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  Topic: Tunnel Tutorial
TrainStation

Replies: 10
Views: 681

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: Creating .shp cameos from a 'raw' image
superepicgecko

Replies: 3
Views: 2010

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: Final Alert 2 Basic Tips [YouTube]
HG_SCIPCION

Replies: 1
Views: 722

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: Fixed Wing Aircraft Movement
206UE

Replies: 0
Views: 571

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: Making ROF of Primary and Secondary don't effect each other
MustaphaTR

Replies: 0
Views: 1005

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: 934

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: Tree Fire
Ich-Henker

Replies: 0
Views: 1287

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: 1666

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: 852

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: 901

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: RA3 Japanese style buildup (3ds max)
kenosis

Replies: 21
Views: 5535

Post Posted: Sat May 30, 2015 8:24 pm    Subject:   RA3 Japanese style buildup (3ds max)
Forum:  Modding Central » Media Hut » Tutorials
Dunno how to explain this in detail.....but I will try to make it clear. Most problem is that my 3dmax is in chinese. Would be problems with the terms......

These two are different animations. You ...
  Topic: Voxel light source position calculation
Reaperrr

Replies: 6
Views: 3086

Post Posted: Sat May 02, 2015 12:53 pm    Subject:   Voxel light source position calculation
Forum:  Modding Central » OpenRA Editing Forums » Tutorial Database
Credit for the image below goes to tomsons26lv.

If you don't know the engine that well, this might be tricky since there aren't many examples yet, so I decided to write a short tutorial on how to c ...
  Topic: Making Immobile infantry (for trees and whatever)
GenesisAria

Replies: 2
Views: 1263

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: 1933

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: How I make RA2 cameos...
G-E

Replies: 0
Views: 1154

Post Posted: Mon Mar 16, 2015 9:20 pm    Subject:   How I make RA2 cameos...
Subject description: ...from random images mashed and modified
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
1. Make a unit
2. Find a nice background that suits your mod/style or variety you're after
3. Find a vehicle with some attributes like overall shape that you could modify
4. Do some c&p, spray, ...
  Topic: [ARES] AI using vehicles from pardrop for defenses only
MasterHaosis

Replies: 4
Views: 1635

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: Map Conversion Tutorial
Phrohdoh

Replies: 1
Views: 1360

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: [ARES] Destroying drainable buildings with Floating Disks
MasterHaosis

Replies: 8
Views: 2061

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: 2685

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: 1037

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: 2869

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: [RA2/YR] VQA Movies
Glukv48

Replies: 6
Views: 2352

Post Posted: Thu Jul 24, 2014 11:50 pm    Subject:   [RA2/YR] VQA Movies
Subject description: Use the VQA movies in RA2 or YR
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
I will not describe here step by step action. I just explain the basic principles.

Historic information:
VQA movies used in all C&C games to RA2, code responsible for VQA completely preserved ...
  Topic: Three (or more ) weapons for a unit
BaRaka

Replies: 7
Views: 3142

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: 2148

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: 1520

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: The FAST way of rendering&converting model from other games
kenosis

Replies: 0
Views: 1707

Post Posted: Fri Nov 15, 2013 8:36 pm    Subject:   The FAST way of rendering&converting model from other games
Subject description: but make sure it has finished animation files........
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
[youtube]http://www.youtube.com/watch?v=hOnn5cQQfWI[/youtube]

toolkit download at http://www.ppmsite.com/forum/viewtopic.php?t=35910&postorder=asc
instructions also in that toolkit.
  Topic: Adding text strings to your map (**)
Team Black

Replies: 11
Views: 2808

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: Use of the W3x Viewer [Video][*]
Zengar_Zombolt

Replies: 0
Views: 3014

Post Posted: Wed Nov 13, 2013 4:32 am    Subject:   Use of the W3x Viewer [Video][*]
Subject description: yes, I get asked about the W3X viewer.
Forum:  Modding Central » Red Alert 3 Editing Forum » Red Army Tutorials
[youtube]http://www.youtube.com/watch?v=0LmIf66IIQA[/youtube]
An Older Tutorial on the use of the Packed in W3x Viewer, a tool packed in the CnC3 and RA3 SDK. It's simple, and my first attempt at vid ...
  Topic: C&C3 Texture formats
Madin

Replies: 2
Views: 2824

Post Posted: Tue Nov 12, 2013 3:48 pm    Subject:   C&C3 Texture formats
Subject description: A basic tutorial
Forum:  Modding Central » Command & Conquer 3 Editing Forum » Blue Zone Tutorials
A quick review of C&C3 dds texture formats and the effect they have on a 512x512 .psd texture.



DXT1
8:1 compression (file size 171kb, TGA 769kb).
Diffuse
http://media.moddb.com/images/me ...
  Topic: Changing Textures in RA3[**]
Zengar_Zombolt

Replies: 2
Views: 2304

Post Posted: Fri Nov 01, 2013 9:07 pm    Subject:   Changing Textures in RA3[**]
Subject description: From my ModDB tutorials
Forum:  Modding Central » Red Alert 3 Editing Forum » Red Army Tutorials
IN this Tutorial, I'll show you how to texture an Existing unit in Red Alert 3.

You will need-
Red Alert 3 & SDK
Your Favorite DDS Editor
Your favorite Big Extract and Bin Veiwer
Your Favor ...
  Topic: Converting w3x models without 3dsmax[*]
Zengar_Zombolt

Replies: 0
Views: 1846

Post Posted: Fri Nov 01, 2013 9:04 pm    Subject:   Converting w3x models without 3dsmax[*]
Subject description: Yes it's Copy of My Moddb tut
Forum:  Modding Central » Red Alert 3 Editing Forum » Red Army Tutorials
Hello, and Welcome!

Another Tutorial by your friend, Jason. Today we have the bread and butter of No 3dsmax Modeling ~Conversions~

Now Why Convert Models? Well because 3dsmax 7 or 9 are very har ...
  Topic: Rendering units in 3DSMax for RA2/YR (You Tube)
HG_SCIPCION

Replies: 14
Views: 5268

Post Posted: Wed Oct 30, 2013 11:11 pm    Subject:   Rendering units in 3DSMax for RA2/YR (You Tube)
Subject description: ehhhm..... well
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
well, friends..... this tutorial is my video..... enjoy?

https://www.youtube.com/watch?v=z5WxgE2J6QY

[youtube]http://www.youtube.com/watch?v=z5WxgE2J6QY[/youtube]

Smile  Rolling Eyes

sorry!!!!
  Topic: [YR] Train bridges*
Gangster

Replies: 5
Views: 2524

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: 2389

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: 2770

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: 2676

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: Planetary Assault Carrier
MasterHaosis

Replies: 7
Views: 3955

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: 23450

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: 7614

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: Transmitter System
Sir Shockwave

Replies: 8
Views: 2866

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: 6122

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: 3512

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: 4460

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: 2163

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: YR Miscellaneous Tweaks
Atomic_Noodles

Replies: 6
Views: 3468

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: 2836

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: 2661

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: 3313

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: 3053

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: 2558

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 ...
 
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