Only in a StudioFOW movie will you see a chick get fucked by a two-headed dog, another chick eats that dog’s ass, then the first chick squeezes doggy cum out of her pussy into second chick’s mouth, and then they snowball that cum while Danny Trejo watches it all - drinking a beer
@zalsfm@thecunnysseur i am deeply sorry for the things you have seen, but you have both become men now
“Do you
understand? You have to stop talking about him, stop thinking about
him, you have to stop admiring his noble character… As of right now,
right now! Oh, I want to grab you by your matted red hair…”
Requested Yennefer-Triss spanking pic. Also Geralt has enormous hands.
Hello all. Due to a promotion at work I no longer have the time id like to have for SFM. Therefor sadly I’m retiring from SFM art work. I will leave my blog up for a few more days so that people have time to see this message then I will be deleting my account on tumbler.
Huge thanks to all those who follow me and to the people who have helped me out over the years.
I never been a fan of futa but maggott was an pretty cool dude. Sorry to see him go.
I received this message from someone trying to build a map with some props I ported.
“Dear Horsey, today I finally tried to use your props from witcher in hammer to create a map. After compiling the map no prop is visible. Not even one out of the witcher props. The error log from hammer says I have to compile the props via prop_static. Naturally I had done so all the time. After searching on Google I found out, that the props itself may be are not correctly compiled.
Could you please have a look into the props out of witcher?”
I don’t know shit about hammer or what could be causing the problem. Anybody have any ideas or suggestions I could pass along to the question asker?
In Source, props have to be compiled with the “$staticprop” in the QC file for optimization reasons. The only ways to get around this error are to either recompile all these props with $staticprop or to use different entity types instead of prop_static. prop_dynamic might do the trick, but it’s not optimized.
In my opinion, if you are building these maps for SFM, it’s a waste of time to both make this into a bsp map and also to recompile all these props with $staticprop. Just scenebuild inside of SFM and send people the DMX file.
I received this message from someone trying to build a map with some props I ported.
“Dear Horsey, today I finally tried to use your props from witcher in hammer to create a map. After compiling the map no prop is visible. Not even one out of the witcher props. The error log from hammer says I have to compile the props via prop_static. Naturally I had done so all the time. After searching on Google I found out, that the props itself may be are not correctly compiled.
Could you please have a look into the props out of witcher?”
I don’t know shit about hammer or what could be causing the problem. Anybody have any ideas or suggestions I could pass along to the question asker?
Chort, Cyclops, Fogling, Katakan, Botchling, Sylvan, Werewolf, Wild dog and Johnny the Godling from the Witcher 3: Wild Hunt
Multiple
skins and various body groups for most of the models. Sub-optimal rigs
for the cyclops, fogling, katakan, botchling, sylvan, werewolf and Johnny
models. I also included the cave troll from a previous release which
now also has a rig.