[WIP] New custom Emblems [Archive]...

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[WIP] New custom Emblems [Archive]... folder guard 8.4 rarHi here is a small mod Work in Progress Mod i want to show you [UPDATED: 21.08.12]Status: [Rel]:up:All emblems downloadable and testedDownload : Just click the emblem you want and it will lead to the download! (CLICK EMBLEM TO DOWNLOAD NOT THE ONE ON THE BOTTOM IF YOU JUST WANT TO USE IT AS MOD FILE!)Installation at the moment it is required that you have installed A Fistful of Emblems v1.51 download here:http://www.subsim.com/radioroom/showthread.php?t=164789page=10extract and install both mods with Generetic Mod enabler The custom embelm you have choosen needs to be installed after A Fistfull of Emblems MODStart the game and choose the custom emblem at the end of the list this is the emblem you have downloaded from here.REMEMBER YOU CAN ONLY USE ONE EMBLEM AT THE SAME TIME!say what you think of them and have fun!Update today !http://www.bilder-hochladen.net/files/e1hs-lm-470e.png (http://www.mediafire.com/file/lk43p08mctd53vt/Emblem_Mod_Nr1.rar)http://www.bilder-hochladen.net/files/e1hs-ln-bf62.png (http://www.mediafire.com/file/k9ul2pfun565ii5/Emblem_Mod_Nr2.rar)http://www.bilder-hochladen.net/files/e1hs-lo-fa14.png (http://www.mediafire.com/file/i8pqym388ovzxx1/Emblem_Mod_Nr3.rar)http://www.bilder-hochladen.net/files/e1hs-lp-2ca6.png (http://www.mediafire.com/file/133ogy4m5zc5sgv/Emblem_Mod_Nr4.rar)http://www.bilder-hochladen.net/files/e1hs-lq-88ae.png (http://www.mediafire.com/file/kkhtnhmvg4ko955/Emblem_Mod_Nr5.rar)http://www.bilder-hochladen.net/files/e1hs-lr-0699.png (http://www.mediafire.com/file/uv2cdxdu3g4zyuy/Emblem_Mod_Nr6.rar)http://www.bilder-hochladen.net/files/e1hs-ls-eefc.png (http://www.mediafire.com/file/axfd985akhiavii/Emblem_Mod_Nr7.rar)http://www.bilder-hochladen.net/files/e1hs-lt-5807.png (http://www.mediafire.com/file/q52nc5epk7yp46t/Emblem_Mod_Nr8.rar)http://www.bilder-hochladen.net/files/e1hs-lu-d840.png (http://www.mediafire.com/file/ta45fsbx1im73wa/Emblem_Mod_Nr9.rar)http://www.bilder-hochladen.net/files/e1hs-lv-959a.png (http://www.mediafire.com/file/qic5ijyaygfe7ka/Emblem_Mod_Nr10.rar)http://www.bilder-hochladen.net/files/e1hs-lw-f220.png (http://www.mediafire.com/file/kb983bxy9d33ptr/Emblem_Mod_Nr11.rar)http://www.bilder-hochladen.net/files/e1hs-m5-c0f1.png (http://www.mediafire.com/file/8o1n1k9nsznzh5r/Emblem_Mod_Nr12.rar)http://www.bilder-hochladen.net/files/e1hs-m6-8c67.png (http://www.mediafire.com/?k4cdng7dt41mm2z)http://www.bilder-hochladen.net/files/e1hs-m9-67d9.pngsome other skins not painted by me but edited a little bit:Thanks to Josef von Posorschitz and have fun with them!http://www.bilder-hochladen.net/files/e1hs-m2-e57c.png (http://www.mediafire.com/?1h24qwhkn7kyczz)http://www.bilder-hochladen.net/files/e1hs-m3-86b1.png (http://www.mediafire.com/file/i2t6yhn4vcbu2yp/Emblem_Mod_Nr15.rar)http://www.bilder-hochladen.net/files/e1hs-m4-4e09.png (http://www.mediafire.com/file/bfc16g29ardu7n2/Emblem_Mod_Nr16.rar)Text emblems can only used for VII A version U-boatYep, and they'll be hard to fit on the conn. )Chen, I'm not trying to offend you, but only trying to make a little friendly suggestion. When you've got photos like these that are so large, use a program to scale daown the image. It'll be so much easier for us to see them. Gimp is a free one that will work, and there are others out there too that are free or are shareware. I hope you understand.Looks like you have a good start. Keep working on them.lol yes i know how to scale them for the u boats no problem so far working with gimp all the time. Just wanted to show you my original work. In the right scale they would look like this:http://www.bilder-hochladen.net/files/e1hs-kq-0d31.png(only as dds)but there you can't see every detail but they will look like this on the towerBut anyway thanks for your kind suggestion but i know what i am doing just wanted to know what you think so far of these two emblems :Edit: Here is a screenshoot from ingame (so that you know that i know what i am doing) :dead::dead:http://www.bilder-hochladen.net/files/e1hs-kr-fb89.jpg[UPDATE 21.08.12 see first post]I've downloaded your emblems and they look very cool, indeed!I've some suggestions for improving them and for making their use easier even for newbyes, if you don't mind:- emblems should be standard sized (128x128, 256x256, 512x512, etc.). I don't know how the game is going to handle custom sized emblems, but depending on GPU / GFX drivers, weird things could happen. The optimal resolution is 256x256. Possible formats for saving them are tga (save with alpha channel) or, even better, dds (DX5 compression, 'save with alpha channel' and 'generate mip maps' enabled). The png format is quite handy for use on the web, but again, I am not sure at all that SH5 can manage it.- emblems rendered in game are mirrored orizontally. I suggest you to invert the ones featuring text or other stuff that shouldn't be mirrored, like the stylized map of GB.- try adding some rust/weather/noise to your emblems, for a more natural feeling :up:Nice!Now if only my friggen boat could have U#on the side of it for whatever number BDU refers to me as.You probably don't care, and who am I for blaming you on it? :D...anyway, those numbers painted on U-boats sides were abolished just before the war, and incidentally they weren't coupled to any U. See here (http://www.artitec.nl/downloads/instructions/uboat/uboat_colours.pdf) for further details (look for Pre-war colours). )I did not know that and wouldn't want it if it wasn't accurate to the time period. I came to my conclusion that they did from browsing countless old photos but they very well may have been pre-war or had some WWI photos mixed in. I just kept seeing these pictures of beached boats, photos from planes, and others from boats leaving/entering port and most showed the numbers.Thanks for telling me :) Now I won't fret over it.Pity anyway, because those numbers painted in that fancy fraktur font, looked quite cool! :)I've downloaded your emblems and they look very cool, indeed!I've some suggestions for improving them and for making their use easier even for newbyes, if you don't mind:- emblems should be standard sized (128x128, 256x256, 512x512, etc.). I don't know how the game is going to handle custom sized emblems, but depending on GPU / GFX drivers, weird things could happen folder guard 8.4 rar. The optimal resolution is 256x256. Possible formats for saving them are tga (save with alpha channel) or, even better, dds (DX5 compression, 'save with alpha channel' and 'generate mip maps' enabled). The png format is quite handy (http://www.subsim.com/radioroom/newreply.php?do=newreplynoquote=1p=1924257#) for use on the web, but again, I am not sure at all that SH5 can manage it.- emblems rendered in game are mirrored orizontally. I suggest you to invert the ones featuring text or other stuff that shouldn't be mirrored, like the stylized map of GB.- try adding some rust/weather/noise to your emblems, for a more natural feeling :up:Äh if you downloaded them correctly they should be .dds files (remebmer only the first 6 are ready for download yet. Their size is 228x257 this is the correct size for the tower if you would take a format like 128x128, 256x256, 512x512 etz then the emblems would be scretched and that does not look nice!So again no offense or something but do you think i did not checked some emblems before i posted them in here?About the emblems who also got text i know that they are shown mirrored then but i am surching for a solution there they are not downloadable at the moment anyway !Äh if you downloaded them correctly they should be .dds files (remebmer only the first 6 are ready for download yet. Their size is 228x257 this is the correct size for the tower if you would take a format like 128x128, 256x256, 512x512 etz then the emblems would be scretched and that does not look nice!The download that I clicked on is the one at the bottom of the first page.It contained files numbered from 1 to 12, some of them in dds format, other in png, and having a whole bunch of different sizes :yep:You make me wonder if I downloaded the correct pack :06:So again no offense or something but do you think i did not checked some emblems before i posted them in here?No offense at all, but so far I haven't ever seen a single SHIII, IV or V emblem either from Ubisoft or custom made, that had other size than a standard one. This not only true for emblems: almost every texture in SH5, and in many other games for that matter, is a square whose size in pixels is a power of 2. If this is not enough many graphical applications don't even let you save a texture in dds format, if it doesn't stick to this rule. Reason is the way mipmaps are generated and the way modern GPUs are handling textures. Anyway if you tested your eblems in game, and they are rendered correctly, I can only be happy for that. :up:About the emblems who also got text i know that they are shown mirrored then but i am surching for a solution there they are not downloadable at the moment anyway !That's true. I haven't ever progressed in campaign, and I am still the captain of an ananonimous VII a, with a standard conning tower. On that tower the emblem is painted on the front, and that one emblem gets mirrored, so I use to pre-invert my custom emblems in order to make then to look good. Indeed, If I wanted to use the same emblem on a side painted tower, one of its sides would get a mirrored emblem anyway. Imo this is not a bug but a feature, for making U-boats, sharks, dragons, devils, or whatever to look at the same direction )The download that I clicked on is the one at the bottom of the first page.It contained files numbered from 1 to 12, some of them in dds format, other in png, and having a whole bunch of different sizes :yep:You make me wonder if I downloaded the correct pack :06:yes that's the download who is only for people who want to edit or customize them and are willing to make their own mod pack out of it.The right download is if you click on the emblem you want to have !Read description in first [email protected] you were right about the size ! I will correct this thanks that you told me and shame on me for not knowing i was wrong.But its not such a big deal i will correct them all and also add some rusty and weathered looking. Thanks and my sorry for my mistakenEdit: Now all emblems are correct size and have a more weathered lookingHello Mastrerchen,can you make please this real U-997 (VIIC/41) emblem please for my VIIC/41 U-Boat?they look great i am on them now will post them if its okay for you.They should be finished in not more than tomorrow:)here you go download link at the first post just kick your emblems (only one usable for game at the time)http://www.bilder-hochladen.net/files/e1hs-m2-e57c.pnghttp://www.bilder-...'s true. I haven't ever progressed in campaign, and I am still the captain of an ananonimous VII a, with a standard conning tower. On that tower the emblem is painted on the front, and that one emblem gets mirrored, so I use to pre-invert my custom emblems in order to make then to look good. Indeed, If I wanted to use the same emblem on a side painted tower, one of its sides would get a mirrored emblem anyway. Imo this is not a bug but a feature, for making U-boats, sharks, dragons, devils, or whatever to look at the same direction )Hi :salute::hmmm: I think the solution to have two different sides is to double the width of the texture and edit UVs (texture coordinates) :yep:Ps:I can not try right now, my Power Supply is dead ! :o:wah: (probably lightning)I expect a new today or tomorrow :shifty:...Anyone is interested :06:I'll make the modifications of the meshes, but you must tell me what you want (larger surface area / position ...)and redo the emblems for the new meshes (i don't have time to make it :D i'm working in my conning tower :O:)Hi BIGREG, I am very much interested, indeed :up:for a start, what about making you changes compatible with other conning towers? The best would be having a dds file with 4 textures in it: one to be used in emblem selection UI, one for single emblem conning towers, and the last two to be used on each side of conning towers featuring two emblems:hmm2:What do you think?P.S: allowing some conning towers models (or rather all of them) to have both the central and the side emblems rendered on them could be another cool feature, if possible. I have an historical emblems mod slowly growing up on my HD. So far I have all flotilla + all crew + U-1 to U-389 emblems ready (all variants that I am aware of included, for a total of about 480 emblems). I could modify them to reflect your changes in GR2 meshes, and release a first pack of them. :yep:Anyone is interested :06:I'll make the modifications of the meshes, but you must tell me what you want (larger surface area / position ...)and who will redo the emblems for the new meshes :06:(i don't have time to make it :D i have work in my conning tower :O:)Hi BIGREG, I am very much interested, indeed :up:for a start, what about making you changes compatible with other conning towers? The best would be having a dds file with 4 textures in it: one to be used in emblem selection UI, one for single emblem conning towers, and the last two to be used on each side of conning towers featuring two emblems:hmm2:What do you think?Correcting Emblem Textures so they are not Mirrored would be great FIX. Emblems with text display correctly on both sides of the Tower.It would also be cool to have Fleet Emblem and Boat Emblem.CFG#E01 == Boat EmblemCFG#E02 == Fleet EmblemCFG#E03 == Crew Embelm or Kill Flags.E02, E03 can be manually configured in NSS_Uboat7.eqp files.[Equipment xx]NodeName=E02LinkName=dataTexturesTNormaltexemblems.DDSStartDate=19380101EndDate=19451231[Equipment xx]NodeName=E03LinkName=dataTexturesTNormaltexemblems.DDSStartDate=19380101EndDate=19451231Not sure if I would be able to make them accessable in Bunker Equipment Upgrades Menu. I think I would have to add 2 more Menu Tabs and I am at a loss on this matter.I do want to change AcceptedType=NULL so for example, a Type-VIIA emblem can only be used on a Type-VIIA sub.UpgradePacks.upcUpgradePackSlotType= UboatEmblemstoUpgradePackSlotType= Uboat7aEmblemsUpgradePackSlotType= Uboat7bEmblemsUpgradePackSlotType= Uboat7cEmblemsUpgradePackSlotType= Uboat7c41EmblemsNSS_Uboat7.upcge[UserPlayerUnit 1.Compartment 10.EquipmentSlot 2]ID= EqpEmblemSlotNameDisplayable= Conning EmblemType=NULLAcceptedTypes=NULLUserCustomizable=NoIDLinkEquipmentIntervalDefault1= NULL, NULL, NULLExternalNodeName3D= E01ExternalDamageZoneTypeID3D= -1to[UserPlayerUnit 1.Compartment 10.EquipmentSlot 2]ID= EqpEmblemSlotNameDisplayable= Conning EmblemType=NULLAcceptedTypes=Uboat7EmblemsUserCustomizable=NoIDLinkEquipmentIntervalDefault1= NULL, NULL, NULLExternalNodeName3D= E01ExternalDamageZoneTypeID3D= -1This change would greatly reduce the number of emblems in Upgrades List making it much easier to scroll through the list.All other Emblems are still there, just not available for your current boat type.Do you think this is something we can do?:06:Regards!:salute:TheBeastYes,better to wait,i can make a better one :yep:eg:two stripe that begin in the middle of the tower :06:(texture 512x512 or 1024x1024 ,cut in two horizontal ):hmmm:unpractical for asymmetrical front painted emblemsother make 3 places (one for the middle and two for the sides) :06::sign_yeah:maybe with slightly incresed mesh sizes. The 3 meshes should have the same size. I think a moderate overlapping, if possible, would be okay, so to allow some particular emblems to extend from the front to the sides of the conning tower.Yes i think in three parts ,this will be the bestFor the texture ,i can make : L512xH256 for the middle and two 256x256 for the both sides :06:Why not to give them the same size? In this way emblems would be interchangeable from side to front and vice versa, with a simple select/copy/paste. :hmm2:If you increase meshe's size, ie how much of the conning tower they are covering, we could reduce accordingly emblem's relative size within the dds texture, hence being able to move them within texture's borders and making them to show where we want on the tower. Say more on the top, more on the left, etc...Hi :salute:I just finished. Phew ! , I think you'll be able to enjoy MasterchenLink: UV map :03:Thanks BIGREG :yeah:Could you please post a screenshot showing your changes in action? Except for the red devils, I cannot understand where other emblems would be placed, and currently I cannot test them in game :)Besides this request I have a question: wich part of the new texture would be displayed in emblem selection UI? :hmm2:I notice emblem illumination is very bright. Is there a setting for this when configuring the Mesh?:06:Hull Number area a bit small. All pictures I have seen of canning towers sporting a Hull Number, the nubers were very big. Maybe expand that area for larger font size.For the illumination ,i can change this in TDW .GR2 editor other in 3DsMax other in .MTL before i import the mesh :03:For the Hull number place is not a problem :yep:- is it possible to increase the size of bottom front mesh, so to increase the size of the emblem rendered on it (the shark-boat wih the iron cross in your example)?- Could you design other conning tower models to use the same texture as the VIIb? If not, how would you restrict the use of emblems to their pertinent conning tower? I hope I made myself clear... :D1 - Not a problem2 - Yes,i get redo the other towers and they get use the same emblems maps ,but i can change where and how i use them on each towers :DPs:Tomorrow ,i get try an other way :import the different emblems as subsets to assign for each a texture (numbers,front,sides...):hmmm: Hum ! This is possible ,But i need to use a bigger texture :-?This one make H1024xL2048= ~10 MO !other reduce the quality ... - H1536x1536 :hmmm:But ,i get try the other way ,by adding subsets ... to have different textures (numbers,sides,front....) ,if it works, it will be much easier(A mod with the numbers, one for the front emblems etc...)But we must see how it will react ! :hmm2:Well, the texture you used is very big. In my opinion there is space for halving it with a little loss of quality indeed...As for adding different subsets, it is probably the best way to implemet your changes, but how are we going to manage the many emblems within the boat upgrades menu :06:answer Post#44 :03:TheBeast and GAP : you need wider ? or higher ?This is the place you have in TEST02I think you should have two (2) area for textures that wrap all the way around from Port Ladder to Stbd Ladder, excluding Vents and Rescue Floatation Rings.1. From Bottom of Top Splash Guard to Top of Bottom Splash Giard.2. From Bottom of Bottom Splash Guard to Deck, exclude protusion on front center.This would simplify creating the MOD. Kind of what privateer did for SHIII.Provide a template for each tower with grid to help position taxtures that can be added as layer and that grid layer is hidden prior to save.The .PSD or .PDN can contain all textures for all Hull Numbers of that Type Uboat and Conning Tower.As you can see below, the bottom textures really need to use area from splash guard to deck.http://img41.imageshack.us/img41/6978/newemblems1.pngI want to put something like below, center top front.http://img716.imageshack.us/img716/5188/grimreaper1.pnghttp://img225.ima... think you should have two (2) area for textures that wrap all the way around from Port Ladder to Stbd Ladder, excluding Vents and Rescue Floatation Rings.1. From Bottom of Top Splash Guard to Top of Bottom Splash Giard.2. From Bottom of Bottom Splash Guard to Deck, exclude protusion on front center.This would simplify creating the MOD. Kind of what privateer did for SHIII.Provide a template for each tower with grid to help position taxtures that can be added as layer and that grid layer is hidden prior to save.The .PSD or .PDN can contain all textures for all Hull Numbers of that Type Uboat and Conning Tower.As you can see below, the bottom textures really need to use area from splash guard to deck.:sign_yeah:Ok,i have try to add a bump map,but that don't work :shifty:(the opacity map is no more transparent )OK, it may not have looked good anyway.Right now it is working very good with exception of Kill Count area. I think that maybe this area should be its own Texture and is not stored in memory.That would make it very easy to update this texture without editing everything else while in Bunker.Also, if not stored in memory, the texture should read from file on every game load or exiting from bunker.When this MOD is [REL], I thnk it will be one of the coolest MOD's for SH5.I never could under stand why UbiSoft placed the Emblem is static position where a Equipment Upgrade (FuMO-29 GEMA Radar Antenna) can cover the Emblem.I think that what you are doing is how it should have been done in the first place to allow flexabilty and some Historical or Custom Tower Art.http://img196.imageshack.us/img196/600/newemblems3.jpghttp://img831.imag..., it may not have looked good anyway.Right now it is working very good with exception of Kill Count area. I think that maybe this area should be its own Texture and is not stored in memory.That would make it very easy to update this texture without editing everything else while in Bunker.Also, if not stored in memory, the texture should read from file on every game load or exiting from bunker.When this MOD is [REL], I thnk it will be one of the coolest MOD's for SH5.I never could under stand why UbiSoft placed the Emblem is static position where a Equipment Upgrade (FuMO-29 GEMA Radar Antenna) can cover the Emblem.I think that what you are doing is how it should have been done in the first place to allow flexabilty and some Historical or Custom Tower Art.Regards!TheBeastHi TheBeast:salute:Yes, I think also,the numbers, and the hunting board must be separated :yep:I have pretty cut the mesh in two subsets and assign an other material on one(and i can change the subset as a mesh with a bone to test with the menu...)But the only problem for me to try, is that I have to play the game to have a type VIIb :03:I just changed my computer (I just finished the adjustment) and I did not save my game .... and backups in the clouds are gone ! (with the wind ...:haha:)or I have to begin to redo the emblems for types VIIa tower :O:Ps: I7 3770K+GTX670 :yeah: 3DMark11= ~+ 10000 points :/\k:Edit :Yes,people must and can use this change, for release a mod :yep:I think I'm going to keep the texture with the same locations :hmmm: (if that don't work with multi-textures ...)TheBeast : you can try to change the material paramaters (with TDW .GR2 editor)( maybe a little less opaque ?) :hmmm:no Sub (only pre-war subs until 1939) have these big Numbers (only Tanks have these big Numbers on tower:haha:)agree :yep:see my post #8 (http://www.subsim.com/radioroom/showpost.php?p=1924253postcount=8) in this thread, where I posted a link about U-boat markings of WWII.and the Kill-counts are from the german airplanes! :03:If you are especially talking about kill counts as seen on TheBeast's screeny, you stand correct.Anyway, afaik, nothing would have prevented U-boat crews from commemorating tonnage sunk or downed airplanes, by means of tonnage figures, dates or any other drawing painted on conning towers. They were quite common during the early years of the conflict. Though being commonly painted on the upper part of the conning towers, those tonnage markings weren't restricted to any specifical area of it, as you can see from the following examples:http://s14.postimage.org/jydr5rir3/U_262.jpghttp://www.u-boot-zentrale.d... said so, I is to be remarked that the most common way to celebrate succesful patrols was by far the exhibition of kill flags or victory flags (one for each unit sunk/downed). They were flown just before entering home bases after patrol, and hung on a cable extending from the raised attack periscope to the tower railing behind it ( as seen on U-47's picture posted above) or sometimes, directly to commander's flagstaff.Once more, I suggest the interested ones to go through the above mentioned essay:http://www.artitec.nl/downloads/instructions/uboat/uboat_colours.pdfHi Josef!Do you have historical Sources/Pictures with Subs have these Hull-Number and/or Kill Counts?! :06:In this context I think these both features are not historical correct, no Sub (only pre-war subs until 1939) have these big Numbers (only Tanks have these big Numbers on tower:haha:), and the Kill-counts are from the german airplanes! :03:Example for Tanks with big numbers:LINK (http://www.markskleinkunst.de/PANZER3.HTM)Example for Kill-counts on a ME 109:LINK (http://www.adlertag.de/bilder/gatow_me109g_leitwerk.jpg)In my opinion no one of these two things is in regarding to german WWII sub historical correct, only a eye-candy for the game!Best regards,MagicGet a grip dude. What I did was a mock up, testing this very cool mod that BIGREG is working on.I have seen images of WWII german boats sporting hull number. Not very common but some did have them.As for Kill Count. I have also seen WWII boats sporting these. No flag was used but rather a broken sil of Carrier, or Battleship.When this MOD is [REL], I thnk it will be one of the coolest MOD's for SH5.Agree! :yeah:I never could under stand why UbiSoft placed the Emblem is static position where a Equipment Upgrade (FuMO-29 GEMA Radar Antenna) can cover the Emblem.I think that what you are doing is how it should have been done in the first place to allow flexabilty and some Historical or Custom Tower Art.Maybe dev's reason is memory usage. BIGREG's reworked emblems add lot of flexibility, wich is cool, but at the cost of a lot bigger textures :hmmm:Get a grip dude folder guard 8.4 rar. What I did was a mock up, testing this very cool mod that BIGREG is working on.Hey TheBeast, I think that Magic was just trying to make his point, without polemic intents.What is great about this mod is the possibility to fully customize the aspect of our conning tower. Historical accuracy or not, what emblems we actually put on it, is just a matter of taste, indeed :up:By the way, from wich U-boat did you take this emblem from? :hmm2:I guess it had to be pre-war :Dhttp://img831.imageshack.us/img831/5188/grimreaper1.pngstop spamming my thread if you do not have something which is about this theme hereFair enough :up:Some obviously did not read thread title and complained about Historical Accuracy.Custom does not mean Historical but does not prevent Historical.Aren't the pictures posted by me and Magic111 worth a couple of extra Custom emblems :hmm2:http://www.cosgan.de/images/more/bigs/i080.gif:oNOOOOOO!!!!!http://t1.gs..., okay... No offense to anyone. I just couldn't resist, but I promise this is my last joke on this thread :D

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