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  Topic: MapTool 1.0.0.0 has been released.
Banshee

Replies: 1
Views: 370

Post Posted: Thu Apr 13, 2017 12:18 am    Subject:   MapTool 1.0.0.0 has been released.
Subject description: Being a lazy mapper in these days has never been so easy.
Forum:  PPM Zone » PPM News Network
Tiberian Sun and Red Alert 2 map makers behold! The Starkku. Ok, I'm overreacting here, but nonetheless, it is an interesting news for TS and RA2 map makers who wished to convert their maps to use dif ...
  Topic: Creating .shp cameos from a 'raw' image
superepicgecko

Replies: 3
Views: 856

Post Posted: Fri Mar 10, 2017 2:39 am    Subject:   Creating .shp cameos from a 'raw' image
Subject description: (Some knowledge assumed)
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
Hi there! Today I was working on a mod project for Tiberium sun and stumbled into a problem.

Tiberium Sun uses .shp files for in-game cameos, and I wanted to make a custom one.

For this I atte ...
  Topic: paladin tank
kenosis

Replies: 12
Views: 1084

Post Posted: Wed Feb 22, 2017 7:27 pm    Subject:   paladin tank
Subject description: 32 face shp
Forum:  Modding Central » Media Hut » SHPs
the art code for this is lost Very Happy but it is simple.
Rendered from ZH model. Guess I made the turret offset wrong......
  Topic: Twisted Insurrection - Killing Fields [Frank Klepacki Remix]
Aro

Replies: 0
Views: 531

Post Posted: Sun Dec 11, 2016 2:09 am    Subject:   Twisted Insurrection - Killing Fields [Frank Klepacki Remix]
Subject description: Another new addition to our soundtrack by the man himself!
Forum:  PPM Zone » PPM News Network
We are proud to announce that Frank Klepacki has once again kindly taken the time to contribute to Twisted Insurrection with a brand new remix of our own 'Killing Fields'! For Westwood and RTS fans al ...
  Topic: Twisted Insurrection Version 0.6 Has Been Released!
Aro

Replies: 2
Views: 527

Post Posted: Sat Nov 19, 2016 1:17 pm    Subject:   Twisted Insurrection Version 0.6 Has Been Released!
Subject description: Read here for download links and more information.
Forum:  PPM Zone » PPM News Network
Hello everybody. Today we are pleased to announce the release of both Twisted Insurrection Version 0.6 and Volume 6 of our Original Soundtrack! Both have been uploaded here to ModDB and can be downloa ...
  Topic: Pumpkin Bomb from Marvel Green Globin
OverWatch

Replies: 2
Views: 1061

Post Posted: Fri Oct 28, 2016 12:48 pm    Subject:   Pumpkin Bomb from Marvel Green Globin
Forum:  Modding Central » Media Hut » Voxels
and here is a cute proj,too.
the pumpkin bomb was an idea from MARVEL Green Goblin.
  Topic: Twisted Insurrection: October Newscast
Aro

Replies: 3
Views: 837

Post Posted: Wed Oct 26, 2016 10:48 am    Subject:   Twisted Insurrection: October Newscast
Forum:  PPM Zone » PPM News Network
Hello everybody. There has been quite a lot of progress on Twisted Insurrection 0.6 this week so instead of posting individual images per day, I thought I'd round them up into one big update here. Our ...
  Topic: Twisted Insurrection 0.6 Trailer
Aro

Replies: 0
Views: 692

Post Posted: Wed Oct 12, 2016 5:12 pm    Subject:   Twisted Insurrection 0.6 Trailer
Forum:  PPM Zone » PPM News Network
  Topic: Twisted Insurrection: End of September Newscast
Aro

Replies: 0
Views: 552

Post Posted: Sat Oct 08, 2016 2:52 pm    Subject:   Twisted Insurrection: End of September Newscast
Subject description: (Copied via TI Announcements Forum)
Forum:  PPM Zone » PPM News Network
Hello everybody! First of all, it's good to be back! A lengthy hiatus from myself unfortunately meant that Twisted Insurrection updates weren't going to be as frequent as they were back in March, howe ...
  Topic: Fixed Wing Aircraft Movement
206UE

Replies: 0
Views: 367

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: Batmobile Tumbler
Natit_Titan

Replies: 2
Views: 977

Post Posted: Mon Sep 26, 2016 1:47 pm    Subject:   Batmobile Tumbler
Forum:  Modding Central » Media Hut » Voxels
have fun  Very Happy
  Topic: DTA 1.15 Preview & Release Date
Bittah Commander

Replies: 2
Views: 1134

Post Posted: Thu Sep 01, 2016 4:12 pm    Subject:   DTA 1.15 Preview & Release Date
Forum:  PPM Zone » PPM News Network
While DTA 1.15 was announced to be released at the end of the summer, the date was intentionally kept vague to allow everything to be finished on time. The summer is technically already over however ( ...
  Topic: Twisted Insurrection: July Newscast
Crimsonum

Replies: 4
Views: 1361

Post Posted: Sat Jul 16, 2016 12:59 am    Subject:   Twisted Insurrection: July Newscast
Forum:  PPM Zone » PPM News Network
http://www.twistedinsurrection.net/images/logo.png

Good day everyone, welcome to the July Newscast.
Since the blast of activity in late March, we've been rather quiet in the radar.
As unfortunate ...
  Topic: XCC Utilities (PPM's Distribution) is now available!
Banshee

Replies: 10
Views: 1970

Post Posted: Sun Jun 26, 2016 7:36 am    Subject:   XCC Utilities (PPM's Distribution) is now available!
Subject description: Your contributions will not go to the waste or to the depths of our huge forum database.
Forum:  PPM Zone » PPM News Network
Hello everyone. Once in a while, a random member of this forum updates a tool from tomsons26lv has released Blade has edited [url=http://www.ppmforums.com/viewtopic.php?t=42154]XCC Mixer to encode SHP ...
  Topic: A special deal for all of you, in the next hours.
Banshee

Replies: 9
Views: 3089

Post Posted: Fri Apr 01, 2016 11:01 pm    Subject:   A special deal for all of you, in the next hours.
Subject description: Be online in the next hours and reply our next news quickly... for a revolution!
Forum:  PPM Zone » PPM News Network
Hello everyone! In order to celebrate the date, we will post a special invitation to a new project that will speed up your modding skills in a scale you've never seen before, at least in terms of grap ...
  Topic: New Addition to Twisted Insurrection OST
Aro

Replies: 1
Views: 860

Post Posted: Sun Mar 27, 2016 11:18 pm    Subject:   New Addition to Twisted Insurrection OST
Subject description: Plus a some fresh screenshots because why not?
Forum:  PPM Zone » PPM News Network
There are quite a lot of new tracks in the works for 'Disturbance', which also replaces the old and obsolete score 'Sandstorms'. This new piece was composed by TI staff members Bobisfaction and Swirek ...
  Topic: Twisted Dawn Nod campaign progress from Twisted Insurrection
Banshee

Replies: 0
Views: 812

Post Posted: Fri Mar 18, 2016 6:39 am    Subject:   Twisted Dawn Nod campaign progress from Twisted Insurrection
Subject description: One vision, one purpose. Your next set of missions, in the name of Kane!
Forum:  PPM Zone » PPM News Network
Aro, mod leader from http://ti.ppmsite.com/Public/1603a.pnghttp://ti.ppmsite.com/Public/1603b.pnghttp://ti.ppmsite.com/Public/1603c.pnghttp://ti.ppmsite.com/Public/1603d.pnghttp://ti.ppmsite.com/Publi ...
  Topic: Tiberian Sun Client updated to 4.06
Banshee

Replies: 0
Views: 732

Post Posted: Fri Mar 18, 2016 5:48 am    Subject:   Tiberian Sun Client updated to 4.06
Subject description: The latest directives from the Brotherhood have been reassessed.
Forum:  PPM Zone » PPM News Network
A couple of days ago, on March 10th, ^Rampastein has announced the release of the version 4.06 of the http://rampastring.cncnet.org/ts/skirmish.png
This screenshot from a previous version of the Tibe ...
  Topic: Twisted Insurrection feat. Frank Klepacki
Aro

Replies: 6
Views: 1499

Post Posted: Sat Mar 05, 2016 12:26 am    Subject:   Twisted Insurrection feat. Frank Klepacki
Subject description: A new addition to the TI soundtrack and other news!
Forum:  Featured Projects » Twisted Insurrection » Updates & Announcements
We are thrilled to unveil this new track, a remix of Space Echo by none other than Frank Klepacki himself! Frank Klepacki is the mastermind behind the majority of the C&C music selection, among ma ...
  Topic: Rumors and progress on new "Command & Conquer" games.
Banshee

Replies: 26
Views: 5330

Post Posted: Sun Feb 21, 2016 8:24 pm    Subject:   Rumors and progress on new "Command & Conquer" games.
Subject description: I've seen the future! A tiberium future! And not from EA.
Forum:  PPM Zone » PPM News Network
If you've recently visited our friends over Come and join an exciting team that’s redefining mobile development at EA. Collaboration, gameplay and rapid iteration are what makes us tick as we push t ...
  Topic: Tiberian Sun Client 4.01 has been released.
^Rampastein

Replies: 1
Views: 973

Post Posted: Sun Jan 24, 2016 3:13 pm    Subject:   Tiberian Sun Client 4.01 has been released.
Forum:  PPM Zone » PPM News Network
A new update for the

Version 4.01 (January 24, 2016):
Added: LAN multiplayer support (Credits: Rampastring)
Fixed: Units will no longer aggressively chase enemy units automatically (Credits: Ale ...
  Topic: TS Client: Unique MCVs and ConYards (*****)
Bittah Commander

Replies: 12
Views: 2465

Post Posted: Mon Sep 14, 2015 12:47 am    Subject:   TS Client: Unique MCVs and ConYards (*****)
Subject description: Exclusively works with the client's TS build
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
The Dawn of the Tiberium Age has had 4 well-functioning factions with separate MCVs and Construction Yards for a good while already and the work-arounds for this implementation have also improved over ...
  Topic: SHP Formats
Zaaz

Replies: 2
Views: 1821

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: How to attach triggers to triggers (**)
Team Black

Replies: 0
Views: 1251

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: 2287

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: Colors revisited
E1 Elite

Replies: 2
Views: 2194

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: Multiple triggers on a single object
SuperJoe

Replies: 9
Views: 2157

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: Mech Bot Tutorial (Voxel) (***)
Zero18

Replies: 0
Views: 2368

Post Posted: Fri May 10, 2013 8:24 pm    Subject:   Mech Bot Tutorial (Voxel) (***)
Forum:  Modding Central » Media Hut » Tutorials
http://i416.photobucket.com/albums/pp242/Starecon/MechbotTutorial_zps4d064d25.png

Ever want to make your own mechbots? Not good with SHP or doesn't have the skill in making it? But your good with v ...
  Topic: Multiple MCVs, con.yards and factions (*****)
SuperJoe

Replies: 70
Views: 22086

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: Near perfect sub-factions
SuperJoe

Replies: 18
Views: 5685

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: Airtransports on maps
SuperJoe

Replies: 15
Views: 2870

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: Sidebar Templates PSD & Creation Information [TS]
Aro

Replies: 11
Views: 3885

Post Posted: Wed Jan 09, 2013 8:03 pm    Subject:   Sidebar Templates PSD & Creation Information [TS]
Subject description: Photoshop only.
Forum:  Modding Central » Media Hut » Tutorials
Along with the Tabs.shp: This SHP consists of 3 frames. The first frame being the button on the top left of your screen, the second frame being the miscellaneous decor which connects the first and thi ...
  Topic: Repopulating map with tiberium life (**)
SuperJoe

Replies: 3
Views: 1789

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: (*) BalloonHover workaround
Lin Kuei Ominae

Replies: 3
Views: 2658

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: (**) Light Towers (GASPOT) explained
Lin Kuei Ominae

Replies: 0
Views: 2460

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: (***) how to create SHP units with 3dsmax
Lin Kuei Ominae

Replies: 0
Views: 3047

Post Posted: Thu Dec 13, 2012 10:14 am    Subject:   (***) how to create SHP units with 3dsmax
Subject description: now with building foundation example
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
This is a tutorial showing how i create SHP units.
It's probably not the best way but the result is still good.

\EDIT
This is a faster way that IcySon55 told me. For this you need Step Nr1: Crea ...
  Topic: (**) Primary/SecondaryFireFLH, TurretOffset & PBarrelLength
Lin Kuei Ominae

Replies: 1
Views: 2791

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: 2347

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: 3721

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: ( ) All Palettes for XCC Mixer
Lin Kuei Ominae

Replies: 1
Views: 3804

Post Posted: Thu Dec 13, 2012 9:32 am    Subject:   ( ) All Palettes for XCC Mixer
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
This is a short tutorial that shows you how to give XCC Mixer every palette from all C&C games, without the need for having them all installed.

This way has some slight advantages over the inbu ...
  Topic: (**) The Palette
Lin Kuei Ominae

Replies: 0
Views: 2136

Post Posted: Thu Dec 13, 2012 9:28 am    Subject:   (**) The Palette
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory

Originally posted by denmon0728:

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

This is the beginning of a couple of Tiberian su ...
  Topic: Make your maps load faster (*)
Lin Kuei Ominae

Replies: 0
Views: 1071

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: 1397

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: 1138

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: 2206

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: 1068

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: 1422

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: Advanced debris logic
SuperJoe

Replies: 3
Views: 2522

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: Oil Derricks in TS (New way)
SuperJoe

Replies: 38
Views: 8550

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: Howto use the ICBM as deployable SW-Missle Launcher (*)
MrTweek

Replies: 3
Views: 2738

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 ...
 
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