These plugins are abandonware or not ?
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Cellulo
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These plugins are abandonware or not ?
I search these plugins that come from various pack to complete my next update of free plugins available for trueSpace 6.6, they are abandonware or not ? they can be shared or not for the community ?
-PyroCluster by Cebas.
-Dynawave, DreaMotion PoseMixer, SpaceTime Morph 2, Blend-O-Matic by MenteMagica.
-MeshSize2, MetaObjects by Bendy's 3D Systems.
-Puppeteer-tSX v2.1, ConstantPath, PathArray, textPath by Black Knight Productions.
-SkeleTool 1.0, IK-Anchor 1.0 by primitive itch.
-PyroCluster by Cebas.
-Dynawave, DreaMotion PoseMixer, SpaceTime Morph 2, Blend-O-Matic by MenteMagica.
-MeshSize2, MetaObjects by Bendy's 3D Systems.
-Puppeteer-tSX v2.1, ConstantPath, PathArray, textPath by Black Knight Productions.
-SkeleTool 1.0, IK-Anchor 1.0 by primitive itch.
Last edited by Cellulo on 24 Dec 2013, 17:14, edited 1 time in total.
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v3rd3
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- Joined: 21 May 2009, 20:04
Re: These plugins are abandonware or not ?
pyrocluster is not abandonware.... cebas are a big deal in the sfx industry and will take great offense to folks sharing license keys....
http://www.cebas.com
I lost my license key and sent them proof of purchase for pyrocluster and they emailed me the key. They keep track.
Primitive Itch made a bunch of stuff freeware ... you can get it here ... http://www.primitiveitch.com/pub/
http://www.cebas.com
I lost my license key and sent them proof of purchase for pyrocluster and they emailed me the key. They keep track.
Primitive Itch made a bunch of stuff freeware ... you can get it here ... http://www.primitiveitch.com/pub/
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Fenerit
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Re: These plugins are abandonware or not ?
MeshSize2.0 crashes on tS 6.6...
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Emmanuel
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Re: These plugins are abandonware or not ?
Puppeteer is still for sale on Greg's new website : http://www.alabsoft.com/bkp/"
Regarding the rest of his very useful plugins, I am contacting him to see if he would share his old collection for free...
Regarding the rest of his very useful plugins, I am contacting him to see if he would share his old collection for free...
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Cellulo
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Re: These plugins are abandonware or not ?
v3rd3 : damn not see that cebas homepage is online, only see cebas homepage on wayback machine.
Emmanuel : thanks, maybe he share some plugins for free to the community.
Emmanuel : thanks, maybe he share some plugins for free to the community.
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spacekdet
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Re: These plugins are abandonware or not ?
I can ask about the MenteMagica stuff, but I don't think he's abandoned it by any means.
It's obviously not being developed any more, but pretty sure he's also not giving it away for free , either.
It's obviously not being developed any more, but pretty sure he's also not giving it away for free , either.
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Cellulo
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Re: These plugins are abandonware or not ?
spacekdet i found the homepage of mentemagica, there is only Dynawave plugin in sell but the order page don't work maybe it's really abandonned, also i found a mail adress "plugins@mentemagica.com"
Merry christmas all !!
Merry christmas all !!
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seppgirty
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Re: These plugins are abandonware or not ?
I own pupeteer and i will say that it's a great tool, but i find myself using the free tool JOINT MASTER more.
truespace 3.2, 5.2, 6.6, ani-pack, flash plugin,........ you can check out my films athttp://www.chaosbrosfilms.com
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BNG
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Re: These plugins are abandonware or not ?
Part of the problem is that many older TSX plugins won't even run on newer versions of Truespace unforutnately. I also installed 7.61 on a thumb drive and it seems to run oky doky. The OBJ exporter that comes with it works very good too. Seasons greetings to all btw. Leroy.
Casual Truespace 3D modeling hobbyist. My Truespace blog and simple 3d Modeling Tutorials for Casual Model Makers.
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Engelskrieger79
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Re: These plugins are abandonware or not ?
Does anyone still got a working Copy of dynawave?
I'd so like to add it to my Collection...
I'd so like to add it to my Collection...
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Emmanuel
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Re: These plugins are abandonware or not ?
Here is Dynawave.
- Attachments
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- DynaWave.zip
- (2.21 MiB) Downloaded 66 times
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Cellulo
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Re: These plugins are abandonware or not ?
Thanks Emmanuel, nice plugin, can i bundle it in my modelside setup ?
Happy new year all !
Happy new year all !
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Emmanuel
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Re: These plugins are abandonware or not ?
Sure. DynaWave was a pretty tool.Cellulo wrote: 18 Jan 2025, 12:22 Thanks Emmanuel, nice plugin, can i bundle it in my modelside setup ?
Looking back to the plugins that miss in my collection, I never found 2 tools from Primitiveitch :
Art Director (it was a tS4.3 plugin though ; it may not work on tS7.6...)
Polylofter
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Saul
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Re: These plugins are abandonware or not ?
Here is artDirector, numerous access violations in moDel 7.61
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Cellulo
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Re: These plugins are abandonware or not ?
I never found Polylofter, it seem to be a cool plugin, also pyrocluster plugin, for Dynawave plugin there is some tutorials in the trueSpace fx book.
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Saul
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Re: These plugins are abandonware or not ?
' also pyrocluster plugin'
I have pyroCluster but it's too big to upload here, give me email address and i will send you.
I have pyroCluster but it's too big to upload here, give me email address and i will send you.
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Engelskrieger79
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Re: These plugins are abandonware or not ?
Many Many Thanks...Emmanuel wrote: 11 Jan 2025, 19:15 Here is Dynawave.
And As I am feeling lucky today - does anyone have the fullversion of Wavegenerator?
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Saul
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Re: These plugins are abandonware or not ?
pyroCluster, maybe not too big....
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bitkar
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Re: These plugins are abandonware or not ?
i have only a demo, but seems to work, i dont know what the demo limitation is. And some other wave generator.Engelskrieger79 wrote: 20 Jan 2025, 23:41Many Many Thanks... :)Emmanuel wrote: 11 Jan 2025, 19:15 Here is Dynawave.
And As I am feeling lucky today - does anyone have the fullversion of Wavegenerator?
PS: that pyrocluster needs tS5 :-/ i always wanted this and now it does not work :D
- Attachments
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- waves.zip
- (24.1 KiB) Downloaded 66 times
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- wavdem15.zip
- (290.53 KiB) Downloaded 72 times
Michal aka bitkar
tS freak since tS2 (1998) and forever (tS7.61 modeler)
tS freak since tS2 (1998) and forever (tS7.61 modeler)
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Cellulo
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Re: These plugins are abandonware or not ?
Thanks Saul
for Pyrocluster, i will try it, i have a pyrocluster tutorial in my truespace fx book but i see there are also in the archive.
Thanks Bitkar
for wavegenerator, i think the demo version have some limits but i don't remember it.
Edit: here a old post with a answer from Clintonman about Pyrocluster installing in tS6: viewtopic.php?t=3442&start=10
Thanks Bitkar
Edit: here a old post with a answer from Clintonman about Pyrocluster installing in tS6: viewtopic.php?t=3442&start=10
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Engelskrieger79
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Re: These plugins are abandonware or not ?
The Limitation with the Demo is the constriction to 40 frames animation only
Does the Second Plugin work? It only generates an odd looking shape and then crashes Truespace here
Does the Second Plugin work? It only generates an odd looking shape and then crashes Truespace here
bitkar wrote: 21 Jan 2025, 12:26i have only a demo, but seems to work, i dont know what the demo limitation is. And some other wave generator.Engelskrieger79 wrote: 20 Jan 2025, 23:41Many Many Thanks...Emmanuel wrote: 11 Jan 2025, 19:15 Here is Dynawave.![]()
And As I am feeling lucky today - does anyone have the fullversion of Wavegenerator?
PS: that pyrocluster needs tS5 :-/ i always wanted this and now it does not work![]()
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Engelskrieger79
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Re: These plugins are abandonware or not ?
Is there any way to use Pyrocluster, without a proper registration?
Cellulo wrote: 21 Jan 2025, 14:06 Thanks Saulfor Pyrocluster, i will try it, i have a pyrocluster tutorial in my truespace fx book but i see there are also in the archive.
Thanks Bitkarfor wavegenerator, i think the demo version have some limits but i don't remember it.
Edit: here a old post with a answer from Clintonman about Pyrocluster installing in tS6: viewtopic.php?t=3442&start=10
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Cellulo
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Re: These plugins are abandonware or not ?
Here a old post talking about Pyrocluster: https://awportals.com/aw/archives/trues ... 2/?start=0,
Pyrocluster need a serial file to work without limitations.
Also this old post: http://web.archive.org/web/200511021949 ... 20030402pm
Pyrocluster need a serial file to work without limitations.
Also this old post: http://web.archive.org/web/200511021949 ... 20030402pm
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bitkar
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Re: These plugins are abandonware or not ?
do we have the serial file for it to work fully? Is it any better than the built-in particle system in ts7.6? I will try to install it to 7.6 with the advise from Clinton.
Michal aka bitkar
tS freak since tS2 (1998) and forever (tS7.61 modeler)
tS freak since tS2 (1998) and forever (tS7.61 modeler)
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stan
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Re: These plugins are abandonware or not ?
no one should give you the serial for pyrocluster it's not abandonware, that being said it won't work properly in the 7 series of ts anyway, but it still works in ts6.6 with the work around. I always just copy and pasted it into newer versions until 6.6.
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trueBlue
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Re: These plugins are abandonware or not ?
PyroCluster
readme.txt
...
6. Authorization
==================
You will get an authorization dialog when you
call PyroCluster for the first time in trueSpace.
Open the cebas plug-in manager dialog and
press the PyroCluster button under CREATE. A dialog
shows up that asks you to type in several user
information. You must type in all fields!
Only when you type in your user name you will get
the trueSpace key number! And this number is needed
to create an unlock key for you! After all fields
are filled in you need to press the Generate
Textfile button. Save the authorization information
to your harddrive and send it as an attachment to
register@cebas.com.
Within one working day you will
get your unlockcode from us!
readme.txt
...
6. Authorization
==================
You will get an authorization dialog when you
call PyroCluster for the first time in trueSpace.
Open the cebas plug-in manager dialog and
press the PyroCluster button under CREATE. A dialog
shows up that asks you to type in several user
information. You must type in all fields!
Only when you type in your user name you will get
the trueSpace key number! And this number is needed
to create an unlock key for you! After all fields
are filled in you need to press the Generate
Textfile button. Save the authorization information
to your harddrive and send it as an attachment to
register@cebas.com.
Within one working day you will
get your unlockcode from us!
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v3rd3
- Lieutenant Commander
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Re: These plugins are abandonware or not ?
FYI, Pyrocluster still enforce the keys for every version they publish.
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Engelskrieger79
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Re: These plugins are abandonware or not ?
And after playing with it some days now...
It is really nice looking, but painfully slow in Truespace.
It is really nice looking, but painfully slow in Truespace.
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Emmanuel
- Chief Warrant Officer
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Re: These plugins are abandonware or not ?
I have a paid copy of Pyrocluster, bought in tS4.3 years.
Each time I re-install the plugin on a new computer, I must email Cebas to ask for a new serial. And they are still sending it !
This one is not an abandoned plugin.
Each time I re-install the plugin on a new computer, I must email Cebas to ask for a new serial. And they are still sending it !
This one is not an abandoned plugin.
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Engelskrieger79
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Re: These plugins are abandonware or not ?
Nope, it is not and it has a very very nice supportteam.Emmanuel wrote: 25 Jan 2025, 19:43 This one is not an abandoned plugin.
But btw. Does anyone know if 3DEnergy is abandoned and still available somewhere?
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stan
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Re: These plugins are abandonware or not ?
Here is 3denergy
If it's abandonware or not I don't know. I believe this is just a demo.
If it's abandonware or not I don't know. I believe this is just a demo.
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- 3denergy.zip
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Engelskrieger79
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Re: These plugins are abandonware or not ?
thank you
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stan
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Re: These plugins are abandonware or not ?
@Engelskrieger79 you mentioned pyrocluster was painfully slow in ts what version of ts and version of windows?
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Engelskrieger79
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Re: These plugins are abandonware or not ?
Legacy Modelside unter Win10
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trueBlue
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Re: These plugins are abandonware or not ?
Pyrocluster for TS Tutorial Page 5
The Shadows Rollout
PC volumetric rendering allows you to set your effects to Cast Shadows, exhibit Self-Shadowing, or Receive Shadows from other objects in the scene, and this capacity allows you to dramatically increase the realism of your scene. In the Shadows rollout [Figure 22] you can elect to have your effect exhibit any or all of these capacities, and modify the nature of the shadows.
Be forewarned though: shadow casting of any sort increases the complexity of the effect to varying degrees, and that translates into added rendering time (particularly self-shadowing). Fortunately, parameters can be adjusted for the Shadow settings that alleviate some, if not most, of this speed penalty. You can choose between Shadow Maps and Raytraced shadows, set the relative shadow Transparency, adjust the extent to which the volume is analyzed in order to produce the shadows and elect to exclude selected lights from the equation. If you wish, you can select the Shadow Color Filter so that the shadow picks up its coloration and intensity from the effect. Familiarity with these variables can pay-off in significant time dividends, as well as increase the effectiveness of your scenes.
At this point, PyroCluster is unable to automatically pick up the Ambient light color value from your scene from trueSpace, and it must be manually set via the color-picker accessed from this rollout.
The Ever-So-Important PyroCluster Global Shader Settings
The Global Shaders panel [Figure 23] accesses the Render Dialog controls for the function that is at once the most theoretically complex of PC’s functions and the most important for getting satisfactory results accomplished in the minimum amount of time.
Once the PyroCluster Global Shader is loaded (if it’s not already present in the active window), double-clicking on it opens up its specific rollout [Figure 24].
We could get hip deep in the techno-babble here, and I suppose a complete understanding of what’s going on with PC’s Global Shader Render Dialog would require every last inch of that depth. These settings govern PC’s Volume Tracing Engine, determining via the Step-Size setting (the left column of settings) how accurately the space in which the PC volumetric effect exists is "sliced" during rendering of the scene, and via the Ray-Trans limit (the right column of settings), the transparency of the volume. But here we’ll reduce it, admittedly very simplistically, to that perennial live or die equation of quality to rendering speed.
The PC Volume Tracer Dialog offers three pre-sets (Crispy, Crispy-Gas and Hazy), as well as the controls for User-determined settings, which are grayed-out until that button is selected. These presets offer a range of step-size and ray-trans settings which translate, from left to right, into higher to lower rendering times. Lower step size values increase the degree of "slicing" and consequently, increase rendering time. If you increase the transparency cut-off value via the ray-trans limit setting, you decrease render time. When ray-trans limits are set in the higher ranges, the Ray-Trans Correction option compensates for some of the increased, and perhaps unwanted, transparency that will be evident in the volumetric effect itself upon rendering.
Okay, it is inevitable: something has to be said here about the demands working with PC put on a user’s system. PC is a powerful, grown-up tool, and to achieve the most sophisticated results it is capable of, it must be fed. It’s almost a given that you can’t expect any of today’s sophisticated 3d software to perform its greatest feats efficiently on anything less than a solid, mid-range system. PC is multithreaded, and will take full advantage of a dual processor system under NT, Windows 2000, or Windows XP, and the more resources that are available to it, the more efficiently it will perform. Though my own hardware has been considerably upgraded since this article was written almost two years ago, at the time I was working with PC quite happily on what was then a mid-range system: a PII450 with 256mb of ram. However, I got considerably happier when I realized what a significant effect the Global Shader Render Dialog settings could have on what I was doing, and started putting these variables into use. And today, even with dual-processor systems more common, with processors running at clock-speeds unimaginable two years ago, and a gigabyte of RAM cheaper than 16mb were a few years ago, paying close attention to the settings in the Global Shader Render Dialog continues to pay dividends in terms of enhanced workflow and productivity
......................
Tip
I've found a way to make Pyrocluster work with TS6.6...but it's a little tricky.
The first thing to know is that no matter where the object is in the scene that you're going to attach a pyrocluster effect to, the PC effect will always default to a starting point position of 0,0,0. (XYZ)
The Trick is to put the object at 0,0,0 then attach the PC object to it. To get the PC effect to follow the object, change to frame 1. For some reason PC doesn't recognize frame 0.
So to get the PC trail working properely, you'll need to start at the 0,0,0 position then change to frame 1. After that you can move it to the position you need it at in your scene.
The Shadows Rollout
PC volumetric rendering allows you to set your effects to Cast Shadows, exhibit Self-Shadowing, or Receive Shadows from other objects in the scene, and this capacity allows you to dramatically increase the realism of your scene. In the Shadows rollout [Figure 22] you can elect to have your effect exhibit any or all of these capacities, and modify the nature of the shadows.
Be forewarned though: shadow casting of any sort increases the complexity of the effect to varying degrees, and that translates into added rendering time (particularly self-shadowing). Fortunately, parameters can be adjusted for the Shadow settings that alleviate some, if not most, of this speed penalty. You can choose between Shadow Maps and Raytraced shadows, set the relative shadow Transparency, adjust the extent to which the volume is analyzed in order to produce the shadows and elect to exclude selected lights from the equation. If you wish, you can select the Shadow Color Filter so that the shadow picks up its coloration and intensity from the effect. Familiarity with these variables can pay-off in significant time dividends, as well as increase the effectiveness of your scenes.
At this point, PyroCluster is unable to automatically pick up the Ambient light color value from your scene from trueSpace, and it must be manually set via the color-picker accessed from this rollout.
The Ever-So-Important PyroCluster Global Shader Settings
The Global Shaders panel [Figure 23] accesses the Render Dialog controls for the function that is at once the most theoretically complex of PC’s functions and the most important for getting satisfactory results accomplished in the minimum amount of time.
Once the PyroCluster Global Shader is loaded (if it’s not already present in the active window), double-clicking on it opens up its specific rollout [Figure 24].
We could get hip deep in the techno-babble here, and I suppose a complete understanding of what’s going on with PC’s Global Shader Render Dialog would require every last inch of that depth. These settings govern PC’s Volume Tracing Engine, determining via the Step-Size setting (the left column of settings) how accurately the space in which the PC volumetric effect exists is "sliced" during rendering of the scene, and via the Ray-Trans limit (the right column of settings), the transparency of the volume. But here we’ll reduce it, admittedly very simplistically, to that perennial live or die equation of quality to rendering speed.
The PC Volume Tracer Dialog offers three pre-sets (Crispy, Crispy-Gas and Hazy), as well as the controls for User-determined settings, which are grayed-out until that button is selected. These presets offer a range of step-size and ray-trans settings which translate, from left to right, into higher to lower rendering times. Lower step size values increase the degree of "slicing" and consequently, increase rendering time. If you increase the transparency cut-off value via the ray-trans limit setting, you decrease render time. When ray-trans limits are set in the higher ranges, the Ray-Trans Correction option compensates for some of the increased, and perhaps unwanted, transparency that will be evident in the volumetric effect itself upon rendering.
Okay, it is inevitable: something has to be said here about the demands working with PC put on a user’s system. PC is a powerful, grown-up tool, and to achieve the most sophisticated results it is capable of, it must be fed. It’s almost a given that you can’t expect any of today’s sophisticated 3d software to perform its greatest feats efficiently on anything less than a solid, mid-range system. PC is multithreaded, and will take full advantage of a dual processor system under NT, Windows 2000, or Windows XP, and the more resources that are available to it, the more efficiently it will perform. Though my own hardware has been considerably upgraded since this article was written almost two years ago, at the time I was working with PC quite happily on what was then a mid-range system: a PII450 with 256mb of ram. However, I got considerably happier when I realized what a significant effect the Global Shader Render Dialog settings could have on what I was doing, and started putting these variables into use. And today, even with dual-processor systems more common, with processors running at clock-speeds unimaginable two years ago, and a gigabyte of RAM cheaper than 16mb were a few years ago, paying close attention to the settings in the Global Shader Render Dialog continues to pay dividends in terms of enhanced workflow and productivity
......................
Tip
I've found a way to make Pyrocluster work with TS6.6...but it's a little tricky.
The first thing to know is that no matter where the object is in the scene that you're going to attach a pyrocluster effect to, the PC effect will always default to a starting point position of 0,0,0. (XYZ)
The Trick is to put the object at 0,0,0 then attach the PC object to it. To get the PC effect to follow the object, change to frame 1. For some reason PC doesn't recognize frame 0.
So to get the PC trail working properely, you'll need to start at the 0,0,0 position then change to frame 1. After that you can move it to the position you need it at in your scene.
-
Engelskrieger79
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Re: These plugins are abandonware or not ?
trueBlue wrote: 02 Feb 2025, 18:55 Pyrocluster for TS Tutorial Page 5
The Shadows Rollout
Very Cool. Thank you. Is the full Tutorial somewhere to be found?
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trueBlue
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Re: These plugins are abandonware or not ?
The Tutorial folder is included with the download
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Engelskrieger79
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Re: These plugins are abandonware or not ?
Oh of course.. totally forgot about it. Thanks again 


