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  Topic: Ares 0.E has arrived
AlexB

Replies: 1
Views: 207

Post Posted: Thu Sep 14, 2017 3:49 am    Subject:   Ares 0.E has arrived
Forum:  PPM Zone » PPM News Network
With the new Ares 0.E, which is just fresh out of the oven (so grab it while it is still hot!), many more IFV modes are now possible, as well as Tunnel Networks known from Generals. Another focus was ...
  Topic: Ares 0.D is available
AlexB

Replies: 7
Views: 1017

Post Posted: Sun Jun 11, 2017 6:25 pm    Subject:   Ares 0.D is available
Forum:  PPM Zone » PPM News Network
Here's the official Ares 0.D, which adds some big features like support to change mouse cursors, mechanics and ambulance vehicles, or to make the AI build more than one building of a type. Ivan death ...
  Topic: Ares 0.Cp1 has just been released
AlexB

Replies: 1
Views: 567

Post Posted: Tue Dec 20, 2016 4:33 am    Subject:   Ares 0.Cp1 has just been released
Forum:  PPM Zone » PPM News Network
This service release improves stability and fixes nine issues like the crash on singleplayer startup that some machines experience. Also, a memory leak and some logic bugs that could lead to crashes h ...
  Topic: Fixed Wing Aircraft Movement
206UE

Replies: 0
Views: 478

Post Posted: Thu Oct 06, 2016 10:09 pm    Subject:   Fixed Wing Aircraft Movement
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
Putting a fixed wing aircraft into the game is unusual for Tiberian Sun.

You can make a copy of the Orca, or Harpy.

Then use tags like :

Rollangle=70
Pitchangle=2


If you make it into a ...
  Topic: Ares 0.C is ready for download
AlexB

Replies: 3
Views: 1128

Post Posted: Sat Jun 18, 2016 8:44 pm    Subject:   Ares 0.C is ready for download
Forum:  PPM Zone » PPM News Network
The final Ares 0.C has arrived, with new features like the long requested Bounty, particle optimizations, and many other assorted new toys to play with. Overall, again a smaller release, which adds a ...
  Topic: Making ROF of Primary and Secondary don't effect each other
MustaphaTR

Replies: 0
Views: 900

Post Posted: Sun Apr 10, 2016 4:31 pm    Subject:   Making ROF of Primary and Secondary don't effect each other
Subject description: Uses Ammo= on weapon in lastest Ares.dll
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
In 0.B Ammo= on weapons is introduced. And i realised that we can use it to fix the ROF conflict betwen weapons. What you need to do is making game use Ammo= for long one and ROF for short one.

Her ...
  Topic: Preventing IE with Voxel Debris
Allied General

Replies: 2
Views: 809

Post Posted: Fri Apr 01, 2016 9:02 pm    Subject:   Preventing IE with Voxel Debris
Subject description: Preventing IE with Voxel Debris
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Voxel debris may sometimes crash if not have damage and warhead defined and said debris hits another unit.

This issue occurs with the default Damage=0
DamageRadius=-1
Warhead=TankOGas

In summa ...
  Topic: Ares 0.B has been released!
Banshee

Replies: 0
Views: 879

Post Posted: Wed Mar 30, 2016 2:49 am    Subject:   Ares 0.B has been released!
Subject description: Soviet KGB reports that CIA has taken advantage of this patch.
Forum:  PPM Zone » PPM News Network
AlexB has released the latest version of Ares. The 0.B release was a smaller one, but it still has some interesting features such as:

- The prerequisite system has been expanded to support units fo ...
  Topic: 8-Bit Armies, from Petroglyph Games
Banshee

Replies: 16
Views: 4502

Post Posted: Mon Mar 28, 2016 6:09 am    Subject:   8-Bit Armies, from Petroglyph Games
Subject description: Voxel invasion confirmed!
Forum:  PPM Zone » PPM News Network
It seems that A Blast from the Past
8-Bit Armies is a classic, C&C-style Real-Time Strategy PC game. It's our most fast-paced, friendly, and accessible RTS game to date. Featuring offline single- ...
  Topic: Tree Fire
Ich-Henker

Replies: 0
Views: 1206

Post Posted: Sun Oct 04, 2015 1:28 pm    Subject:   Tree Fire
Subject description: Creating spreading tree fires
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Hey to all!

When  I wanted to recreate this C&C phenomenon no real tutorial was available - most of the discussions were incomplete or a little misleading; when I found the solution I got a u ...
  Topic: [ARES] Powerups for specific units via superweapon/weapon
XxpeddyxX

Replies: 2
Views: 1515

Post Posted: Fri Jul 31, 2015 3:43 am    Subject:   [ARES] Powerups for specific units via superweapon/weapon
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Been playing around with ARES and managed to get a powerup system working, the AI uses it properly somewhat.

In my mod this SW powers up Cuba's flametrooper and flame tank, as an example;

Any co ...
  Topic: Using IsLine/ColorAdd with regular weapons [ARES]
Millennium

Replies: 0
Views: 773

Post Posted: Mon Jun 29, 2015 1:42 pm    Subject:   Using IsLine/ColorAdd with regular weapons [ARES]
Subject description: stopgap solution
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
YR has the feature of adding IsLine to weapons, which will draw a colored line (distinct from a laser) between the firer and the target. It also causes the target to "glow". This feature is ...
  Topic: Using a batch file to copy INIs from working directories.
Darkstorm

Replies: 1
Views: 819

Post Posted: Thu Jun 11, 2015 1:22 am    Subject:   Using a batch file to copy INIs from working directories.
Subject description: Plus some organized rules for use with Ares.
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
I'm not sure how others handle their mods, but I like to have a separate directory for all the assets and INIs outside the directory I run it from. This presents an annoyance in constantly copying fil ...
  Topic: Making Immobile infantry (for trees and whatever)
GenesisAria

Replies: 2
Views: 1174

Post Posted: Sun Apr 12, 2015 4:33 am    Subject:   Making Immobile infantry (for trees and whatever)
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
If you want to make a terrain object like a tree, and to have it use unit palettes (or custom palettes if you are able to do that)...
Here is the script for making infantry that act like trees (note ...
  Topic: Weapons w/ altered trajectories versus some targets [ARES]
Millennium

Replies: 10
Views: 1751

Post Posted: Thu Mar 19, 2015 3:04 pm    Subject:   Weapons w/ altered trajectories versus some targets [ARES]
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Remember the ECM tank's feature that would prevent it from being hit by guided missiles in Generals? The following tutorial should explain how a similar effect can be re-created in YR (with Ares), pro ...
  Topic: [ARES] AI using vehicles from pardrop for defenses only
MasterHaosis

Replies: 4
Views: 1502

Post Posted: Fri Mar 13, 2015 10:26 pm    Subject:   [ARES] AI using vehicles from pardrop for defenses only
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Hello guys.
For example, we want AI Soviet to drop 3 Rhino Tanks on each 5 minutes in its base from Battle Lab, and collecting them, while AI is building Rhino Tanks from War factory, ignoring parad ...
  Topic: [ARES] Destroying drainable buildings with Floating Disks
MasterHaosis

Replies: 8
Views: 1936

Post Posted: Wed Mar 11, 2015 10:59 am    Subject:   [ARES] Destroying drainable buildings with Floating Disks
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
So, as we all know, Floating Disks are designed for draining certain structures (base defenses, refineries and power plants) instead of destroying them, so you cannot win with Yuri from air, or you ha ...
  Topic: Add AlphaImage to firing anims
kenosis

Replies: 16
Views: 2545

Post Posted: Sun Dec 14, 2014 4:19 pm    Subject:   Add AlphaImage to firing anims
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Only alphaimages on PARTICLE SYSTEMS can be erased in RA2.
Thus we use an empty anim to detonate a warhead, use that warhead to trigger an particle system, to let it display its alpha image. And use ...
  Topic: [RA2YR] String edit reference (*)
m7

Replies: 0
Views: 973

Post Posted: Sat Nov 29, 2014 3:25 pm    Subject:   [RA2YR] String edit reference (*)
Subject description: For the things most mods change.
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Below are a few strings and where they correlate to. I'm posting this in the tutorial vault since it is a reference to certain strings in the game, as finding certain elements that are commonly change ...
  Topic: Vehicles with DeployFire and Yuri-like weapons
Parasite03

Replies: 9
Views: 2676

Post Posted: Thu Aug 21, 2014 10:18 pm    Subject:   Vehicles with DeployFire and Yuri-like weapons
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Okay, so you want to make deployable vehicle. There are six things you need to manage to get it working:

Main things:
1. Primary
2. Secondary
3. IsSimpleDeployer
4. DeployFire


Primary - th ...
  Topic: Three (or more ) weapons for a unit
BaRaka

Replies: 7
Views: 2884

Post Posted: Fri Jul 18, 2014 8:09 am    Subject:   Three (or more ) weapons for a unit
Subject description: Adding more than two weapons
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
I wrote a tutorial for this "hack" a few years ago on another Ra2YR modding forum, but I'll post the info here aswell.

Ok, here's how you can give more than just two weapons to any vehicl ...
  Topic: SHP Formats
Zaaz

Replies: 2
Views: 1977

Post Posted: Fri Nov 29, 2013 8:41 am    Subject:   SHP Formats
Forum:  Modding Central » Media Hut » Tutorials
I've read Vlado's paper on the TD SHP Format, and I redacted it a bit.
I also made a small paper about TS SHP Format, and because I didnt see
any anywhere, this is why I'm posting this here.

I'm ...
  Topic: [YR] Train bridges*
Gangster

Replies: 5
Views: 2362

Post Posted: Sat Sep 14, 2013 12:46 pm    Subject:   [YR] Train bridges*
Subject description: Recycling Wood bridge to Train brige.
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
I ll be short. Its seems logic is still there. You just need a proper grafic and you are ready to go.

http://25.media.tumblr.com/tumblr_mc0tmfFcuM1r99uloo1_500.gif


[BRIDGEB1]
Image=RAILBRDG; ...
  Topic: Colors revisited
E1 Elite

Replies: 2
Views: 2277

Post Posted: Mon Jul 08, 2013 7:31 am    Subject:   Colors revisited
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
Colors section in rules.ini:

Color definition under [Colors] section are typically used for remapable SHPs and Voxels
(Playing Side color, tiberium, chemical missile voxel etc.). Color values are ...
  Topic: Planetary Assault Carrier
MasterHaosis

Replies: 7
Views: 3698

Post Posted: Wed Apr 03, 2013 5:46 pm    Subject:   Planetary Assault Carrier
Subject description: some workaround for flying aircraft carriers
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Hai mortals Very Happy

Here, as promised, I will include Tutorial for Planetary Assault Carrier, Aircraft which can spawn aircraft in same manner as Aircraft Carrier.
Well, as we all know, there is no way ...
  Topic: Multiple MCVs, con.yards and factions (*****)
SuperJoe

Replies: 70
Views: 22577

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: Transmitter System
Sir Shockwave

Replies: 8
Views: 2709

Post Posted: Wed Feb 06, 2013 4:02 pm    Subject:   Transmitter System
Subject description: Super easy tutorial for an alternate base construction system
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
1) Set at least one building to a large Adjacency. I recommend something like 10. This building will be your Transmitter building.

2) Set all other remaining building Adjacency's for your chosen fa ...
  Topic: Near perfect sub-factions
SuperJoe

Replies: 18
Views: 5878

Post Posted: Mon Jan 28, 2013 4:15 am    Subject:   Near perfect sub-factions
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
Got the final things ironed out from a method that allows you to have sub-factions in TS, without making the player take all sorts of weird actions. The only input required from the player is doing th ...
  Topic: YR Miscellaneous Tweaks
Atomic_Noodles

Replies: 6
Views: 2509

Post Posted: Mon Dec 17, 2012 6:45 am    Subject:   YR Miscellaneous Tweaks
Subject description: Update as I do some more...
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Enhanced Chrono Units
This Tutorial adds a small nifty zipline for chrono units when they teleport.

On the Unit that you want to get a zipline, go to their Art Entry and add the following:

UseL ...
  Topic: (*) BalloonHover workaround
Lin Kuei Ominae

Replies: 3
Views: 2746

Post Posted: Thu Dec 13, 2012 10:31 am    Subject:   (*) BalloonHover workaround
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
I found a workaround in TS for the BalloonHover key which is known from RA2.

Way 1:
Just set the speed of an air unit to 3 or lower. Then it isn't able to land anymore.
With this low value, it ca ...
  Topic: (**) Primary/SecondaryFireFLH, TurretOffset & PBarrelLength
Lin Kuei Ominae

Replies: 1
Views: 2889

Post Posted: Thu Dec 13, 2012 9:53 am    Subject:   (**) Primary/SecondaryFireFLH, TurretOffset & PBarrelLength
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory

After you've created a new voxel and gave it some cool new weapons in rules.ini, you surely noticed that the bullets don't start from the same point where the barrel ends.

This tutorial will show ...
  Topic: (*****) Editing GAME.exe and Language.dll - The basics
Lin Kuei Ominae

Replies: 0
Views: 2447

Post Posted: Thu Dec 13, 2012 9:45 am    Subject:   (*****) Editing GAME.exe and Language.dll - The basics
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory

Originally posted by Creagor:

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

Well, In the light of the recent topic I decided to ...
  Topic: (**) How to add downloaded units,buildings and graphics
Lin Kuei Ominae

Replies: 0
Views: 3835

Post Posted: Thu Dec 13, 2012 9:39 am    Subject:   (**) How to add downloaded units,buildings and graphics
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
This Tutorial is for all those who want to add new graphics to the game, like those which are made public here in the Don't use TibEd, Sun2k or any other ini editor! Because they tend to mess up your ...
  Topic: Proper use of lightposts in maps (**)
Lin Kuei Ominae

Replies: 0
Views: 1227

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: (YR) Looping Machine Gun
MasterHaosis

Replies: 5
Views: 3058

Post Posted: Mon Nov 26, 2012 11:20 am    Subject:   (YR) Looping Machine Gun
Subject description: very easy, for looping report effect to any machine gun
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Guys, http://illiweb.com/fa/i/smiles/icon_biggrin.png
Here new small tutorial from me, even retard can do that.
As Starrku corrected me to mention:,,Only benefit you'd gain from this method as oppos ...
  Topic: Advanced Stealth Soldier System
MasterHaosis

Replies: 31
Views: 11835

Post Posted: Sat Nov 24, 2012 3:32 pm    Subject:   Advanced Stealth Soldier System
Subject description: Tutorial for RA2/YR, very easy
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Hello guys, Very Happy

As you followed this tutorial of mine http://i45.servimg.com/u/f45/11/75/26/39/strp10.png

First screenshot: Desolators are deployed stealthed in the middle of his base, waiting si ...
  Topic: [ARES] Using Factories and Cloning to make spammable drones.
Darkstorm

Replies: 0
Views: 1792

Post Posted: Thu Nov 22, 2012 4:24 am    Subject:   [ARES] Using Factories and Cloning to make spammable drones.
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
I've been working on my private mod and concocted an idea to use cloning to make a system of spammable drone vehicles for tier 1 & 2 vehicles. This can be accomplished using Ares 0.2 and the new l ...
  Topic: (The closest thing to) Drop Pods in YR! [Ares]
Millennium

Replies: 4
Views: 2529

Post Posted: Sat Nov 10, 2012 1:40 am    Subject:   (The closest thing to) Drop Pods in YR! [Ares]
Subject description: Does not even really require Ares, but doing it in normal YR is terribad and breaks all paradrops...
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
This tutorial will propably soon be made obsolete by future versions of Ares, but I'll add it anyways. It allows you to re-create something akin to the Drop Pod SW in Firestorm. For those of you who h ...
  Topic: Unlimited V3-Like rockets WITHOUT addons
NimoStar

Replies: 2
Views: 4834

Post Posted: Wed Nov 07, 2012 6:13 pm    Subject:   Unlimited V3-Like rockets WITHOUT addons
Subject description: Interceptable, launchable, custom unit-weapons
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Ok, I am new here, but I think I have found something that none has done before (since they keep asking for it as a feature, that would still be welcome since this is not *exactly* the same, but a ver ...
  Topic: [ARES] 4x3 Unit factory
Gangster

Replies: 8
Views: 3657

Post Posted: Thu Oct 18, 2012 11:39 am    Subject:   [ARES] 4x3 Unit factory
Subject description: not obvious but possible
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
As what was mentioned by DCoder at old bug tracker.

Unit harcoded to exit at 11th outline(FoundationOutline.10 since zero based). So if you setup building with custom foundation, you will be able ...
  Topic: Creating a new IFV
Sir Shockwave

Replies: 5
Views: 2897

Post Posted: Mon Oct 15, 2012 7:41 am    Subject:   Creating a new IFV
Subject description: A quick analysis of IFV coding
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
IFV's are complex vehicles to make, and can throw a inexperienced/rookie modder off track. Indeed, as some of the more veteran members appeared to have had some issues, I decided to write a quick tuto ...
  Topic: An another uses of NPatch's AI power plant select system
Linglin

Replies: 4
Views: 2255

Post Posted: Fri Oct 12, 2012 4:57 am    Subject:   An another uses of NPatch's AI power plant select system
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Seem almost nobody knows about this (except MK) so I post it here.
Original thread:
[GDI]
PowerPlant=GAPOWR,GDIPOWR
PowerPlants=GAPOWR,GDIPOWR,GDIPOWRUP,GDIPOWRUP2 (GDIPOWRUP2 is recom ...
  Topic: Advanced debris logic
SuperJoe

Replies: 3
Views: 2594

Post Posted: Sun Sep 30, 2012 4:07 am    Subject:   Advanced debris logic
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
If you've ever tried to create some sort of weapon using art.ini debris, you've probably noticed how completely random it can be. You can only define the max amount of debris to spawn with the SpawnCo ...
  Topic: Advanced Stealth Tank System
MasterHaosis

Replies: 9
Views: 7639

Post Posted: Fri Sep 07, 2012 1:53 pm    Subject:   Advanced Stealth Tank System
Subject description: Tutorial for RA2/YR, very easy, do not get afraid of wall of texts here
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Hello guys, Very Happy
Its time for MasterHaosis to teach you some of tricks.
Its very easy do not get bored or whatever by this wall of text, this is for explanation purposes.

Well, whoever used stealth ...
  Topic: Oil Derricks in TS (New way)
SuperJoe

Replies: 38
Views: 9416

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: Restoring Boris' Old Airstrike Flare. [Ares Optional]
Atomic_Noodles

Replies: 16
Views: 4452

Post Posted: Fri Aug 31, 2012 4:39 am    Subject:   Restoring Boris' Old Airstrike Flare. [Ares Optional]
Subject description: I'll point out the Target.
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
If you've peeked into the SHP of Boris, you will notice he has a flare gun animation. Supposedly this was going to be used for his Secondary but was dummied out for some reason. This tutorial will res ...
  Topic: [ARES] Twilight Cyborg Commando
Magicknight94

Replies: 2
Views: 2359

Post Posted: Thu Aug 23, 2012 3:16 am    Subject:   [ARES] Twilight Cyborg Commando
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
Hello, I just finish my Cyborg Commando and I want to share it. After you have a .shp infantry and .shp animation, the key is DeathAnims which turn your Cyborg Commando into Hijacker version after it ...
  Topic: Restoring the Giant Squid Pounce
Atomic_Noodles

Replies: 7
Views: 2952

Post Posted: Wed Aug 22, 2012 1:48 pm    Subject:   Restoring the Giant Squid Pounce
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
If you've peeked into the Mixes, you'll notice how the Giant Squid has a pounce shp similar to the Attack Dogs. This is a simple tutorial which will fix it to allow the Giant Squid to have a Pounce Im ...
  Topic: Howto use the ICBM as deployable SW-Missle Launcher (*)
MrTweek

Replies: 3
Views: 2847

Post Posted: Sat Aug 11, 2012 10:08 pm    Subject:   Howto use the ICBM as deployable SW-Missle Launcher (*)
Subject description: it works =)
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
Hi it is my first tutorial. so im keeping it simple. You know in one SP-mission in TS/FS you must destroy the ICBM-Launchers thats fireing a Missle. In this case (it worse Yesterday Night xD) im got a ...
  Topic: How to simulate CellSpread in TS
Lin Kuei Ominae

Replies: 15
Views: 5220

Post Posted: Wed Jun 06, 2012 10:35 am    Subject:   How to simulate CellSpread in TS
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
This Tutorial will show you a simple way to simulate the RA2 CellSpread key in the TS engine.

The key to this is the Web logic.

1. Create a new ParticleSystem and Particle. This will deal the da ...
 
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