flak 38 with and without shield released !

    The state and the skin swapper were made by Jagdpanther

    I only did the alphaed out shield and the original relic texture recoloring


    Bigger size here : http://img11.hostingpics.net/pics/82...houtshield.jpg
    Download link here : http://www.mediafire.com/download.php?c9x4ne102eg240k

    Readme included in the pack :

    But here are the important steps for those who will skip the readme

    1 -- extract all files in your mod folder
    2 -- create an animator_set_state (upgrade or critical) action to switch between both following states in the flakvierling 38's .rgd ==

    -- do_action_state_name = on, off [default]
    -- state_machine_name = shield_state

    Enjoy and thanks again to Jagdpanther !

    ----------

    PS : if you want your own flak 38 texture use this state, just copy the alpha chanel of our skin and paste it onto your own one... and if you wont or can't then send me the files

  32. #182
    Member Xalibur's Avatar
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    Adding a deform to the Pantherturm, adding a nice decal, and fiddling with the depth and radius can be time consuming, but hardly difficult. The problem is that the Deform is always centered under the middle of the structure, so a large enough crater to show the door fully revealed would also drop terrain at the front and sides by a fair bit. Which doesn't really help it look buried, and this is what i think Celestial is getting at. It would be good to be able to make the deform offset from the center of the structure, so we could have the crater only at the back where the door is.

    In Cross of Iron i just worked around it by making the crate plenty large enough and using a decal or dirt and debris, so it looks freshly built, and the construction team just didn't get around to filling the hole back in around the concrete.
    This problem could be solved by simply raising the Pantherturm out of the mud. But I think the animation has to be redone then and nobody is capable of doing this...same problem for the mortar bunker.

  33. #183
    Member VanAdrian's Avatar
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    yep... hm the only way to have a pantherturm properly placed is to make it already contructed on a map... but maybe that via SCAR code on the building action, using a terrain level spline correctly placed (using the door marker) could be a nice idea no ? Or am i utopist and it is totaly impossible ?

  34. Company of Heroes Senior Member  #184
    Moderator Lethal Dosage's Avatar
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    If there was a modeller willing, it might also be possible to create an "emplacement" around the Pantherturm. Either making it look like a larger slab of concrete, which would essentially hide the oversize crater for the door. I'd imagine such a model to fit around the Pantherturm would be relatively simple, with a gap in the concrete for the route to the door, maybe steps leading from the "ground level" down to the door.

    But the question is, do we still have community members not only with the skills to do it, but the time and motivation to do it, for what is a reasonably rare model in mods. Especially when they're time would be better spent on gun emplacements, bunkers, or pretty much anything else?

  35. #185
    Member VanAdrian's Avatar
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    Hmm yeah would be cool... i aslo though something quite similar, just using the trench model (only about 30% or 50% of the trench not the entire mesh haha ) as an entrance for the door... could be much more easy to create this new model, using 2 existing ones than creating a brand new emplacement for use with the pantherturm...

    Anyway it's not in my skills so i stop here with this idea

    ... and i continue with my poor texturing skills but it's still cool to have some goodies wich are not realy in the same category than all other release around there

    I do not release the following stuff cause not even told any permission for the moment, just present my work, so if someone is interested and if the original creator give me permission, then i'll release thoses babies

    The new palmtree, 2 brand new textures for Africa or tropical fronts.

    Bigger size here : http://img15.hostingpics.net/pics/275328palmtree.jpg

    A new texture variation for the Me 109, using a skin from MoW wich i edited to fit better with other CoH plane with the same camo scheme :

    Bigger size here : http://img15.hostingpics.net/pics/31...serschmitt.jpg

    Hope you like

    Cheers

  36. #186
    Member TigerTanker's Avatar
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    Looks undescribably awesome. Also, are you sure that Pantherturms had numbers on their side?

    PS: Any chance of a hungarian retexture for the 109? http://www.studio-marseille.com/Grap...f109GFront.JPG

  37. #187
    Member Jagdpanther's Avatar
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    Pantherturms are made of damaged Panthers (in german Schadpanzer) by PanzerSchadCompanies. So normally they don't have any numbers or insignias even not the german cross. Those numbers are only used by tank divisions and other formations like this.

  38. #188
    Member VanAdrian's Avatar
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    thx

    Yeah i'm sure for pantherturm

    Pantherturm were, at start and after, at the end of the war simply made of turret taken out from wrecked panther... so they still had their unit markings on their side and even sometime still have their zimmerit !

    But for the pantherturm made of production turret created only for this concrete fortification purpose it wasn't any marking, so it's why for i've suppressed the markings from my first turret, but let the one of the 2 other

    For the messerschmitt i'll do my best mate

    BTW, don't forgot to gave me the camo if you want me to do the buildings hm !
    Last edited by VanAdrian; 22nd May 12 at 12:58 PM.

  39. #189
    Member Zupadupadude's Avatar
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    Wasn't the Messerschmitt taken down because there was a misunderstanding between the Men of War team and our community?

  40. #190
    Member VanAdrian's Avatar
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    maybe... the only thing i know is that the model is still and will still be used by all mods which have a BF 109 in their line of sight

    So creating a skin variation for it can't hurt i think... anyway as long as we do not use MoW models to win some money there can't be so many problems... i hope

    ----------

    BTW i think that i'll update every thing on my first thread, cause it begin to be a little "heavy" now

    Maybe the next night ^^

    BTW here are some pantherturm

    Spoiler



    And here some plans :

    Spoiler



    The End !
    Last edited by VanAdrian; 23rd May 12 at 12:40 AM.

  41. #191
    Yea just be careful with the MOW models. I heard the same, that there not allowed fullstop, mods or otherwise. I've heard so many diff things now its confusing to even know whats allowed. I often wonder about a similar situation with sounds, as I'd like to use some sounds (voices) from some early C&C games but dont really know were I stand on legal issues if I where too

  42. #192
    Member Xalibur's Avatar
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    Regarding MoW I have an official statement from Jan Olejnik the Production and Localization Manager of 1C Publishing EU. As it still seems to be unclear for many here:

    Unfortunately, the decision of MoW producers is not to support modifications
    for competitors' games. Therefore I cannot give you an approval to use MoW
    models. Also, I tried to look for some sort of approval that was according
    to you given to creators of ### Mod, but I did not find any
    mention of an official approval.

    Maybe you can consider creating some new content for the upcoming Men of War
    Assault Squad GOTY and Condemned Heroes instead

    Either way, I wish you best of luck with your modding project! Personally, I
    love the modding scene and I hope you will keep on going for a long time and
    won't lose your enthusiasm.
    This should dispel any further doubts...

  43. #193
    Member DMz's Avatar
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    Its practically the same message i recieved almost two years ago when i asked. Which is why i stopped helping n44 to port model. I seriously think that some people in here eigther cannot read, or are just becomming plain ignorant not to mention lazy, jesus christ its a poxy me109, i can knock one out in less then 5 hours with a skin. What on earth is so intresting about men of war models. Theyre over poly\tri count for COH and in most cases involve more work Porting in, then making the thing from scratch. It was exactly the same thing with War Leaders Clash of Nations, some people in here saw some nice models and promptly started to RIP them without permission.

  44. #194
    Member Beefy^'s Avatar
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    I thought the last time that was posted in the forum it was clear...

    I am aware of many people in this community contacting the MoW development team (I'd assume do to the potential legal implications of their copyright) and being told the same thing.

    What they did make clear when I queried it about 2 years ago, being aware of a few people in this community porting the MoW models into Coh, was that the development team did not mind models from their community being used (with the appropriate approval and credits from those who created it).

    However, they did emphasise on the fact that the content from those modders who wish to allow us to use their work should have no items from their original MoW models on the model, ie fuel cans, gun barrels, textures etc and if they are to remove them and make your own.

    At the end of the day its their work and they don't want to see someone else bodge it into another game, regardless as to how small it is, for the obvious commercial reasons and probably personal reasons too, I know many modders here don't like people using their work as bases that others change full stop.

  45. #195
    Yea thats a similar statement I had seen so I was aware pp weren't allowed to use them. But what was confusing is seeing them still appear occassionally. And as DMz stated you should be able to make one yourself without too much drama

  46. #196
    Member VanAdrian's Avatar
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    updated first post with new arrangments for some download i've merged for more space, plus new images

    I'll upload some updated version later ^^


    For the messerchmitt issue, as lot of mods use it and as long as they do not use it in any commercial purpose, i think it's safe to release my poor texture for it, just to help those mods or some persons for their own private use :P

    Anyway if you guys think it's not okay or disagree with my statement just let me know here and i'll not release it

    Cheers

    ----------

    ok first post fully updated and "spoilerized" now

    ----------

    Updated image and download link for the flak 38 with shield on/off state + messerschmitt bf 109 G released and new mine marker variation release too for those who want to use it as replacement of the mines model (BK use little rocks... i think this may be better ^^, with a simple color variation to make allies using a different model than axis for exemple )

    New Mines markers :

    Download link here : http://www.mediafire.com/download.php?modu2tkhvd1y6u0

    Flakvierling 38 with shield state swapper (Read me included) :

    Download link here : http://www.mediafire.com/download.php?71hbewx7zvybvo3

    New texture for the Messerchmitt BF 109 G :

    Download link here : http://www.mediafire.com/download.php?3032ki32fmrcz69

    Enjoy !

  47. #197
    Member Aidas2's Avatar
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    Sweet!

  48. #198
    Member ChickenNuggets's Avatar
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    Mine markers looks much better than vCOH, I never really used the vCOH ones for anything because they weren't very cool but your's looks way better :-)

  49. #199
    Member VanAdrian's Avatar
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    thx mate but i don't think that they are so much better

    The red one on the screen are the vanilla one, i just did the other one for more variation (maybe a bit more detailed than originals but not that much in fact ^^)

    ----------

    what about those sweeties ?



    ----------

    updated first post with a new image ^^



    If someone is interested in the mines just let me know

  50. #200
    Member Zupadupadude's Avatar
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    Holland
    I think it's stupid that some mods still have it, just remove the thing and try not to piss them of. They clearly said you can't use their stuff in COH mods. Just remove it.

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