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  Topic: Tunnel Tutorial
TrainStation

Replies: 10
Views: 2595

Post Posted: Mon Nov 06, 2017 10:31 pm    Subject:   Tunnel Tutorial
Subject description: Need a good explanation for setting up tunnels in your map? Look here.
Forum:  Featured Projects » Twisted Insurrection » Your Input
TUNNEL TUTORIAL

If you're like me, you might have been interested in making your own maps with tunnels and you tried it in the FinalSun/FinalTI editor and it doesn't work when you try playing the m ...
  Topic: Final Alert 2 Basic Tips [YouTube]
HG_SCIPCION

Replies: 1
Views: 1001

Post Posted: Wed Dec 14, 2016 6:16 pm    Subject:   Final Alert 2 Basic Tips [YouTube]
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Enjoy and make your petitions Smile

PS: i'm not the best with the map editor :p I'm bad with triggers.
cheers...

[youtube]https://www.youtube.com/watch?v=mnocLtUWLY0[/youtube]
  Topic: Map Conversion Tutorial
Phrohdoh

Replies: 1
Views: 1913

Post Posted: Thu Mar 12, 2015 11:16 pm    Subject:   Map Conversion Tutorial
Forum:  Modding Central » OpenRA Editing Forums » Tutorial Database
=== Information ===

Author: Taryn Hill <Phrohdoh@gmail.com>
Date: 12th March, 2015

If you want to convert TS maps you need to have the TS mod installed.
If you want to convert RA2 maps y ...
  Topic: How to attach triggers to triggers (**)
Team Black

Replies: 0
Views: 1766

Post Posted: Mon Nov 18, 2013 4:47 pm    Subject:   How to attach triggers to triggers (**)
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Tutorials Factory
This tutorial requires basic knowledge of http://www.ppmsite.com/forum/files/daisy_chain_185.png

Next, go Edit > Tag Editor, and delete all the tags for the triggers you just made, EXCEPT for th ...
  Topic: Adding text strings to your map (**)
Team Black

Replies: 11
Views: 3507

Post Posted: Fri Nov 15, 2013 5:29 pm    Subject:   Adding text strings to your map (**)
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Tutorials Factory
This tutorial requires basic knowledge of http://www.ppmsite.com/forum/files/text_trigger_447.png

-You'll notice each string is attached to a number; this is how Final Sun finds & assigns them. ...
  Topic: Multiple triggers on a single object
SuperJoe

Replies: 9
Views: 3262

Post Posted: Tue Jun 04, 2013 1:16 pm    Subject:   Multiple triggers on a single object
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Tutorials Factory
This was something that had puzzled me for a while now. I wasn't exactly sure how the attached trigger thing in map triggers was supposed to work. My goal was to attach 3 triggers to a single object u ...
  Topic: Multiple MCVs, con.yards and factions (*****)
SuperJoe

Replies: 70
Views: 24701

Post Posted: Sat Mar 23, 2013 3:26 pm    Subject:   Multiple MCVs, con.yards and factions (*****)
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
This tutorial allows you to have separate MCV / Construction yard for every faction, and it will allow you to add a 3rd (or more) factions into the game. All of these things work with the AI as well. ...
  Topic: [Ares] Add in all missions from RA2+Yuri Campaign Tutorial
EricAnimeFreak

Replies: 13
Views: 8294

Post Posted: Fri Mar 01, 2013 9:55 pm    Subject:   [Ares] Add in all missions from RA2+Yuri Campaign Tutorial
Subject description: Comes in the form of a DL Pack.
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Assuming some others would like to include all the campaign missions from both RA2 and Yuri, I put together this Tutorial pack.

It's rather easy to use and mostly revolves around copying and pastin ...
  Topic: Airtransports on maps
SuperJoe

Replies: 15
Views: 4395

Post Posted: Sun Jan 20, 2013 4:06 pm    Subject:   Airtransports on maps
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Tutorials Factory
Found a way to add fully working airtransports into maps using the discoveries made in
[ORCATRAN]
Landable=no        ; Fixes the air transport bug (kinda)


N ...
  Topic: Repopulating map with tiberium life (**)
SuperJoe

Replies: 3
Views: 2793

Post Posted: Fri Dec 21, 2012 10:43 pm    Subject:   Repopulating map with tiberium life (**)
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Tutorials Factory
Here's something that can be used to keep spawning limited number of tiberium life to a map. Usually the neutral tiberium lifeforms die sooner or later, with this new ones will appear to replace the d ...
  Topic: (**) Light Towers (GASPOT) explained
Lin Kuei Ominae

Replies: 0
Views: 2873

Post Posted: Thu Dec 13, 2012 10:21 am    Subject:   (**) Light Towers (GASPOT) explained
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory

Originally posted by EnsignRed:

--------------------------------------------------------------------------------------------------------------

I searched for this myself and didn't quite find ...
  Topic: Make your maps load faster (*)
Lin Kuei Ominae

Replies: 0
Views: 1802

Post Posted: Thu Dec 13, 2012 8:57 am    Subject:   Make your maps load faster (*)
Subject description: and show up on top of the list!
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Tutorials Factory

Author: DvD

First, how to make your maps load faster.
It's good to understand a bit better how TS finds maps to add to the maps list. There are two ways to make TS find your maps:

1) Put the ...
  Topic: Cliff Errors, and how to fix 'em. (*)
Lin Kuei Ominae

Replies: 0
Views: 1899

Post Posted: Thu Dec 13, 2012 8:52 am    Subject:   Cliff Errors, and how to fix 'em. (*)
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Tutorials Factory
Author: Wiziwig

Cliff errors are tricky lil buggers. Most begining mappers don't notice them, but as soon as they post them, someone notices.

This tutorial, allthough basic, will show you common ...
  Topic: Proper use of lightposts in maps (**)
Lin Kuei Ominae

Replies: 0
Views: 1580

Post Posted: Thu Dec 13, 2012 8:46 am    Subject:   Proper use of lightposts in maps (**)
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Tutorials Factory

Author: Me!

This tutorial is rated 2 (**) stars, not because it isn't easy, but because it requires some time to get used to and not everybody thinks it's that easy.

Lightposts, this is just s ...
  Topic: FS bug fix-Several tutorials on certain Actions (*)
Lin Kuei Ominae

Replies: 0
Views: 2785

Post Posted: Thu Dec 13, 2012 8:20 am    Subject:   FS bug fix-Several tutorials on certain Actions (*)
Subject description: lists of sounds and movies with correct index
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Tutorials Factory

Author: Me!

Okay, I was working on a campaign map and I got tired of the stupid bugs in FinalSun. The bugs I always encountered were:

-Text action didn't work
-Multiple sound actions didn't ...
  Topic: How to create a fully working train transport (**)
Lin Kuei Ominae

Replies: 0
Views: 1538

Post Posted: Thu Dec 13, 2012 7:58 am    Subject:   How to create a fully working train transport (**)
Subject description: with working passenger wagons
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Tutorials Factory

During a short excursion of mine into mapping to see the capabilities of this kind of modding, i gave myself a try at scripting a working train using the already existing tutorial How to create a wo ...
  Topic: How to add a moving train to your map (****)
Lin Kuei Ominae

Replies: 0
Views: 1863

Post Posted: Thu Dec 13, 2012 7:51 am    Subject:   How to add a moving train to your map (****)
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Tutorials Factory
How to enable a moving train by AmonRa

I think alot of people are having truoble with trains so i thought it should be posted in the modding tuts forum i dont know who made this tut but
I think i ...
  Topic: Oil Derricks in TS (New way)
SuperJoe

Replies: 38
Views: 12065

Post Posted: Sun Sep 02, 2012 10:04 pm    Subject:   Oil Derricks in TS (New way)
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Tutorials Factory
Alright, here's the new oil derrick logic for TS. I haven't found any exploits or flaws in this method yet, and it is quite easy and clean to implement. Few things to note:

- You need to take over ...
  Topic: [TUT] How to make AI repair bridges
RP

Replies: 2
Views: 5616

Post Posted: Thu Jul 12, 2012 7:33 pm    Subject:   [TUT] How to make AI repair bridges
Subject description: Image heavy
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
In this tutorial I’ll be showing you how to make the AI (during missions) repair bridges that have been destroyed.
First of all, you need a bridge with 2 Bridge Repair Huts:
http://www.ppmsite.com ...
  Topic: Oil Derricks in TS (Old way)
SuperJoe

Replies: 12
Views: 6926

Post Posted: Tue Jan 31, 2012 6:19 pm    Subject:   Oil Derricks in TS (Old way)
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
UPDATE: There is a much better and easier way to add oil derricks into Tiberian Sun, check out the tutorial

I've left this tutorial still here, maybe something can be learned from it and used for ...
  Topic: Allying with the AI (****)
SuperJoe

Replies: 12
Views: 6311

Post Posted: Sun Jan 29, 2012 8:32 am    Subject:   Allying with the AI (****)
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
This tutorial will allow you to ally with AI players in TS (without possible crashes). Though there are some limitations:

1. Can only ever ally with 1 AI player
2. Only opposing sides can ally, GD ...
  Topic: Adding Objectives To SP Maps
Phantom139

Replies: 4
Views: 3910

Post Posted: Tue Oct 19, 2010 1:09 am    Subject:   Adding Objectives To SP Maps
Subject description: Finally figured this out
Forum:  Modding Central » Command & Conquer 3 Editing Forum » Blue Zone Tutorials
With some schema research, and trial/error process, I have discovered how to make objectives for your custom maps. I'll post updates to this as I find them, but for now, this is what I have.

Each m ...
  Topic: How to Make an AI for your Mission Map
DaFool

Replies: 0
Views: 3362

Post Posted: Sat Sep 25, 2010 11:41 pm    Subject:   How to Make an AI for your Mission Map
Forum:  Modding Central » Generals Editing Forum » Tutorials Warehouse
How to Make an AI for your Mission Map

This is advanced tutorial.
If you haven’t already, please read this tutorial: http://www.ppmsite.com/forum/viewtopic.php?t=28488

Step 1: Making it Testa ...
  Topic: Make a Laser Fence work like gate
GameMaster0000

Replies: 2
Views: 7574

Post Posted: Sat Sep 11, 2010 10:25 am    Subject:   Make a Laser Fence work like gate
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Tutorials Factory
This is something that create on my mission. I think this will be useful to be shared.

First place two of NAPOST make sure that two laser fance is connected.

Create 2 trigger, I used name " ...
  Topic: How to Add a Map to Your Mod
DaFool

Replies: 0
Views: 3361

Post Posted: Mon Sep 06, 2010 2:33 am    Subject:   How to Add a Map to Your Mod
Forum:  Modding Central » Generals Editing Forum » Tutorials Warehouse
How to Add a Map to Your Mod

Requirements: A completed map, notepad, campaign.ini, mapcache.ini, your mod.

Step 1: Your Map.

This tutorial assumes you have a completed map, be it a skirmish o ...
  Topic: How To Write A PKT File
Dark Templar X

Replies: 2
Views: 4089

Post Posted: Mon Jun 22, 2009 9:42 pm    Subject:   How To Write A PKT File
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Spurred because Hogo was asking me about them today. It did occur to me that not everyone knows what this file is or does.

To put it simply, it controls what maps are present in skirmish and multip ...
  Topic: Making a Prebuilt Base for Skirmish[YR]
Apex

Replies: 16
Views: 29587

Post Posted: Wed Apr 08, 2009 8:16 pm    Subject:   Making a Prebuilt Base for Skirmish[YR]
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
I only know that this works with Yuri's Revenge, I haven't modded normal RA2 in years.

This is a simple tutorial for setting who gets to start out with what buildings. Make sure Beginner mode under ...
  Topic: Units getting stuck in tunnels?
Team Black

Replies: 4
Views: 4107

Post Posted: Tue Jan 20, 2009 6:34 pm    Subject:   Units getting stuck in tunnels?
Subject description: Here's your fix
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
FinalSun doesn't always save tunnels properly, and as a result, your troops will get stuck in one of the corners. Make sure you test your tunnels extensively and fix all the errors, as it can be frust ...
  Topic: Edit your minimap for your TS MAPS. (*)
Wiziwig

Replies: 22
Views: 14820

Post Posted: Fri Dec 05, 2008 1:59 am    Subject:   Edit your minimap for your TS MAPS. (*)
Subject description: Because everyone loves doodling dongs on their minimap for everyone to see. 8D
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
Pretty much the title is self-explanatory. This is for those people who hate the look of the minimap that is generated by Finalsun, and want it to look more 'Official', aka similar to the official Wes ...
  Topic: Campaign voices
Dutchygamer

Replies: 3
Views: 3822

Post Posted: Tue Sep 30, 2008 6:59 pm    Subject:   Campaign voices
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
Small but very, very handy tutorial:
If you have played the Nod FS missions, you may notice that in the last few missions you hear EVA instead of CABAL. As I wanted to use this too for a map of mine, ...
  Topic: New FinalSun Tips
Aro

Replies: 11
Views: 5430

Post Posted: Sun Jan 20, 2008 11:18 am    Subject:   New FinalSun Tips
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
Over the months, I've had a lot of new mappers adding me on MSN and even Myspace asking me for help and tips on some of the simplest things ever. Because a lot of the things can be fixed and done real ...
  Topic: Dropship Reinforcements (**)
Aro

Replies: 0
Views: 4528

Post Posted: Mon Dec 03, 2007 10:05 am    Subject:   Dropship Reinforcements (**)
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
I've noticed that there are a lot of people that're having problems with dropships in-game (Not the dropship loadout, but say getting reinforcements from off the map using a dropship trigger). Here is ...
  Topic: Unseen Actions / Events!
Aro

Replies: 4
Views: 5352

Post Posted: Fri Nov 23, 2007 4:07 am    Subject:   Unseen Actions / Events!
Subject description: A Little discovery i made (don't know whether it's new or old news)...
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
Some of you mappers may have noticed, that in the Trigger section in final sun, in the actions, there are a few numbers missing. These numbers missing are actually triggers you can use, but for some r ...
  Topic: (*) Where to place your Generals/Zero Hour maps
Dutchygamer

Replies: 0
Views: 6098

Post Posted: Fri Jun 15, 2007 9:23 am    Subject:   (*) Where to place your Generals/Zero Hour maps
Forum:  Modding Central » Generals Editing Forum » Tutorials Warehouse
After i have read a topic about someone who didn't know where to place his maps, i thought i may make a tutorial about it.

It is rather easy, so you can't do much wrong here.

Normally, if you cr ...
  Topic: How to get MiniMap on World Builder
BuddaBoy

Replies: 8
Views: 16640

Post Posted: Sat Apr 21, 2007 8:14 am    Subject:   How to get MiniMap on World Builder
Subject description: as found on another forum
Forum:  Modding Central » Command & Conquer 3 Editing Forum » Blue Zone Tutorials
1) go into WorldBuilder and load up your map

2) hit CTRL+F to go into top view, and zoom out until you can see the whole map.

3) go to the edit menu and uncheck waypoints, object maps, until all ...
  Topic: Dropship Loadout
zdflamer2

Replies: 9
Views: 11319

Post Posted: Sat Apr 07, 2007 12:54 am    Subject:   Dropship Loadout
Subject description: How to get this working
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Tutorials Factory
This is a tutorial how to get the dropship loadout feature to work, its very simple. For those of you who dont know. westwood originally intended to have a dropship selection screen so you choose what ...
  Topic: Single Player AI Triggers (***)
krnyoshi

Replies: 20
Views: 13827

Post Posted: Fri Apr 06, 2007 9:03 pm    Subject:   Single Player AI Triggers (***)
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
Credits:
-Aro and his topic of AI triggers for making me think on this.
-scorpionim6@msn.com, not sure what his forum name here is.
-OrcaCommander for refering me to scorp.

Okay here's the thin ...
  Topic: Adding Shores Correctly (*)
Crash

Replies: 15
Views: 11851

Post Posted: Sun Mar 18, 2007 2:05 pm    Subject:   Adding Shores Correctly (*)
Subject description: How to add shores correctly, For newbies
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
This tutorial is rated 1(*) star because it's really dead simple.

Start by disabling the autoshore feature.


http://i173.photobucket.com/albums/w60/crashking93/Disable.jpg


You need the add ...
  Topic: Reveal a small part of the map. (**)
Aro

Replies: 8
Views: 7857

Post Posted: Fri Mar 09, 2007 1:10 am    Subject:   Reveal a small part of the map. (**)
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Tutorials Factory
Hey!

I posted this in a thread not long ago... I don't see why i should not make a tutorial thread about it.

Rated 2 stars cause it is quite easy.

Ok here we go:

Right, first of all, place ...
  Topic: Triggers, Scripts, teams, and taskforces (***)
Team Black

Replies: 14
Views: 10046

Post Posted: Fri Feb 23, 2007 7:09 am    Subject:   Triggers, Scripts, teams, and taskforces (***)
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
The only difficulty of triggers, taskforces, teams, and scripts IMO is learning them, but once you do, these things are actually pretty easy...
There are many other features beyond those in this tuto ...
  Topic: Adding new units to maps using Final Alert 2
cracker

Replies: 23
Views: 25649

Post Posted: Fri Jul 16, 2004 1:49 am    Subject:   Adding new units to maps using Final Alert 2
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Before I get started, I need to state that you CANNOT use images, unit names, or cameos that are not in RA2 (or the currently installed mod, if applicable).

Now that thats over, lets add an infantr ...
  Topic: Making Tunnels with Curves Work
pft1086

Replies: 9
Views: 18986

Post Posted: Thu Jan 29, 2004 10:16 pm    Subject:   Making Tunnels with Curves Work
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Tutorials Factory
I was asked to provide a tutorial on how to make working tunnels that have turns in them, so here it is.

For those of you who have tried this already, you'll know that making curvy tunnels is no ea ...
 
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