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Old 11-21-2014, 07:30 PM   #1
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Default FFXIV Browser 1.0

FFXIV Browser 1.0




Discontinued

I've created a new tool for modifying textures found here

http://forum.neko-sentai.com/showthread.php?t=14043




Known issues:

When updating color files the updated image looks blurry
Not all file types are supported (some may even crash the application)
Some text is not displaying correctly for exd files
3D files are currently not supported

If you find any bugs or the application crashes please let me know via PM or reply here, let me know what you were trying to do and what the error message, if any, says.


Download

FFXIV Browser.zip

How to install
1. Extract to your preferred location.
2. Open folder and run FFXIV_Browser.exe
3. Folders will be created automatically for saves and backups

If you have an older version, you can overwrite the existing files.

The zip contains the application, the sqlite database that contains the names (incomplete), the .dll for the app to use the sqlite, and a changelog file.

Until we have a major patch, I highly recommend you backup the entire .dat file just in case, although reverting the files one by one now should be safe for patches.

Donate:

Hours upon hours of work have gone into making this application possible, from researching the raw files to making them available for export and import as DDS and making sure they work correctly in-game.
If you like my work, consider donating, it will go towards continuing development and keeping my FFXIV sub active.



Changelog
Code:
1.0 Release 
12/1/2014

Application is not longer in beta
Added revert all function to options menu
(if you modified anything in previous versions, re-import the files to add them to the list of modified files used in the revert all function)
Fixed where search did not accept certain characters
Upgraded database


Beta Update 2
11/25/2014

(This update includes a new database, you may delete the old one)
Included a new database file
The folder list now loads files on demand when expanding making loading times much shorter.
Added a search option
fixed some crashing on color files.
fixed issue where some files would not display due to incorrect hex parsing.
fixed issue where files located in .dat1 or .dat2 were not imported/reverted correctly.

Beta Update 1 
11/22/2014

Disabled "Save DDS" button on .mtrl files
Picture now updates on import and revert
Color files are now larger and visible
You can now resize the list as some text was being cut off
The application now shows an error message when trying to import or revert with the game open.

Last edited by linko; 03-27-2016 at 12:31 PM.
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Old 11-21-2014, 07:30 PM   #2
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Tutorial:
Now with partial Japanese translation, if anyone would like to contribute to the translation it would be much appreciated, PM me and I'll add it.

You will need some way to modify DDS files, I will be using the Nvidia plugin for photoshop for this tutorial
Code:
DDSファイルを編集する必要性があります。ここではPhotoshopのNvidiaプラグインが使われています。
https://developer.nvidia.com/nvidia-...dobe-photoshop

there is also a plugin for GIMP but be warned it does not support the color files for the game
Code:
GIMPプラグインもありますが、インゲームのカラーファイルはサポートされていませんのでご注意下さい。
https://code.google.com/p/gimp-dds/


When you open the application for the first time it will ask you to locate your FFXIV data folder.
It is usually something like this, unless you specified a different folder during install
C:\Program Files (x86)\SquareEnix\FINAL FANTASY XIV - A Realm Reborn\game\sqpack\ffxiv

Code:
初めてアプリを開ける時に、FF14ファイル・フォルダーを設定する必要があります。
FF14をインストールした際、保存に使用したパスを選びましょう。例えば、下記のようなパスです。
C:\Program Files (x86)\SquareEnix\FINAL FANTASY XIV- A Realm Reborn\game\sqpack\ffxiv


After that the application opens, to open a file go to file > open

Code:
アプリが開かれたら、ファイルを開くために「file → open」をクリックして下さい。


From here you will see a list of index files from 000000 to 130000
000000 - contains the loading screens and fonts
0a0000 - contains some quests and story line text
0b0000 - contains scripts that are used in game
0c0000 - contains music
010000 - contains world textures/models
020000 - contains some more world textures/models
030000 - contains animation files
040000 - contains item textures/models/colors
050000 - contains shaders
060000 - contains all the ingame icons, stylised text, and help/duty pictures
070000 - contains sound effects
080000 - contains visual effects
120000 and 130000 are empty

Code:
その後、000000から130000までのインデックスのリストが表れます。
000000 - ローディング画面とフォント
0a0000 - クエストやストーリーライン
0b0000 - ゲームで使われているスクリプト
0c0000 - 音楽
010000 - ワールドモデルやテクスチャー#1
020000 - ワールドモデルやテクスチャー#2
030000 - アニメーションファイル
040000 - アイテムのテクスチャー/モデル/色
050000 - シェーダー
060000 - インゲームアイコン、??、help/dutyの絵
070000 - サウンド・エフェクト
080000 - ビジュアル・エフェクト
120000と130000 - 何もありません。
The file we'll be using is 040000 but feel free to explore the rest
Code:
ここでは040000を使っていますが、他のも試してみてください。
Now, there are a ton of files in here and it's hard to tell which is the one you want, and other than going through them one by one, the way I've been doing it is to go to xivmodels.com
select a model and see what file it is, here's how:

Code:
数多くのファイルがあるため、一つ一つ確認することが困難です。その際、xivmodels.comを利用することをお勧めします。
次の例を参考にして下さい


on the left side go to the weapons and armor models, select your character
Note: Miqo'te shares most models with Hyur

Code:
左側にある「Weapons and armor(装備)」をクリックしてから、キャラクターを選んでください。
※ミコッテとヒューランの多くのモデルは一緒です。


now, before you select the armor or weapon piece, in chrome right click the page and select inspect element then go to network

Code:
そして、装備を選ぶ前にChromeでページを右クリックして、「Inspect element(要素を検証) → Network(ネットワーク)」をクリックして下さい。
then select the armor/weapon, in my case I selected cotton tabard, you will see the files listed

Code:
装備を選んだらファイル名が表れます。(写真の例:「Cotton tabard(コットンタバード)」を使いました)



For easier access, instead of scrolling through the list, you can use the search funtion
Code:
リストのスクロール以外に、検索機能も使えます。


Type in the equipment number in this case e0011 and click search
Code:
装備のナンバーを書いて(この場合、e0011)、「search(検索)」をクリックして下さい。


click on the file/folder you want and then press the Go To button, and it will take you to the folder where the files are.
Code:
お好みのファイルを選んでから「Go To」をクリックして下さい。ファイルがあるフォルダーが表示されます。


There are a lot of e0011 files here's a quick explanation as to what each of them is.
Code:
e0011ファイルが多いため、もう少し詳しく説明させていただきます。
Folder names:
/texture - for textures
/model - 3D model
/material/v# - the material for that variant/version of the armor
/material/v#/staining - the dyes for that variant/version if dyeable

Code:
フォルダー名:
/texture - テクスチャー
/model - 3Dモデル
/material/v# - 装備のマテリアル
/material/v#/staining - 染色できる装備であれば、その装備の染色
Note: not all names are done yet
Code:
※全ての名前はまだ不完全です。
File names:
v# - variant/version number
_met_ - head
_top_ - body
_glv_ - gloves
_dwn_ - pants
_sho_ - shoes

Code:
ファイルネーム
v# - バージョンナンバー
_met_ - 頭防具
_top_ - 胴防具
_glv_ - 手防具
_dwn_ - 脚防具
_sho_ - 足防具
_s - specular
_d - diffuse
_n - normal
_m - mask

This part is a bit harder to tell which one is the one you need, in my case I want this body piece



when looking through the files I notice that v15_c0101e0011_top_n.tex has a smoother arm texture (bottom left corner) like the model in game so I choose that one



And now I save as a DDS, this will create a folder in the same directory as the app called saved and will have the same directories and name as the file.

Click you way through the folders to the file and open with photoshop (or another DDS tool)
Make sure load MIP maps is unchecked

the file has these channels, we won't be messing with the alpha channel for this tutorial



Transparency:

To make things transparent, we use the blue channel, by coloring a part black in the blue channel it will become transparent in game.

In this case I used the selection tool to select the parts that I want to make transparent in-game



You then go to the blue channel


and on the blue channel you color it black


We then save the file, in this case this is a DXT5 file (you can see the type of file in the info box int he application) here are the settings you need

Make sure to click on Generate MIP maps


and we hit the import button on the application, this will create a backup folder with the original file for reverting. It will also notify you on the bottom bar if you try to import it with the wrong format.
Note: You cannot have the game running while Importing or Reverting, It will give an error alert you that the game is open

Side by Side comaprison:



Color:

For textures like these who have many different variations finding the color is a bit harder

Go through the material folders and click on the .mtrl file for that piece, and check the data to see if it has the texture you were modifying (in this case I had been modifying the v15 file)



this file will have the original colors of the item, so if you dyed it, you want to revert it to its natural color, or you can modify the dye file, which is located in the folder with /staining on it, but is harder to find.

To modify the color file you need to change some things in photoshop, because when opened in photoshop you will see something like this



the correct color is the one you see previewed in the application



This is the annoying part but it must be done, we need to make sure the photoshop file looks the same before modifying and saving

the alpha channel should only have one line that is not white, its always the same line

Before -> After


and then just make sure the colors in RGB are the same as what you see in the application

Before -> After



Now you can modify the colors, Here's a basic description of what can be modified



Here I've made a modification in the color section



Save colors with these settings

Make sure No MIP maps is selected


then click import in the application

and the results:



Now say we changed the modified color for the metallic section, this will give the texture a metallic look for that color





And we can change the glow section as well

Here I've modified the color and the glow to be the same, so the piece of gear on the section I specified will be that color, and will glow that same color as well.



resulting in



Here's how I did it:
To pick a specific part of the gear you want to change to a different color you have to modify the alpha section of the normal map.



each color in the alpha map is associated with a color in the color palette, here's a reference

Note: the extra row to the left is not part of the color and put there as a reference.



The gray color is associated with the colors of the alpha channel, each gray color corresponds to the row directly to the right of it.

So when I modified this, I took the gray color associated with that row and colored the part in the alpha channel that color




That's it for this tutorial, I will add more details and sections later.

Last edited by linko; 12-01-2014 at 03:41 AM. Reason: Added more to the color section
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Old 11-21-2014, 07:31 PM   #3
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Sharing your work

This is the easiest way to share other than sharing the entire .dat file.

For equipment I recommend making a zip file starting at the folder with the equipment number ex. e0011

The person downloading the modded files will extract it to their Saved/chara/equipment folder then in the application go to each of the modded files specified and press Import for each.

Last edited by linko; 11-22-2014 at 08:25 PM.
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Old 11-21-2014, 10:43 PM   #4
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My V15 looks a bit different from your V15, also theirs multiple "images" that look like slight variations of the same thing (I presume all the possible colors that gear can be), how would you identify which is the "base" model without color changes...? Trial and error guessing? O_o

(add selected the same thing later and it loaded like the pic you posted)
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Last edited by Gulkeeva; 11-21-2014 at 10:51 PM.
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Old 11-21-2014, 11:00 PM   #5
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Quote:
Originally Posted by Gulkeeva View Post
My V15 looks a bit different from your V15, also theirs multiple "images" that look like slight variations of the same thing (I presume all the possible colors that gear can be), how would you identify which is the "base" model without color changes...? Trial and error guessing? O_o

(add selected the same thing later and it loaded like the pic you posted)
Sorry, I should have been more specific, it is the v15 but the one that end in _n for the normal map, I fixed the tutorial to be more specific.

There is different variations but it's not for the colors, It's actually different armor, so for this case all the tabards are in there. Hempen Tabard, Cotton Tabard, Storm Sergeant Tabard, Flame Sergeant Tabard, etc.

and the colors for each one of them are kept separate in the /material/ folders

As far as knowing which is which, It's mostly trial and error unless they have a very distinct difference, in this case the sleeve on the bottom left corner on this one looks smooth compared to the others, which is like the In-game model.
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Old 11-21-2014, 11:12 PM   #6
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Ah just noticed that... so between

_s - specular
_d - diffuse
_n - normal
_m - mask

Kind of wondering... what would altering mask do

Presuming
specular = lightning
diffuse = darkness
normal = actual gear
mask = ???
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Old 11-21-2014, 11:16 PM   #7
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Smile

IT BEGINS!
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Old 11-21-2014, 11:27 PM   #8
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Quote:
Originally Posted by Hyaku-Shiki View Post
IT BEGINS!
yeah I'm looking to go for a nude mod sicne thad be the easiest thing... however...! I'm bad at drawing, and havn't used drawing programs much either, but I was looking to see if something like...

nipple covers (hopefully simple!), since theirs no female clothes with nipple like protrusion on it

Maybe with this tool out and about, someone will work on a tool to alter skeletal structure (think of fixin dat cat booty!) where we can make alterations to the body shape, and of COURSE an animation editor some day. I loved making custom animations for FFXI back in the day. I'd like to try my hand at making some erotic pose/animations for FFXIV haha

P.S. 100% nudity looks very strange



Edit

Randomly, could the "mask" be the rain effect?

Last edited by Gulkeeva; 11-21-2014 at 11:36 PM.
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Old 11-21-2014, 11:34 PM   #9
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Quote:
Originally Posted by Gulkeeva View Post
Ah just noticed that... so between

_s - specular
_d - diffuse
_n - normal
_m - mask

Kind of wondering... what would altering mask do

Presuming
specular = lightning
diffuse = darkness
normal = actual gear
mask = ???
http://www.reallusion.com/iclone/Hel...es_of_maps.htm

Specular is reflectivness
Diffuse is color and a bit of shape
Normal is the bump map (texture of the item)
Mask I think is how light or dark an item is.

for example this is a mask



the whiter it is the lighter that color appears in-game.

Sort of speculation on that right now haven't tested it.
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Old 11-22-2014, 09:19 AM   #10
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That transparency works a little too well I imagine!



*ahem* looks like going to need some drawing skills for this O_o
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Old 11-22-2014, 12:16 PM   #11
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How about e900 bodies? Can we replace them with any clothes?
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Old 11-22-2014, 02:56 PM   #12
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wow a lot of manual work for color changing.

was to much for me to skim through and grasp like in the old ffxi days

I guess when more options are available that fully work beyond adobe Photoshop I will be able to join in then
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Old 11-22-2014, 07:16 PM   #13
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Quote:
Originally Posted by delusionalbastard View Post
wow a lot of manual work for color changing.

was to much for me to skim through and grasp like in the old ffxi days

I guess when more options are available that fully work beyond adobe Photoshop I will be able to join in then
Its not too bad, however creating the "right texture" can be rough, and matching gear colors. As mentioned, its going to take some artistic talent to make something, even a nude mod
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Old 11-24-2014, 03:10 AM   #14
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was messing around with the decal_face textures

combined freckles with eye makeup


added a little to the side


and then I kinda went overboard


tried to make my whole face freckled

but it looks like I have chicken pox instead

then I tried on a custom tattoo
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Old 11-24-2014, 09:38 PM   #15
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I don't think I have the program understanding to successfully edit something but I have the skills to make textures. I'm not sure about Kamilynn's interest but I know Alikona was chomping at the bit for something like this. Does she even play or browse this site still?

I wonder how excluding items works (making them invisible). Is there a basic nude model without features underneath it all or would omitting something like a swimsuit leave a hole like what Gulkeeva posted?

Hyaku-Shiki, I may have burst out laughing at your image.
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Old 11-24-2014, 10:40 PM   #16
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Quote:
Originally Posted by Jcat View Post
I don't think I have the program understanding to successfully edit something but I have the skills to make textures. I'm not sure about Kamilynn's interest but I know Alikona was chomping at the bit for something like this. Does she even play or browse this site still?

I wonder how excluding items works (making them invisible). Is there a basic nude model without features underneath it all or would omitting something like a swimsuit leave a hole like what Gulkeeva posted?

Hyaku-Shiki, I may have burst out laughing at your image.
Some do, I've also tried various things but they don't come out right. Like I was trying to do a swimsuit top removal, but that didn't workout well ;/

Was going to look for Kirimu coat, and try removing the bra, but thats sadly not on XIV models ;/

Also, is there some "color code" to match "every skin color"? So, if you see what you modded on one person, it doesn't look weird on another because of skin color differences?

Last edited by Gulkeeva; 11-24-2014 at 11:06 PM.
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Old 11-24-2014, 11:30 PM   #17
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Quote:
Originally Posted by Gulkeeva View Post
Some do, I've also tried various things but they don't come out right. Like I was trying to do a swimsuit top removal, but that didn't workout well ;/

Was going to look for Kirimu coat, and try removing the bra, but thats sadly not on XIV models ;/

Also, is there some "color code" to match "every skin color"? So, if you see what you modded on one person, it doesn't look weird on another because of skin color differences?
That should be near the e0200's along with all the newer gear, the higher the gear number the newer it is, however those are located in the .dat1 file which isn't working with this release (you an see it and export it, but import and revert doesn't work), I'll be updating with a fix and a new database soon.

On the skin issue, I actually have no idea where the skin color is located, if its on the gear color set itself or a separate file. I'm looking for it though.

Quote:
Originally Posted by Jcat View Post
I wonder how excluding items works (making them invisible). Is there a basic nude model without features underneath it all or would omitting something like a swimsuit leave a hole like what Gulkeeva posted?
As far as I know there's no piece of armor that is overlapped on top of a base texture, meaning that if you make the part of the gear transparent it will make a hole.
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Old 11-25-2014, 12:18 AM   #18
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Quote:
Originally Posted by linko View Post

As far as I know there's no piece of armor that is overlapped on top of a base texture, meaning that if you make the part of the gear transparent it will make a hole.
Yup, I already tried making transparent gear, you get holes inside of you if you try! haha

Thats why I was wondering about skin coloring :P

Only SE has the "base nude model" ...
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Old 11-25-2014, 01:53 AM   #19
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I haven't had time to experiment too much, but the skin color is something I'm wrestling with as well. I may be totally off base, but it appears as if the black bar in each color file would play a part in assigning which colors go where on the gear. My guess is it has something to do with the alpha channel on the Normal Map, but it isn't as simple as directly matching the gray shades in each. If this is how it works there must be some color, either in the Normal Maps or the color file, that the game interprets as a variable for "Skin color."

That said I haven't had much luck figuring out how the game assigns color locations. For all I know it could be another file entirely that tells it where to put which colors. I'm convinced this "magic color" must exist though, there's no way every model is perfectly shaped that precisely. There is some way they're aping "transparency" to show skin that isn't (as Gulkeeva demonstrated) using the Blue = Opacity method. Has anyone got a better understanding of this?

I propose the name Dedline's Constant to refer to this mystery color or value.
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Old 11-25-2014, 06:56 AM   #20
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Minor bug report, if I try to import a file whilst the game is open, the error message will continue to appear for that particular file regardless of closing ffxiv, the browser or even duplicating the dat and index files elsewhere to ensure they are not actually open.

Cheers for the great work btw
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