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Tutorial: Replacing Jaden with custom model

Page: 2 of 3
 Tesla
10-02-2003, 3:17 AM
#51
Ok, cool :)

So i'd just put playermodel fisto or playermodel fisto_red ?
 Scoundrel
10-02-2003, 3:42 AM
#52
Piece of cake, in model_red.skin it should look like this:

kitfisto
}
playermodel ct_fisto
customSkin red
blah, bla blah...
}


That is way to use other skins, use customSkin (skinname) line.

*edit*

Darn, computer lagged, it didnt show last two messagages:eek:
 MasterKoon237
10-02-2003, 10:50 AM
#53
I still have a problem, I believe i failed in converting my final Winzip file with all the necesasary files for the conversion to work. I have reason to beleive this because when i right click over the hilighted file, then click properties the file is registered as a Winzip file. While all my other mod files from different sites, are pk3's. If i have done something wrong(which i most likely have) could someone inform of my mistake and tell me the correct way to fix it, i would highly appreciate it. :D
 Scoundrel
10-02-2003, 1:34 PM
#54
I have nasty problem here.

I just downloaded Bothan Jedi model, and I did NPC of it right away. I can spawn it, but when it starts battleling I reseave error:

Ran out of transform space for Ghoul2 models. Adjust Miniheapside in SV_Spawnserver

What should I do? I have tried this in different maps and situations.
 Prime
10-02-2003, 4:01 PM
#55
Originally posted by MasterKoon237
I still have a problem, I believe i failed in converting my final Winzip file with all the necesasary files for the conversion to work. I have reason to beleive this because when i right click over the hilighted file, then click properties the file is registered as a Winzip file. While all my other mod files from different sites, are pk3's. If i have done something wrong(which i most likely have) could someone inform of my mistake and tell me the correct way to fix it, i would highly appreciate it. :D It sounds like you have ended up with a .pk3.zip file. This happens if in Windows you are hiding file extentions. To change to a .pk3, turn "hide file extensions off". I think it is under options in the window's menu bar. Once you do that, you should be able to manually change the .zip to a ,pk3.
 Scoundrel
10-02-2003, 4:10 PM
#56
Anyone else having problems with Bothans?
 MasterKoon237
10-02-2003, 6:07 PM
#57
I managed to rename it but it did say the file may become unstable, and sure enough when i try to load SP it will not load it says "ERROR: filename lenght MAX_QPATH" . AHHHHHHHHHH help please!
 caseyjones
10-03-2003, 1:14 AM
#58
When I start the game and try to npc spawn jango the game tries to but makes a stormtrooper and says that the drive is invalid...someone please help me.
 caseyjones
10-04-2003, 2:20 PM
#59
please!!!!!
 Scoundrel
10-04-2003, 2:26 PM
#60
There is one not-so-good thing in adding more NPCs.
I have added 46 npcs, and now some of original NPCs are nor working. Tie-fighter, Tavion, Tavion_new, wampa... And others.
How to get those back withour deleting new NPCs?

And other thing, multiplayer is not working, cause NPC extensions are too large. I dont care about that.

And finally, could someone finally say that what is wrong in Bothans?
 caseyjones
10-04-2003, 2:49 PM
#61
please explain to me what you did step by step to get this to work I tried everything and I still can't do it.

the way to get the originals back=re-install the game

the new ones.....become bantha fodder

please help me!!!
 Prime
10-05-2003, 2:52 AM
#62
Originally posted by caseyjones
please explain to me what you did step by step to get this to work I tried everything and I still can't do it.

the way to get the originals back=re-install the game

the new ones.....become bantha fodder

please help me!!! I really don't know what you are asking here...
 caseyjones
10-05-2003, 3:54 AM
#63
I was replying to the post above mine.

When I try and make a model a spawnable npc the game tries to spawn the character but spawns a stormtrooper instead...WTF!!

I would greatly appreciate any assistance.
 Darth-Ra
10-05-2003, 4:36 AM
#64
Originally posted by caseyjones
I was replying to the post above mine.

When I try and make a model a spawnable npc the game tries to spawn the character but spawns a stormtrooper instead...WTF!!

I would greatly appreciate any assistance.

Well usually if you try spawning an npc or a playermodel and its not found in the ext_data\npcs or the model itself isn't found in the models/players/<whichever model you are trying> then the game will automatically revert to a stormtrooper
 Darth-Ra
10-05-2003, 4:46 AM
#65
the easiest way to avoid the complications of renaming .zip to .pk3 and all related steps in making your own pk3 files use pakscape, it allows you to save the file as .pk3, or .zip and also to view folders inside pk3s in a directory tree and also move files around try it, i doubt you will regret it...

You can get it here (http://www.effiles.com/file.info?ID=1327)
 caseyjones
10-05-2003, 1:47 PM
#66
I downloaded pakscape now how do I add a spawnable character?

It can't be as easy as just putting their folder into the assets1 file
 Prime
10-05-2003, 10:27 PM
#67
Originally posted by caseyjones
I downloaded pakscape now how do I add a spawnable character? What steps in the tutorial are you having problems with?

Originally posted by caseyjones
It can't be as easy as just putting their folder into the assets1 file Once the .pk3 is created correctly, all you need to do is put it in the base directory. You cannot alter the assets1.pk3 because then you will never be allowed to play MP on pure servers (which is most of them).
 caseyjones
10-06-2003, 2:33 AM
#68
I got through the whole tutorial but when i try and spawn the model I get a stormtrooper instead...in the hud it says i put an invalid directory..what does that mean? what directory should I have?

oh and thanks for the warning but i don't give a flying f*ck about multiplayer. I never got into it and i don't really want to.
 Darth-Ra
10-06-2003, 2:56 AM
#69
Originally posted by caseyjones
I got through the whole tutorial but when i try and spawn the model I get a stormtrooper instead...in the hud it says i put an invalid directory..what does that mean? what directory should I have?

oh and thanks for the warning but i don't give a flying f*ck about multiplayer. I never got into it and i don't really want to.

ok here is what i understand and potential on fixing your problem...suppose you want to add a model not in the game so the way to play as that model is to create a .npc file, save the header name to something easy for you, then for example you have vader model and want to use it, change chewie to vader, then in playermodel command check the model is say in the folder structure of models/players/vader or any model name there and place it in the playermodel line of the npc file

chewie
{
playerModel chewbacca

to

vader
{
playerModel vader

so you do that save the .npc file as vader(or anyname).npc, open pakscape click new, then make sure .npc file is located in dir ext_data\npcs, and model is in models\players\<model name> and then move the main folders in this case ext_data and models to the pakscape window by dragging them in...After that save as and choose .pk3 file from the list give it a name and your done (make sure compression is on normal) and thaat's it....If you still have problems, please state (specifically) what you did and didn't do so a solution can be found. ;)
 Prime
10-10-2003, 3:03 AM
#70
Originally posted by caseyjones
oh and thanks for the warning but i don't give a flying f*ck about multiplayer. I never got into it and i don't really want to. But keep in mind that if you ever want to release mods into the community, others care about playing multiplayer... :)
 tonteauex
10-12-2003, 7:13 PM
#71
This all makes sense...thanks for the help Prime! My other question would be if I downloaded a cool Maul skin (JO skin), how would I go about making the blue, red, and default heads, torsos, and legs choosable in the character creation menu for Jaden? I read the skinning tutorial from Raven software, and I have never done this before, so I do not know much about it. There is the playerchice.txt file thing, but I don't know how to use it to make Maul a playable choice. Has anyone had any experience with doing this? If so, I could really use your help so that Maul appears in the cutscenes and he develops force skills the same as Jaden would without preinputting them into the npc files. Thanks a ton!
 Prime
10-12-2003, 11:51 PM
#72
As far as I know no one has really figured out how to do the selectable stuff yet. I know I haven't...
 El Sitherino
10-13-2003, 1:18 AM
#73
ok I'm having an issue with my model not using the surf file, I'm using my custom skin for the ep1 obi model from JO. I want it to not have the ponytail, braid, and robe. How do I go about getting it to use the surf file?
 Kidso
10-13-2003, 3:48 PM
#74
Hi Prime, thanks for the tutorial, my problem is much less complex then all this other stuff. All I have done is change a bunch of npc's and now all I want to do is put them into a pk3 file with the ext_da whatever directory and make my changes for those npc's in game, how to I do this step by step. What im not understanding is how to have them go under that directory in the pk3 file, and also how to change the zip to pk3 but i think i can figure that out from what youv said above about windows and shutting off the hidden file thing.
 Kidso
10-13-2003, 8:25 PM
#75
I end up geting a file path that is too long, it ends up being "Star Wars Jedi Knight/mods/exta_data/npc blah blah instead of just exta_data/npcs what do i do?

Also i have windows 98 so it doesnt say recursive folders is has two options one is include sub folders and the other is save path info.
 Prime
10-14-2003, 2:17 AM
#76
Originally posted by InsaneSith
ok I'm having an issue with my model not using the surf file, I'm using my custom skin for the ep1 obi model from JO. I want it to not have the ponytail, braid, and robe. How do I go about getting it to use the surf file? You don't need the .surf file at all. You can turn off everything in the .skin file. For whatever entries you want to turn off (which can be determined by the .surf file), just replace the specified path with *off. For example, if the entry was "braid", you would have:

braid,*off

That should turn everything off correctly. This should work for both MP and SP.
 Prime
10-14-2003, 2:25 AM
#77
Originally posted by Kidso
I end up geting a file path that is too long, it ends up being "Star Wars Jedi Knight/mods/exta_data/npc blah blah instead of just exta_data/npcs what do i do?

Also i have windows 98 so it doesnt say recursive folders is has two options one is include sub folders and the other is save path info. In order to just get the ext_data/npcs path using WinZip, do the following:

1. It is a bit different from mine, but you should probably select Sub Folders. Make sure Save Extra Folder Info is not selected.

2. Make sure that compression is set to NONE.

3. Select the folder you want to add. If you are adding multiple folders in a directory (such as models, ext_data, etc.), still just select one.

4. Click Add With Wildcards. This adds everything in the directory you are currently in, both the one you selected and all the others at the same level.

THis should give you the proper path information. To change the .zip to a .pk3, simply manually change the extention.
 Kidso
10-14-2003, 2:30 AM
#78
Thanks man, that has cleared that up but now my new npc's dont seem to have taken effect in the game, can you tell me the reasons this might be so I can fix it? Does it have to do with the name? The new PK3 file doesnt replace the old settings for my npc's. Thanks again.
 Prime
10-14-2003, 4:48 PM
#79
Originally posted by Kidso
Thanks man, that has cleared that up but now my new npc's dont seem to have taken effect in the game, can you tell me the reasons this might be so I can fix it? Does it have to do with the name? The new PK3 file doesnt replace the old settings for my npc's. Thanks again. JA loads all the .pk3s in alphabetical order. So make sure that the names of your .pk3 files come after the assets pk3s.
 El Sitherino
10-15-2003, 8:20 PM
#80
Originally posted by Prime
You don't need the .surf file at all. You can turn off everything in the .skin file. For whatever entries you want to turn off (which can be determined by the .surf file), just replace the specified path with *off. For example, if the entry was "braid", you would have:

braid,*off

That should turn everything off correctly. This should work for both MP and SP. oh yeah, >_<~ now i feel stupid for having forgotten that. anyways thank you sir.
 Prime
10-19-2003, 8:37 PM
#81
Has anyone found out how to add a model to the player selection screen? I have a custom model I want to use, and I want to have it under a new heading (not Human Male, etc.) I'm not concerned about selectable clothes or colours, I just want to be able to use the model and default skin. I know about the playerchoice.txt file, but that didn't seem to do anything. Is there I menu or something I need to edit to add the new model heading?

Also, has anyone figured out how to add new saber hilts to SP without replacing the old ones?

Thanks :)
 SW83
10-20-2003, 12:43 AM
#82
How would one go about extracting a head from a .pk3 (Padme, for instance) and change it to where the head will appear in the character creation selection at the beginning of a new game??
I don't care about the rest of the body. Just the HEAD!!!
Thanks.
 JediLurker
10-20-2003, 2:24 AM
#83
Hey, Prime. Check out www.pcgamemods.com). There are a couple of new mods there that I think add new 'races' so to speak. You might be able to figure out how to do it by taking a look at the files. The most recent one is "stormtrooper race".

As for your saber hilt question, check this thread:
Single Player Hilt Mods (http://www.lucasforums.com/showthread.php?s=&threadid=115400)

Hope that helps. :)
 Prime
10-20-2003, 12:55 PM
#84
Originally posted by JediLurker
Hey, Prime. Check out www.pcgamemods.com). There are a couple of new mods there that I think add new 'races' so to speak. You might be able to figure out how to do it by taking a look at the files. The most recent one is "stormtrooper race".

As for your saber hilt question, check this thread:
Single Player Hilt Mods (http://www.lucasforums.com/showthread.php?s=&threadid=115400)

Hope that helps. :) Hey thanks JediLurker! I'll have a look at these, but it seems to be just what I want :)
 JediLurker
10-20-2003, 1:15 PM
#85
No problem. :)
 eidospsogos
10-21-2003, 12:45 AM
#86
i know how to add races.....check out this thread, and if you have any more questions feel free to ask......and if anyone can answer mine, that is also posted in this thread i would appreciate the help......

http://www.lucasforums.com/showthread.php?s=&threadid=115449)
 eidospsogos
10-21-2003, 12:53 AM
#87
and as far as creating new selectable heads/torso/legs......i simply opened the model_default.skin file i wanted to use, then copied all the reference to constructing the torso into a torso.skin file......same for head and legs.....then make your corresponding icons.....you'll need all other files, such as sounds etc, from the choosable folders.....altered to fit your character or not.....the rest i pretty much covered in the link to the thread above........any other questions just ask.....and if anyone can answer my icons questions please help!!!!!
 numark79
10-21-2003, 10:23 AM
#88
Originally posted by Prime
As Londo Mollari has discovered, if you make the title of your NPC entry in the .npc file Player, this should make it show up in cutscenes. But it still seems to revert back to the old model each time a level loads.


GYAAHH! still having problems with this part. I've tried every combination of Player and it still doesn't work, =\ So, do you name the NPC file itself "Player", or the NPC's name, or the playermodel? ahhH! help!

peace
 Prime
10-21-2003, 1:07 PM
#89
The easiest way is to just extract player.npc and change the playermodel entry to whatever your model directory is. So in the end you will have something like:


Player
{
playermodel modeldirectory
...
}
 numark79
10-21-2003, 7:43 PM
#90
Alrighty, so in my Mod folder, I have the ext_data folder, which contains the npcs folder, which contains the Player.npc file. And in this text file, my npc is mara jade in this case, it looks like this:

Player
{
playermodel mara_ponytail
.......etc etc
}

And to get it in the game, I bring down the console, and type "playermodel Player". So uhh, yeah, Is this about right? =)

payce

ps. if this is right, what would I do if I wanted to have multiple npc's to select from in the game?
 numark79
10-22-2003, 6:13 AM
#91
It's basically this. Either the npc plays in the cutscenes but not the game, or it plays in the game but not the cutscenes.

:confused:
 Prime
10-22-2003, 1:57 PM
#92
Originally posted by numark79
Alrighty, so in my Mod folder, I have the ext_data folder, which contains the npcs folder, which contains the Player.npc file. And in this text file, my npc is mara jade in this case, it looks like this:

Player
{
playermodel mara_ponytail
.......etc etc
}

And to get it in the game, I bring down the console, and type "playermodel Player". So uhh, yeah, Is this about right? =)

payce

ps. if this is right, what would I do if I wanted to have multiple npc's to select from in the game? First off, IIRC the Mara Jade model has a bunch of different looks. Is this the same with the model you are using? I just want to confirm that mara_ponytail is in fact the directory the model is in. If so, great.

What I would do for my player character is have two different entries in my marajade.npc file. One is for the Mara Jade and one is for Player. Personally, I haven't tried just using a Player entry. So what I would do is this:

MaraJade
{
playermodel mara_ponytail
.......etc etc
}

Player
{
playermodel mara_ponytail
.......etc etc
}

This way, the game knows to use the Mara Jade for the cutscenes (from the Player entry), and you can also select the NPC as your character by using the playermodel MaraJade command. This allows you to use that model for both the cutscenes and the game.
 eidospsogos
10-22-2003, 4:54 PM
#93
of course you wouldn't have these problems, when creating a new SP class selectable from the menu.....and yes i know no one knows how right now.....but by sunday i promise to have a tutorial up.....an incomplete one as i still do not know how to get color select icons and parts.....but if you're making your own skins, i guess color selecting is no big deal anyway
 numark79
10-22-2003, 7:50 PM
#94
SUCCESS!!! You Prime, are THE MAN. Much thanks bro, people you and Jedi Lurker make these forums go 'round. =D
Btw, thats a dope icon you got there. I always thought Max was a better Skull Leader than Hikaru. Too bad Yamato hasn't released a 1/48 DYRL Max-type VF-1S, hehe.

Originally posted by frans

During the cutsceens, my darth sidious model is holding Kyle's saber hilt, and when its time to ignite the blade, nothing happens.

Did I forget something so that saber hilts play correctly in the cutsceens?

I had the same problem too, so far this seems to solve it. In your .npc file, you want to edit the player part to include your model's saber. Something like this:

mara_ponytail
{
playermodel mara_ponytail
saber marajade
etc
etc
etc
}

player
{
playermodel mara_ponytail
saber marajade
class class_player
}

This way, the game will know to load your npc for the cutscenes, and your npc's saber for the cutscenes too.

payce
 eidospsogos
10-22-2003, 10:08 PM
#95
okay.....here is a big question to anyone who has extensive knowledge as to the modeling system in JA.....and this is also a brief update into this idea of a tutorial.....i just realized, that even though i had pulled out the necessary files to create skins that could be used to point the program in the right direction for a torso in a new SP class, and so and so forth for the legs and head, that i was definitely not including alot of the information in the torso skins included with the game.....now i have tested this new SP class, and it has worked, even without good icons, and the game play fine with it......so i will put up atutorial as how to do what i have done so far.....but if anyone out there is ahead of me i need some explanations as to certain instructions in the skins for the SP classes.....let me give a brief example.....here is what my current torso skin file looks like, that is being recognized by the game.....

torso,models/players/jedi_rpm/torso.tga
r_arm,models/players/jedi_rpm/arms.tga
r_hand,models/players/jedi_rpm/hands.tga
r_hand_cap_r_arm_off,models/players/stormtrooper/caps.tga
r_arm_cap_r_hand_off,models/players/stormtrooper/caps.tga
r_arm_cap_torso_off,models/players/stormtrooper/caps.tga
l_arm,models/players/jedi_rpm/arms.tga
l_hand,models/players/jedi_rpm/hands.tga
l_hand_cap_l_arm_off,models/players/stormtrooper/caps.tga
l_arm_cap_l_hand_off,models/players/stormtrooper/caps.tga
l_arm_cap_torso_off,models/players/stormtrooper/caps.tga
torso_llower,models/players/jedi_rpm/flaps.tga
torso_rlower,models/players/jedi_rpm/flaps.tga

here however is what the hm torso.skin file looks like:

torso_cap_hips_off,models/players/stormtrooper/caps.tga
torso_cap_head_off,models/players/stormtrooper/caps.tga
torsoa,*off
l_arma,*off
l_arma_cap_l_hand_off,*off
l_arma_cap_torso_off,*off
r_arma,*off
r_arma_cap_r_hand_off,*off
r_arma_cap_torso_off,*off
torsoa_cap_l_arm_off,*off
torsoa_cap_r_arm_off,*off
torsob,*off
r_armb,*off
r_armb_skin,*off
r_armb_cap_r_hand_off,*off
r_armb_cap_torso_off,*off
l_armb,*off
l_armb_skin,*off
l_armb_cap_l_hand_off,*off
l_armb_cap_torso_off,*off
torsob_cap_l_arm_off,*off
torsob_cap_r_arm_off,*off
torsoc,*off
r_armc,*off
r_armc_skin,*off
r_armc_cap_r_hand_off,*off
r_armc_cap_torso_off,*off
l_armc,*off
l_armc_skin,*off
l_armc_cap_l_hand_off,*off
l_armc_cap_torso_off,*off
torsoc_cap_l_arm_off,*off
torsoc_cap_r_arm_off,*off
torsod,models/players/jedi_hm/robes01.tga

r_armd,models/players/jedi_hm/robes01_arms.tga
r_armd_cap_r_hand_off,models/players/stormtrooper/caps.tga
r_armd_cap_torso_off,models/players/stormtrooper/caps.tga
torsod_lower,models/players/jedi_hm/robes01_lower.tga


l_armd,models/players/jedi_hm/robes01_arms.tga
l_armd_cap_l_hand_off,models/players/stormtrooper/caps.tga
l_armd_cap_torso_off,models/players/stormtrooper/caps.tga
torsod_cap_l_arm_off,models/players/stormtrooper/caps.tga
torsod_cap_r_arm_off,models/players/stormtrooper/caps.tga
torsoe,*off
r_arme,*off
r_arme_cap_r_hand_off,*off
r_arme_cap_torso_off,*off
l_arme,*off
l_arme_cap_l_hand_off,*off
l_arme_cap_torso_off,*off
torsoe_cap_l_arm_off,*off
torsoe_cap_r_arm_off,*off
torsoe_lower,*off
torsof,*off
r_armf,*off
r_armf_cap_r_hand_off,*off
r_armf_cap_torso_off,*off
l_armf,*off
l_armf_cap_l_hand_off,*off
l_armf_cap_torso_off,*off
torsof_cap_l_arm_off,*off
torsof_cap_r_arm_off,*off
torsog,*off
torsog_collar,*off
torsog_cap_r_arm_off,*off
torsog_cap_l_arm_off,*off
l_armg,*off
l_armg_cap_l_hand_off,*off
l_armg_cap_torso_off,*off
l_armg_cuff,*off
r_armg,*off
r_armg_cap_r_hand_off,*off
r_armg_cap_torso_off,*off
r_armg_cuff,*off
r_handg,*off
r_handg_cap_r_arm_off,*off
l_handg,*off
l_handg_cap_l_arm_off,*off

so it is quite obvious i am giving the game the bare minimum instructions.....just enough to load a visible skin.....what i would like to know is what all the off instructions are for, how are they useful.....what is their function.....and how can i incorporate these instructions knowingly into skins for currently existing models....skinning has always been the area i primarily worked in, but to do skinning in SP for this game requires alot more knowledge than SP in previous games.....so anyone who knows the significance of these instructions please let me know.....as i am not creating new models as of right now, and am merely taking apart the default skins for existing JA models and assembling them into torso/head/lower skins, i imagine i would need to be able to know the components of the model i am using to be able to give such instructions......any help is greatly appreciated......(this probably also has a great deal to do with why my icons are showing up incorrectly)
 eidospsogos
10-22-2003, 10:21 PM
#96
okay, i think i have figured out some of the significance of these instructions on my own.....the model had to be made taking into account every possible outfit(skin).....so some skins had say a collar for a jacket.....so when you are loading the robes skin, you need an instruction to turn the collar off, as the robes do not have a collar.....

but anything else anyone can add to this topic would be great.....because i am coming to a SLOW understanding by myself.....and i would like to know if these instructions do anything more than what i just discussed.....
 Prime
10-23-2003, 2:35 PM
#97
Originally posted by numark79
SUCCESS!!! You Prime, are THE MAN. Much thanks bro, people you and Jedi Lurker make these forums go 'round. =D
Btw, thats a dope icon you got there. I always thought Max was a better Skull Leader than Hikaru. Too bad Yamato hasn't released a 1/48 DYRL Max-type VF-1S, hehe. Glad I could help :) To bad I don't know enough to help eidospsogos right now. :(

I'm a big Macross fan, and Max has always been my guy...
 JediLurker
10-24-2003, 2:13 AM
#98
Originally posted by eidospsogos
okay, i think i have figured out some of the significance of these instructions on my own.....the model had to be made taking into account every possible outfit(skin).....so some skins had say a collar for a jacket.....so when you are loading the robes skin, you need an instruction to turn the collar off, as the robes do not have a collar.....

but anything else anyone can add to this topic would be great.....because i am coming to a SLOW understanding by myself.....and i would like to know if these instructions do anything more than what i just discussed.....

As far as I know, that's all they do but I haven't played around with it all that much. The only experience I have dealing with the *off instructions was ironing out a small bug in a model I downloaded.

The icon problem I can sympathize with, as it's something I'm trying to figure out myself. The only thing I know about it is that in order to get the icons to function properly, you need to edit the players.shader file. I managed to get the icons for a couple recolors of existing player skins working, but if you want to add all new models, I have no idea how to go about it yet.
 caseyjones
10-25-2003, 7:11 PM
#99
Could anybody make me a darth maul race?
 caseyjones
10-25-2003, 7:13 PM
#100
Could anybody make me a darth maul race?
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