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  1. Hi! I am trying to port the hat-wearing spiders from DST to DS, but I can't seem to locate where the actual hat-wearing functionality is animated within the bank/build of spiders. This is the code that allows spiders to wear hats: -- I also wear hats elseif item.components.equippable ~= nil and item.components.equippable.equipslot == EQUIPSLOTS.HEAD then local current = inst.components.inventory:GetEquippedItem(EQUIPSLOTS.HEAD) if current ~= nil then inst.components.inventory:DropItem(current) end inst.components.inventory:Equip(item) inst.AnimState:Show("hat") end (from scripts/prefabs/spider.lua) These are the assets for the spiders: local assets = { Asset("ANIM", "anim/ds_spider_basic.zip"), Asset("ANIM", "anim/spider_build.zip"), Asset("ANIM", "anim/ds_spider_boat_jump.zip"), Asset("SOUND", "sound/spider.fsb"), } I used Krane to decompile ds_spider_basic.zip and spider_build.zip into a spriter project and opened it in Spriter, but I can't find anything regarding hats here. There are no placeholders included in any of the animations as far as I can see, and yet somehow hats work for spiders in the game. When I port the animations to DS, I can get the smiling faces to work - so it seems like the animations are ported correctly - but hats are invisible when I do AnimState:Show("hat"). I'll include a screenshot of how it looks when I've opened it in Spriter, as well as a zip of the decompiled Spriter project in case anyone wants to look for themselves without having to decompile first. (The reason I am decompiling and recompiling these in the first place is simply to rename the build and base to something other than the default to avoid conflict with DS's original spider anim files) I would be incredibly grateful if someone has any ideas on how this all works in DST. Honestly, I'm quite stumped and feel like I have been pretty thorough but I must be missing something. The only thing I can think of is that either something was not properly decompiled, or it's a bug with Spriter, or perhaps that there is something wrong with my game's files. TLDR: porting the anim files for spiders from DST -> DS doesn't work for me: the hats are invisible in DS. pls send help edit: SOLVED, see replies for more information! spriter_project_files.rar
  2. Hi, im making a tool mod, but i don't rlly know how to make the custom animations in spriter and how to import my assets to it: i want to make some anims like swap_item Interaction when you eqquiped the item in the handslot (like the axe chopping a tree) inventory image and ground image Qs: How can i make the anim assets? How can i import the assets to spriter? and finally, How can i export the anim? Thank you <3
  3. Hey all! I'm looking for someone who'd like to join my project of creating a DST Space Mod on which I've been working on for the past 1.5 to 2 years. It's pretty much the size of a DLC and will grow even more. I'm looking for someone who would help animate my Astronauts and Deep Space Aliens and Creatures. I chose a bit more of a rough art style because the mod is quite some machine based and even has simulated electricity and reactors etc.. You can contact me on the mod's Discord server if you're interested in collaborating in animations and even art if you want =] Discord Server of Mod Or directly HolidayExplanation#0014 Here is some example art
  4. I've had my fair share of fights with spriter, compiler and everything involving mod tools, perhaps I'm just making excuses to fight them but this time I have been running into an issue which might be oversight, or might be something else. I know some animation in spriter, i've done so to make custom idles etc. I noticed the axe has an animation when you swing it on trees, checked its stategraph and i don't see anything where it tells it to swap the sprite, I have made my own animation for custom weapons [a gun], problem is; swap_object doesn't change to the next in the animation as intended, stead of going from swap_object-0 to swap_object-1, it remains at swap_object-0. I realized that when i decompile an ax, and mod it back, it also loses its animation frames. Is there something I'm missing here? should i be adding the animation within the object swap build? or is just the compiler that hates animations? thank you for reading by the way. I'm just, very confused. If there is no way around it, i'll have to improvise
  5. This is kind of a weird one and I'm not very hopeful there'll be a solution, but I basically want to know how I can export animations/individual texture frames for the survivors using ktools. There are 2 reasons why I'm asking this: 1: Because none of the main players' builds contain .ANIM files like the other entities do, which from what I read about ktools is required in order to export an .SCML file, yet I've seen .GIFs online and such places of the playable characters and I don't know how they obtained/made them 2: I want to be able to view each of the survivors' body part sprites in a similar fashion to the Extended Sample Character so I can see the actual frame isolated, so basically in a fashion that is a bit nicer than this: (Sorry if I'm not supposed to post this, let me know and I'll take it down or delete the thread entirely) Hopefully someone knows how to achieve this. It'd be really helpful to me to have the player characters' segregated, non-jumbled parts. Thanks in advance!
  6. does anyone also get this? It was working fine before and now it looks like this. I've tried re-install many times. nvm, I installed the Spriter from BrashMonkey site. It works fine.
  7. So I wanted to turn the DS animations into GIF files I could use in my sh*t posts, and Lordgumby from DS Discord taught me how to do it. The process isn't exactly easy, but once you get the batch file done the rest is more or less a cakewalk. Thought it'd be useful for those who want their own transparent DS gif or more beginner modders who don't know how to extract animation using the Spriter. Brashmonkey's Spriter: https://brashmonkey.com/download-spriter-pro/ Ktools by Simplex(bless his/her soul):
  8. I am creating a character mod for DST. I go into the spriter, edit the character, but nothing changes when I enter the game, what should I do?
  9. I want to use the assets of the shark to add and modify animations. So I extracted them with the tool "krane.exe", here are the files : shark_build.zipshark_basic.zip But when I recompile the scml project with the autocompiler or "scml.exe", some animations break. Before compilation: Attack Frame 3 & 11: After compilation(IN GAME AND DECOMPILED): Attack Frame 3 & 11: I've been trying to repair the animations by hand but it's even more broken when I do this. Is additional processing required?
  10. Hi, I've been having a problem with how to "construct" my in game character art. Let me explain what I'm trying to accomplish. My character wears a tuxedo, one that has long "tails" that are supposed to be visible from behind the legs of the character when he's facing the camera; they hide his legs when he's facing behind, and they're sort of flat in the side view. My problem is that I don't really know where to draw the tails. If I draw them on the pelvis part they'll hide his legs no problem on the back view, but then they'll also hide them in the front view. Same happens if I use the torso. If I use the tail part, or one of the parts, not only does it have a really skewed animation that just looks odd with the tuxedo tails, but it also does NOT disappear when wearing clothes I've unlocked in game. The tail parts do seem to fulfill my vision of how i want the tails to look in relation to the legs and all, but it has those other two problems that are just frustrating. Recently, I tried using the skirt part, but it basically has the same god forsaken problem the pelvis and torso parts have. I've looked into trying to modify the z-order of things, but it seems no matter where you do it it's pretty much impossible to change it. So... what do i do? I've been trying to find a character mod that has done something similar to what I want to do, so if any of you guys know one it'd be pretty sweet if you could share it with me. Also, if I need to just modify the animations somehow I wouldn't mind trying, but I really don't want to redo them all when I really just want to change the layering... I'll leave an image of what I want to accomplish here. Any help is appreciated, thank you!
  11. I mean adding new parts to custom character sprite like ears or something other, it looks ok in spriter but doesnt changing after export.
  12. Hello! I am an artist new to modding. After running into dead ends years ago creating custom character art, my ultimate aim is to make a clear video tutorial of an easy pipeline to share with the modding community. I am making progress and still figuring out an efficient pipeline, but have run into some issues. 1. Errors while trying to preview player animation in Spriter for the Sample Character Template SCML . My goal is to use Spriter to easily preview WIP custom characters with default player animation, to check if everything is working, sized, and placed correctly, without having to open the game & host a new session just to check any art updates. Fixing this would make adjusting art significantly easier. The default Sample Character Template SCML file works fine in DST, but contains no animation when opened in Spriter. Following this Reskinning Mod Guide, I tried using KTools to create a new SCML file with animation. While the new SCML contains working animation in Spriter, the project has completely broken proportions: For the SCML file, I tried The Sample Character Template's two atlas files, build, and anim: The premade SCML works perfectly in DST, but no animations load into Spriter. Running the files through KTools results in the broken example above WITHOUT animation in Spriter. The Sample Character Template's two atlas files and build, and default player idle anim from DST data: Running the files through KTools results in the broken example above WITH animation in Spriter. Does anyone know why this happens/ how to build an animated character template SCML properly?? 2. Alternatively, is there a way to add existing animations (anim) to existing Spriter projects? Adding player animations to the original working Sample Character Spriter project would solve the issue just as well! 3. Alternatively, is there an existing method to easily place/align/resize sprite images? Is there an existing method for making sure sprite art, especially faces, are aligned correctly? Currently I am drawing over the Sample Character Art Atlas and replacing the files manually, but features end up too high/low/small/large/off center & need manual adjustment. I'm working on a fast way to do this, but I wanted to check here if anyone has already figured this one out? Thank you!
  13. I have few problems with animations: 1. How can i fix Willow's torso? It is bigger about 30% on every frame 2. Pigman swap his arms In "atk_down" animation 3. Where is Wigfrid's atlas and build ?? There is nothing in whole game folder !
  14. I took "water_meter_player.zip" and changed the water drop png file to a png of a mug (I did not mess with the animation at all). Here is that file I then use autocompiler and the animation gets messed up. Here is the messed up file Happens everytime I autocompile. Help.
  15. G'day, you beautiful people, how are you doing? Some person tried modding in their own animation using my template and they reported that there's a missing symbol - Wigfrid's eye: I thought to myself "Hm, the hairfront symbol probably got fixed!" and went into the game to test it (I excluded hairfront because it's an additional layer not used by anything in the game and to top it off it's broken in like half of the animations) No, not at all. In ^this^ screenshot I've overriden haifront with Wilson's hair. I've tried looking up this symbol/layer's name is, but I've found nothing. This, to my knowledge, is the only skin using this symbol. I can't unpack the skins either, because they're in a different format and it's "forbidden" to unpack them anyways... Does anyone know what is this thing called? I just want to add it to the animation template so that people don't create potentially broken animations (because who knows how many skins in the future are going to use this symbol).
  16. Version 1.0.5

    842 downloads

    Hello Guys so i was working on a project which allows you to convert animation to scml with one file it creates scml,textures and back ups the anim in the .zip The Pack Includes Following Things: FMOD Studio,Texmod,Krane Converter,Spriter and some of my old scripts including old throne Folders on Screenshot: Textures - Extracted Textures Input - Put .zip files in here Output - Has the converted scml ready to open with spriter Texmod - Creating of .tex and Viewing it FMOD Studio - Allows to edit audio to make it work with klei games Spriter - Studio for Animating And don't forget about reading ReadMe.txt Newest Version Can be found here https://gitlab.com/CliffW/Klei-Dough-Tools Klei Tools.rar
  17. I've created two sets of trinket-like items: toys and plushies. First I made the toys, for which I made a single Spriter project with all of them and created a generic generation function for the prefabs. These work 100%. Then I made a copy of this file for the plushies and created a new Spriter project for them in a similar fashion. For some reason, only the first item in the plushies list (bunny) has the correct image when dropped on the ground. The second item (elephant) has the image of the bunny, and the rest are invisible. This is despite the fact that there is absolutely no special treatment for any of them. I.e. the code simply has a list of IDs, of which "bunny", "elephant" and "fox" are three, and the Spriter project has an entity for each plush with its name and an "idle" animation with the still image. Here is a screenshot with three plushies and three toys, both in the inventory and on the ground: You can see the name of the second bunny on the floor is "Plush Elephant", which in the inventory does show up as an elephant (second item on the left). And here is a screenshot of the Spriter project. I have closed the Spriter project, deleted the anim file, exited the game, invoked the autocompiler manually, saw it export the plushies, ran the game again and checked once more and it's still like this, so I know for sure that what I'm seeing in-game represents the current state of the code and the Spriter project. All the inventory images work fine, the names are good, just the images for when the items are on the ground are wrong in this weird fashion. And once again, I use the same exact mechanism for the toys and they work just fine. I'm really stumped here. Here is the code for the plushies (plushies.lua): local PLUSHNAMES = { bunny = "Plush Bunny", elephant = "Plush Elephant", fox = "Plush Fox", kitty = "Plush Kitty", lion = "Plush Lion", puppy = "Plush Puppy", raccoon = "Plush Raccoon", trex = "Plush T-Rex", turkey = "Plush Turkey", } local assets = { Asset("ANIM", "anim/plushies.zip"), } for id, name in pairs(PLUSHNAMES) do local prefabid = "plush_"..id table.insert(assets, Asset("ATLAS", "images/inventoryimages/"..prefabid..".xml")) table.insert(assets, Asset("IMAGE", "images/inventoryimages/"..prefabid..".tex")) end local function MakePlush(id, name) local prefabid = "plush_"..id local function fn() local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddSoundEmitter() inst.entity:AddNetwork() MakeInventoryPhysics(inst) inst.AnimState:SetBank(id) inst.AnimState:SetBuild("plushies") inst.AnimState:PlayAnimation("idle") inst:AddTag("plush") inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end inst:AddComponent("inspectable") inst:AddComponent("inventoryitem") inst.components.inventoryitem.atlasname = "images/inventoryimages/"..prefabid..".xml" MakeHauntableLaunchAndSmash(inst) return inst end STRINGS.NAMES[string.upper(prefabid)] = name return Prefab(prefabid, fn, assets, prefabs) end local ret = {} for id, name in pairs(PLUSHNAMES) do table.insert(ret, MakePlush(id, name)) end return unpack(ret) And for reference, here is the code for the toys (toys.lua): local TOYNAMES = { cube = "Rubik's Cube", ball = "Toy Ball", -- legopieces = "Lego Pieces", -- Commented out for manual insertion as a repairer vroom = "Toy Car", tablet = "Tablet", bucket = "Bucket and Shovel", duck = "Rubber Duck", frisbee = "Frisbee", armymen = "Army Men", } local assets = { Asset("ANIM", "anim/toys.zip"), } for id, name in pairs(TOYNAMES) do local prefabid = "toy_"..id table.insert(assets, Asset("ATLAS", "images/inventoryimages/"..prefabid..".xml")) table.insert(assets, Asset("IMAGE", "images/inventoryimages/"..prefabid..".tex")) end local function MakeToy(id, name, repairer) local prefabid = "toy_"..id local function fn() local inst = CreateEntity() inst.entity:AddTransform() inst.entity:AddAnimState() inst.entity:AddSoundEmitter() inst.entity:AddNetwork() MakeInventoryPhysics(inst) inst.AnimState:SetBank(id) inst.AnimState:SetBuild("toys") inst.AnimState:PlayAnimation("idle") inst:AddTag("molebait") inst:AddTag("cattoy") inst:AddTag("toy") inst.entity:SetPristine() if not TheWorld.ismastersim then return inst end inst:AddComponent("inspectable") inst:AddComponent("stackable") inst.components.stackable.maxsize = TUNING.STACK_SIZE_SMALLITEM inst:AddComponent("inventoryitem") inst.components.inventoryitem.atlasname = "images/inventoryimages/"..prefabid..".xml" if repairer then inst:AddComponent("repairer") inst.components.repairer.repairmaterial = MATERIALS.PLASTIC inst.components.repairer.healthrepairvalue = TUNING.REPAIR_CUTSTONE_HEALTH end MakeHauntableLaunchAndSmash(inst) return inst end STRINGS.NAMES[string.upper(prefabid)] = name return Prefab(prefabid, fn, assets, prefabs) end local ret = {} for id, name in pairs(TOYNAMES) do table.insert(ret, MakeToy(id, name)) end table.insert(ret, MakeToy("legopieces", "Lego Pieces", true)) return unpack(ret) Any help would be greatly appreciated. Thanks in advance.
  18. Hello all, I'm trying to make a new kind of bush that's basically exactly the same as the berry bush ("berrybush" prefab) only with something other than berries on it. I have the images, Spriter shows the animations work, but in the game itself there is a problem with picking the "berries" off the bush - both before and after picking it, it still shows the same amount of "berries" on it. From looking at the code I saw that there is a setberries() function which determines the amount of berries shown. To do that it shows/hides animations called "berries", "berriesmore" and "berriesmost": local function setberries(inst, pct) if inst._setberriesonanimover then inst._setberriesonanimover = nil inst:RemoveEventCallback("animover", setberries) end local berries = (pct == nil and "") or (pct >= .9 and "berriesmost") or (pct >= .33 and "berriesmore") or "berries" for i, v in ipairs({ "berries", "berriesmore", "berriesmost" }) do if v == berries then inst.AnimState:Show(v) else inst.AnimState:Hide(v) end end end And it seems that the problem is that my animation data doesn't have these three animations. I used Krane to extract the Spriter project from the game files, and the project contains all the animations except those three, it seems. Opening the original bush's anim.bin file in a hex editor shows that these three terms are present in it (at the end of the file), but after extracting it, searching the contents of the extracted files for them yields nothing in any file. I've tried adding these three animations to the project with what I think they should contain, but it made little difference, and what it did do made no sense to me. Can someone please help me understand what's going on here, or at least how I can go about making my own somethingbush? Thanks in advance.
  19. like say, a character has a set of wings, how would you compensate that? there's a tail file in the extended sample character mod, and considering that it's a separate appendage i thought of overwriting it w/ wings? don't know if that'd really work though. i think i'd end up having to move stuff around in the spriter. another issue, i don't believe this requires a whole separate file. their horns that don't quite fit the headbase file of course. would it be safe to increase the width of pngs somewhat?
  20. Greetings. I have noticed something strange when I was using .scml files. I wanted to understand how animations work in this game and how Spriter can do its magic, so I took mod from Steam workshop called Wog'Maw and I have understood that .zip file in anim folder does the trick with custom animation. It was called player_attacks so I coppied it to other mod directory to test it on something else and after replacing character textures I saw pretty clumsy animation in game. Let's call this "case 3". Then in "case 2" I wanted to make my own animation starting just with my character's textures and Spriter, I copied everything and after compiling animation I saw this horror in game -> video 2. I didn't give up and I have used custom player animation template by PanAzej. You can guess that I failed once more and animations were visible in game (I don't know how, indeed) but something caused layers overlap and dislocation of animation's components -> video 1. Maybe somebody here on this forum knows why .scml file without any code works completely fine but when I try to change it everything goes crazy. Ah, I nearly forgot. In case 3 character can change its facing direction according to enemy location and of course case 1 and 2 can't. help.zip
  21. I could add photos if desired but basically, for some reason when I boot the scml in spriter the file for the back of the head becomes inverted/flipped horizontally and the angle isn't centered, tilted a bit. Kinda annoying cause now I'm worried if the rest of my progress will suffer from this weird glitch.
  22. Hi there, I'm trying to add the swap animation to the armor under the character mod that I'm making. I referred to Cheerio's Hat Example and built two spriter files just like he did, but no matter what I've tried, the .scml just wouldn't compile into .zip. And it burns me. Would somebody tell me what did I miss? Thanks a ton!! The compiled ".zip" files are supposed to appear here right? But they were not. And the compiler said that it couldn't find the .png then I have tried putting the .png a couple of places, it didn't work either. And I don't understand why it said 't' is not recognized as an internal or external command. And here is the whole mod that has everything you need for testing, hope someone can solve the mystery for me, thanks again! hisoka.rar Regards, Nick
  23. I'm currently using the custom character template to build my own character but the sprite setup is very precise on where segments go. Right now I've run into two issues with my model, due to the head being higher up than the template dictates. The first is the cheeks. They need to be higher up and covering the mouth. Opening the scml file shows them hidden away so I'm not sure how to rearrange their position. Second issue is the hat placement as the base covers his eyes. I'm also unaware on how to move that up. Any help would be appreciated.
  24. In making my character mod I accidentally made the head base sprite too low. Rather than moving the 5 head sprites and 33 face sprites up I was hoping to use spriter. However changes I make in spriter either don't line up in game or simply aren't applied. How do I move objects in spriter?
  25. I'm currently doing the art pass for my character mod and their hair goes over and covers parts of their face. This works fine when the character is standing still or in spriter. But when in game if my character moves the hair layer falls behind the face layer. is there any fix for this or should i just deal with how its is currently?
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