WIP Beta released [Tutorial] Creating Sounds Using the new System

Discussion in 'Content Creation' started by BombBoy4, Feb 24, 2018.

  1. BombBoy4

    BombBoy4
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    I'm going to try and be as simple as possible with this to make it nice and easy. I will be teaching the new way to make sounds, not sBeam. The new way is actually quite simple, especially when you've done it before. Also, this is not quite finished yet, I will be updating it as I get better at writing tutorials. Lets get started!
    --Pre-Requisites--
    • Some jBeam knowledge
    • Sound samples
    • A bit of patience
    --Setup--
    1. Gather up your samples
    As a general rule of thumb, the more samples the better. The default engines use 31 for on-load and 31 for off-load. How you get these samples is up to you. Rip them from other games, buy them online, or record them yourself. If you don't have the luxury of many samples, I've gotten by with 2.

    2. Set up your folder directory
    In Documents\BeamNG.drive\mods, create a folder named "unpacked". In that folder, create another folder named anything you want it to be. Inside that folder create another one named "art". In that make another named "sound". In that, make two folders named "blends" and engine". Your paths should look something like this so far:
    upload_2018-1-11_16-24-13.png
    and
    upload_2018-1-11_16-24-49.png
    In the "engine" folder, create a folder named what your engine is, with your name at the end. Ex. "V6-93_YOURNAME". This is where your samples go. Paste them here now.

    3. Setup another folder directory
    Go back to the Documents\BeamNG.drive\mods\unpacked\BB4_Engine_Pack folder and create yet another folder named "vehicles". Inside that folder create the folder of your car, ex. Sunburst. Inside that folder create a folder named "engines_YOURNAME". In that folder, create a final folder named what your engine is (note: does not have to be the same name as in the art/sound/engine folder).

    4. Getting a custom engine ready for import
    Open up another explorer window with Ctrl+N (or Shift+Click the icon in the taskbar) and navigate to your BeamNG.drive directory, then to the car you want, ex. content/vehicles/sunburst.zip/vehicles/sunburst and copy the car_engine.jbeam file into your Documents\BeamNG.drive\mods\unpacked\MODNAME\vehicles\CARNAME\engines_YOURNAME\ENGINENAME folder. Go ahead and close the explorer window you recently created now.
    --jBeam Work--
    5. Getting a custom engine ready for sounds
    Code:
    {
    "sunburst_engine_1.8_test": {
        "information":{
            "authors":"BeamNG, NAME",
            "name":"1.8L I4 Test Engine",
            "value":0,
        },
        "slotType" : "sunburst_engine",
        "slots": [
            ["type", "default", "description"],
            ["sunburst_exhaust_I4","sunburst_exhaust_I4", "Exhaust"],
            ["sunburst_transmission","sunburst_transmission_CVT", "Transmission"],
            ["sunburst_radiator","sunburst_radiator", "Radiator"],
            ["n2o_system","", "Nitrous Oxide System"],
        ],
        "powertrain": [
            ["type", "name", "inputName", "inputIndex"],
            ["combustionEngine", "mainEngine", "dummy", 0],
        ],
        "mainEngine":{
            "torque":[
                ["rpm", "torque"],
                [0, 0],
                [500, 90],
                [1000, 121],
                [2000, 155],
                [3000, 179],
                [4000, 191],
                [4500, 195],
                [5000, 198],
                [6000, 192],
                [6500, 179],
                [7000, 158],
                [7500, 131],
                [8000, 99],
            ],
    
            "idleRPM":950,
            "maxRPM":6700,
            "revLimiterType":"timeBased",
            "revLimiterCutTime":0.18,
            "inertia":0.08,
            "friction":11,
            "dynamicFriction":0.023,
            //"burnEfficiency":0.39,
            "burnEfficiency":[
                [0, 0.12],
                [0.05, 0.27],
                [0.4, 0.46],
                [0.7, 0.48],
                [1, 0.37],
            ],
            "torqueReactionNodes:":["e1l","e2l","e4r"]
            "energyStorage": "mainTank",
            "requiredEnergyType":"gasoline",
    
            //exhaust
            "particulates":0.015,
            "instantAfterFireCoef": 0.5,
            "sustainedAfterFireCoef": 0.5,
    
            //cooling and oil system
            "thermalsEnabled":true,
            "engineBlockMaterial":"aluminum",
            "oilVolume":4,
    
            //engine durability
            "cylinderWallTemperatureDamageThreshold":130,
            "headGasketDamageThreshold":1500000,
            "pistonRingDamageThreshold":1500000,
            "connectingRodDamageThreshold":2000000,
    
            "maxTorqueRating": 230,
            "maxOverTorqueDamage": 350,
    
            //node beam interface
            "waterDamage": {"[engineGroup]:":["engine_intake"]},
            "radiator": {"[engineGroup]:":["radiator"]},
            "engineBlock": {"[engineGroup]:":["engine_block"]},
            "breakTriggerBeam":"engine",
            "uiName":"Engine",
    
            "soundConfig": "soundConfig",
        },
        "soundConfig": {
            "sampleName": "I4",
            "mainGain": -18,
            "maxLoadMix": 0.65,
            "minLoadMix": 0,
            "onLoadGain":1,
            "offLoadGain":0.7,
            "eqLowGain": 10,
            "eqLowFreq": 400,
            //"eqLowWidth": 0,
            "eqHighGain": -5,
            "eqHighFreq": 6000,
            //"eqHighWidth": 0.5,
            "lowCutFreq":80,
            "fundamentalFrequencyCylinderCount":4
            "eqFundamentalGain": 10
        },
        "vehicleController": {
            "clutchLaunchStartRPM":2000,
            "clutchLaunchTargetRPM":2800,
            //**highShiftDown can be overwritten by automatic transmissions**
            "highShiftDownRPM":[0,0,0,3300,3800,4000,4200,4200]
            //**highShiftUp can be overwritten by intake modifications**
            "highShiftUpRPM":6400
        },
        "flexbodies": [
             ["mesh", "[group]:", "nonFlexMaterials"],
             ["sunburst_engine", ["sunburst_engine","sunburst_transmission"]],
             ["sunburst_intake_NA", ["sunburst_engine"]],
        ],
        "nodes": [
             ["id", "posX", "posY", "posZ"],
             //--1.8L I4 Engine--
             {"selfCollision":false},
             {"collision":true},
             {"nodeMaterial":"|NM_METAL"},
             {"frictionCoef":0.5},
             {"group":"sunburst_engine"},
             {"nodeWeight":16},
             {"engineGroup":"engine_block"}
             ["e1r", -0.34, -1.62, 0.36,{"chemEnergy":1000,"burnRate":0.39,"flashPoint":800,"specHeat": 0.2,"selfIgnitionCoef":false,"smokePoint":650,"baseTemp":"thermals","conductionRadius":0.15}],
             ["e1l", -0.34, -1.31, 0.36],
             ["e2r", 0.17, -1.62, 0.36,{"chemEnergy":1000,"burnRate":0.39,"flashPoint":800,"specHeat": 0.2,"selfIgnitionCoef":false,"smokePoint":650,"baseTemp":"thermals","conductionRadius":0.15}],
             ["e2l", 0.17, -1.31, 0.36],
             {"engineGroup":["engine_block","engine_intake"]}
             ["e3r", -0.34, -1.62, 0.74,{"chemEnergy":1000,"burnRate":0.39,"flashPoint":800,"specHeat": 0.2,"selfIgnitionCoef":false,"smokePoint":650,"baseTemp":"thermals","conductionRadius":0.15}],
             ["e3l", -0.34, -1.31, 0.74],
             ["e4r", 0.17, -1.62, 0.74,{"isExhaust":"mainEngine","chemEnergy":1000,"burnRate":0.39,"flashPoint":800,"specHeat": 0.2,"selfIgnitionCoef":false,"smokePoint":650,"baseTemp":"thermals","conductionRadius":0.15}],
             ["e4l", 0.17, -1.31, 0.74],
             {"engineGroup":""},
             {"group":""},
             {"chemEnergy":200,"burnRate":0.3,"flashPoint":600,"specHeat":0.1,"smokePoint":580,"selfIgnitionCoef":false},
             ["tc1", 0.0, -1.6, 0.45],
             {"chemEnergy":false,"burnRate":false,"flashPoint":false,"specHeat":false,"smokePoint":false,"selfIgnitionCoef":false},
             {"group":""},
        ],
        "beams": [
              ["id1:", "id2:"],
              {"beamType":"|NORMAL", "beamLongBound":1.0, "beamShortBound":1.0},
              {"beamSpring":15001000,"beamDamp":500},
              {"beamDeform":250000,"beamStrength":"FLT_MAX"},
              //engine
              ["e1r","e1l"],
              ["e2r","e2l"],
              ["e3r","e3l"],
              ["e4r","e4l"],
    
              ["e1r","e2r"],
              ["e1l","e2l"],
              ["e3r","e4r"],
              ["e3l","e4l"],
    
              ["e1r","e3r"],
              ["e1l","e3l"],
              ["e2r","e4r"{"isExhaust":"mainEngine"}],
              ["e2l","e4l"],
    
              ["e2r","e3r"],
              ["e2l","e3l"],
              ["e2r","e3l"],
              ["e2l","e3r"],
    
              ["e1r","e4r"],
              ["e1l","e4l"],
              ["e1r","e4l"],
              ["e1l","e4r"],
    
              ["e1r","e2l"],
              ["e1l","e2r"],
              ["e3r","e4l"],
              ["e3l","e4r"],
    
              ["e1r","e3l"],
              ["e1l","e3r"],
              ["e2r","e4l"],
              ["e2l","e4r"],
    
              ["tc1","e3l"],
              ["tc1","e3r"],
              ["tc1","e4l"],
              ["tc1","e4r"],
              ["tc1","e1l"],
              ["tc1","e1r"],
              ["tc1","e2l"],
              ["tc1","e2r"],
              {"beamPrecompression":1, "beamType":"|NORMAL", "beamLongBound":1.0, "beamShortBound":1.0},
        ],
    },
    Add a curly brace at the end to make sure the console wont throw errors.

    6. Finishing up the jBeam work
    Change the name, authors, jBeam name, torque curve, etc. You're creating a new engine here as you would a config pack. Afterwards, find the soundConfig section. Where it says "sampleName": "I4" replace the I4 with the name of the folder you created in the art/sound/engine folder.
    Code:
        
    "soundConfig": {
            "sampleName": "ENGINENAME_YOURNAME",
            "mainGain": -18,
            "maxLoadMix": 0.65,
            "minLoadMix": 0,
            "onLoadGain":1,
            "offLoadGain":0.7,
            "eqLowGain": 10,
            "eqLowFreq": 400,
            //"eqLowWidth": 0,
            "eqHighGain": -5,
            "eqHighFreq": 6000,
            //"eqHighWidth": 0.5,
            "lowCutFreq":80,
            "fundamentalFrequencyCylinderCount":4
            "eqFundamentalGain": 10
        },

    --JSON Work--
    7. Template copy
    Create a file in Documents\BeamNG.drive\mods\unpacked\BB4_Engine_Pack\art\sound\blends named "ENGINENAME_YOURNAME.sfxBlend2D.json" and paste the following code into it:
    Code:
    {
        "header" : {
            "version" : 1
        },
        "eventName" : "event:>Engine>default",
        "samples" :
        [
            [
                ["art/sound/engine/ENGINENAME_YOURNAME/859.wav", 859],
                ["art/sound/engine/ENGINENAME_YOURNAME/919.wav", 919],
                ["art/sound/engine/ENGINENAME_YOURNAME/984.wav", 984],
                ["art/sound/engine/ENGINENAME_YOURNAME/1052.wav", 1052],
                ["art/sound/engine/ENGINENAME_YOURNAME/1126.wav", 1126],
                ["art/sound/engine/ENGINENAME_YOURNAME/1205.wav", 1205],
                ["art/sound/engine/ENGINENAME_YOURNAME/1289.wav", 1289],
                ["art/sound/engine/ENGINENAME_YOURNAME/1380.wav", 1380],
                ["art/sound/engine/ENGINENAME_YOURNAME/1476.wav", 1476],
                ["art/sound/engine/ENGINENAME_YOURNAME/1579.wav", 1579],
                ["art/sound/engine/ENGINENAME_YOURNAME/1690.wav", 1690],
                ["art/sound/engine/ENGINENAME_YOURNAME/1808.wav", 1808],
                ["art/sound/engine/ENGINENAME_YOURNAME/1935.wav", 1935],
                ["art/sound/engine/ENGINENAME_YOURNAME/2070.wav", 2070],
                ["art/sound/engine/ENGINENAME_YOURNAME/2215.wav", 2215],
                ["art/sound/engine/ENGINENAME_YOURNAME/2370.wav", 2370],
                ["art/sound/engine/ENGINENAME_YOURNAME/2536.wav", 2536],
                ["art/sound/engine/ENGINENAME_YOURNAME/2714.wav", 2714],
                ["art/sound/engine/ENGINENAME_YOURNAME/2904.wav", 2904],
                ["art/sound/engine/ENGINENAME_YOURNAME/3107.wav", 3107],
                ["art/sound/engine/ENGINENAME_YOURNAME/3324.wav", 3324],
                ["art/sound/engine/ENGINENAME_YOURNAME/3557.wav", 3557],
                ["art/sound/engine/ENGINENAME_YOURNAME/3806.wav", 3806],
                ["art/sound/engine/ENGINENAME_YOURNAME/4073.wav", 4073],
                ["art/sound/engine/ENGINENAME_YOURNAME/4358.wav", 4358],
                ["art/sound/engine/ENGINENAME_YOURNAME/4663.wav", 4663],
                ["art/sound/engine/ENGINENAME_YOURNAME/4989.wav", 4989],
                ["art/sound/engine/ENGINENAME_YOURNAME/5338.wav", 5338],
                ["art/sound/engine/ENGINENAME_YOURNAME/5712.wav", 5712],
                ["art/sound/engine/ENGINENAME_YOURNAME/6112.wav", 6112],
                ["art/sound/engine/ENGINENAME_YOURNAME/6540.wav", 6540]
            ],
            [
                ["art/sound/engine/ENGINENAME_YOURNAME/859_P.wav", 859],
                ["art/sound/engine/ENGINENAME_YOURNAME/919_P.wav", 919],
                ["art/sound/engine/ENGINENAME_YOURNAME/984_P.wav", 984],
                ["art/sound/engine/ENGINENAME_YOURNAME/1052_P.wav", 1052],
                ["art/sound/engine/ENGINENAME_YOURNAME/1126_P.wav", 1126],
                ["art/sound/engine/ENGINENAME_YOURNAME/1205_P.wav", 1205],
                ["art/sound/engine/ENGINENAME_YOURNAME/1289_P.wav", 1289],
                ["art/sound/engine/ENGINENAME_YOURNAME/1380_P.wav", 1380],
                ["art/sound/engine/ENGINENAME_YOURNAME/1476_P.wav", 1476],
                ["art/sound/engine/ENGINENAME_YOURNAME/1579_P.wav", 1579],
                ["art/sound/engine/ENGINENAME_YOURNAME/1690_P.wav", 1690],
                ["art/sound/engine/ENGINENAME_YOURNAME/1808_P.wav", 1808],
                ["art/sound/engine/ENGINENAME_YOURNAME/1935_P.wav", 1935],
                ["art/sound/engine/ENGINENAME_YOURNAME/2070_P.wav", 2070],
                ["art/sound/engine/ENGINENAME_YOURNAME/2215_P.wav", 2215],
                ["art/sound/engine/ENGINENAME_YOURNAME/2370_P.wav", 2370],
                ["art/sound/engine/ENGINENAME_YOURNAME/2536_P.wav", 2536],
                ["art/sound/engine/ENGINENAME_YOURNAME/2714_P.wav", 2714],
                ["art/sound/engine/ENGINENAME_YOURNAME/2904_P.wav", 2904],
                ["art/sound/engine/ENGINENAME_YOURNAME/3107_P.wav", 3107],
                ["art/sound/engine/ENGINENAME_YOURNAME/3324_P.wav", 3324],
                ["art/sound/engine/ENGINENAME_YOURNAME/3557_P.wav", 3557],
                ["art/sound/engine/ENGINENAME_YOURNAME/3806_P.wav", 3806],
                ["art/sound/engine/ENGINENAME_YOURNAME/4073_P.wav", 4073],
                ["art/sound/engine/ENGINENAME_YOURNAME/4358_P.wav", 4358],
                ["art/sound/engine/ENGINENAME_YOURNAME/4663_P.wav", 4663],
                ["art/sound/engine/ENGINENAME_YOURNAME/4989_P.wav", 4989],
                ["art/sound/engine/ENGINENAME_YOURNAME/5338_P.wav", 5338],
                ["art/sound/engine/ENGINENAME_YOURNAME/5712_P.wav", 5712],
                ["art/sound/engine/ENGINENAME_YOURNAME/6112_P.wav", 6112],
                ["art/sound/engine/ENGINENAME_YOURNAME/6540_P.wav", 6540]
            ]
        ]
    }
    Rename ENGINENAME_YOURNAME to what it should be.

    8. Changing numbers and letters
    Change the name of the samples to what the name of your samples are, and change the RPM (last integer in each line ex. 3107) to match.

    I think that's everything, but if something doesn't work tell me and I'll see. Once you do it once though, experiment. The only way to get better is to screw up, I learn most of what I do that way :p
    Here is a wiki entry explaining the effects of the things in jBeam.
    Attached is a template, so you can ignore most of the steps here.
    If you have any questions at all feel free to ask :)
     

    Attached Files:

    #1 BombBoy4, Feb 24, 2018
    Last edited: Feb 24, 2018
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  2. fufsgfen

    fufsgfen
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    From some reason images show up broken on this end:
    upload_2018-2-24_10-54-7.png
     
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  3. BombBoy4

    BombBoy4
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    Odd, they show up on both of my devices. I'll look into it.
    Update-
    Should be fixed now :)
     
  4. Sithhyâ„¢

    Sithhyâ„¢
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    Damn, this is a pretty good tutorial... Will be useful for me soon :p
     
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  5. Tsutarja495

    Tsutarja495
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    Nice tutorial, it sheds some light on the various possibilities of the new sound engine. I hope this encourages others to explore the world of sound modding.
     
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  6. Tronadorous

    Tronadorous
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    Am I being really dumb but how do you make a new engine for the ETK-K series? I've managed to get every other vehicle working with custom sounds but for some reason, no luck with this vehicle.

    I have vehicles>common>myengine>myenginename>enginename.jbeam (common being where the ETK-K engine data is) but for some reason it never shows up in game...i know it shares parts from the other series but how do i get the engine to appear in the ETK-K series engine list?
     
  7. 440cid

    440cid
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    Use slot type: "etk_engine" and place engine jbeam files in vehicles/common/
     
  8. Tronadorous

    Tronadorous
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    FFS xD!

    Thank you for that, all working well :). I'll PM you a unrelated question.
     
  9. CommandoAir

    CommandoAir
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    Some games only have samples like this:
    • engine_idle
    • engine_low
    • engine_mid
    • engine_high
    Can the RPM numbers here be replaced with these names, or do I need specific RPM samples?
     
  10. BombBoy4

    BombBoy4
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    It doesn't matter what the name of the sound files are, as long as they are properly referenced in the json file. You can keep them named like that or give them a pseudo RPM value to name, your choice :)
     
  11. CommandoAir

    CommandoAir
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    Code:
                ["art/sound/engine/ENGINENAME_YOURNAME/859.wav", 859],
    I'm referring to the 859 at the end. That defines the RPM that the sample is for, right? So what would I put if I had only those 4 samples?
     
  12. BombBoy4

    BombBoy4
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    Ah yes, at the end you must define an RPM the sample is at, but you can estimate (I did that for a few of my sounds, it works fine).
     
  13. CommandoAir

    CommandoAir
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    Got it, thanks dude.
    .
    Edit: My sounds aren't working. In the console I am getting:
    Code:
    Failed to load json art/sound/blends/VX_4A-GE.sfxBlerd2D.json.
    Line 13, Column 9
    Syntax error: Value, object or array expected.
    
    My Json looks like this:
    Code:
    {
        "header" : {
            "version" : 1
        },
        "eventName" : "event:>Engine>default",
        "samples" :
            [
                ["art/sound/engine/ENGINENAME_YOURNAME/4A-GE_idle.wav", 1000],
                ["art/sound/engine/ENGINENAME_YOURNAME/4A-GE_low.wav", 1800],
                ["art/sound/engine/ENGINENAME_YOURNAME/4A-GE_mid.wav", 3000],
                ["art/sound/engine/ENGINENAME_YOURNAME/4A-GE_high.wav", 5500],
    
            ],
    }
    

    My directories are:
    Code:
    BeamNG.drive\mods\unpacked\VX Engines\art\sound\blends\VX_4A-GE.sfxBlend2D.json
    And
    Code:
    BeamNG.drive\mods\unpacked\VX Engines\art\sound\engine\VX_4A-GE
    Which contains
    • 4A-GE_idle
    • 4A-GE_low
    • 4A-GE_mid
    • 4A-GE_high
     
    #13 CommandoAir, Apr 8, 2018
    Last edited: Apr 8, 2018
  14. BombBoy4

    BombBoy4
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    You must define on-load and off-load samples (the two sections, where one ends with "_P" and the other doesn't). They can be the exact same, as long as you duplicate the file and put a "_P" at the end. Take this as an example:
    upload_2018-4-8_8-38-5.png
    Code:
        "samples" :
        [
            [
                ["art/sound/engine/Diesel_bep/859.wav", 859],
                ["art/sound/engine/Diesel_bep/2070.wav", 2070],
                ["art/sound/engine/Diesel_bep/3557.wav", 3557]
            ],
            [
                ["art/sound/engine/Diesel_bep/859_P.wav", 859],
                ["art/sound/engine/Diesel_bep/2070_P.wav", 2070],
                ["art/sound/engine/Diesel_bep/3557_P.wav", 3557]
            ]
        ]
    They are just the same file duplicated, renamed, and put into another section of the json file.
    Also, unlike jBeams, commas really matter in json, so it would look more like this at the end:
    Code:
                ["art/sound/engine/ENGINENAME_YOURNAME/4A-GE_high.wav", 5500]
    
            ]
    (Notice the commas at the end of the first example too)
     
  15. CommandoAir

    CommandoAir
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    Ah, sorted. Thanks a bunch mate. I also noted I forgot to change the section for "ENGINENAME_YOURNAME".

    Great guide, thanks mate.
     
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  16. mehio

    mehio
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    Hi thank you so much for this tutorial it works perfectly.
    Im just having a small problem which i dont know how to solve. I cant create a new folder in the "mods" folder. When you right click and click new the option to create a new folder is not there. So i created the unpacked folder on my desktop but when i copy it to my mods folder it just dumps EVERYTHING in the mods folder without organization or tidiness or anything. Somehow it just works fine.
     
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  17. BombBoy4

    BombBoy4
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    You can't create a folder in this folder? That's odd..
    upload_2018-7-21_14-23-50.png
     
  18. mehio

    mehio
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    I cant. Maybe its a windows thing? I can however create folders inside any other folders i want but not "mods".
     

    Attached Files:

    • 1532197824573-1048242522.jpg
  19. BombBoy4

    BombBoy4
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    Maybe it's a permissions thing?
    upload_2018-7-21_14-33-38.png
    I dunno, definitely a Windows issue.
     
  20. mehio

    mehio
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    Joined:
    Jun 20, 2018
    Messages:
    152
    I checked. I have full control. Every box onthe left is checked.
    EDIT:
    I tried on my laptop (Windows 10) it worked fine.
    So the issue is probably a windows issue.
     
    #20 mehio, Jul 21, 2018
    Last edited: Jul 21, 2018
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