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  Topic: C&C3 Texture formats
Madin

Replies: 2
Views: 3813

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: Space Marine Voice [Audio Tutorial]
Atomic_Noodles

Replies: 4
Views: 6344

Post Posted: Thu Jul 19, 2012 9:12 am    Subject:   Space Marine Voice [Audio Tutorial]
Subject description: Via Audacity...
Forum:  Modding Central » Media Hut » Tutorials
So thought i'd try teaching people the trick to making the Space Marine Voice.

1) Record/get a voice. If you will Record a voice make sure to record  a few seconds of "silence".

2 ...
  Topic: How to Make an AI for your Mission Map
DaFool

Replies: 0
Views: 3515

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: How to Add a Map to Your Mod
DaFool

Replies: 0
Views: 3507

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: (**) Different Chassis Tutorial (ZH)
Dutchygamer

Replies: 0
Views: 3502

Post Posted: Sat Aug 07, 2010 4:26 pm    Subject:   (**) Different Chassis Tutorial (ZH)
Forum:  Modding Central » Generals Editing Forum » Tutorials Warehouse
In this tutorial we'll discuss the use of BuildVariations and ObjectReskin.
First of all, what exactly are BuildVariations you may ask? Remember the GLA Technical? When you build it, it had 3 kinds o ...
  Topic: Armor Tutorial
The-Light

Replies: 1
Views: 3631

Post Posted: Thu May 20, 2010 8:46 am    Subject:   Armor Tutorial
Subject description: Becouse it was asked for :)
Forum:  Modding Central » Generals Editing Forum » Tutorials Warehouse
Armor in CnC Generals(Zero Hour to) is something which defines how much damage a object takes from certain damage types, together with the Healthpoints of a unit, this will define how much times a uni ...
  Topic: Getting Movies into Generals
The-Light

Replies: 7
Views: 5991

Post Posted: Wed May 19, 2010 12:10 pm    Subject:   Getting Movies into Generals
Forum:  Modding Central » Generals Editing Forum » Tutorials Warehouse
I just tombled upon this while searching more useful modding programs and thought this might be useful for other modders as well.

Maybe some of you already wanted to add your own video to Generals ...
  Topic: Improved Method(s) for Deploying Vehicles and Objects
DaFool

Replies: 0
Views: 3544

Post Posted: Sat Jan 09, 2010 5:37 pm    Subject:   Improved Method(s) for Deploying Vehicles and Objects
Forum:  Modding Central » Generals Editing Forum » Tutorials Warehouse
Improved Method for Deploying Vehicles and Objects

It’s been a long time since I wrote a tutorial, and its been longer since I wrote the tutorial about deploying vehicles.  Over the course o ...
  Topic: Basic INI codding (ZH)
Gen.Kenobi

Replies: 0
Views: 3522

Post Posted: Tue Dec 29, 2009 10:16 pm    Subject:   Basic INI codding (ZH)
Forum:  Modding Central » Generals Editing Forum » Tutorials Warehouse
What this tutorial will cover?

* Basic INI codding
* Adding a new unit, making it buildable.

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

So...you have ...
  Topic: How to make Teleporting Units and Jumping Units
DaFool

Replies: 0
Views: 3573

Post Posted: Tue Oct 13, 2009 1:34 am    Subject:   How to make Teleporting Units and Jumping Units
Subject description: A more advanced tutorial
Forum:  Modding Central » Generals Editing Forum » Tutorials Warehouse
How to make Teleporting and Jumping Units

This is one of the more advanced tutorials I have written, as it requires the use several more INI files than usual, and I don’t explain every little det ...
  Topic: Working With Big Files
DaFool

Replies: 1
Views: 4812

Post Posted: Sun Aug 02, 2009 9:14 pm    Subject:   Working With Big Files
Forum:  Modding Central » Generals Editing Forum » Tutorials Warehouse
.Big files are the .mixes of Generals and Zero Hour, or if you don't know what a .mix is, then a .big file is like the big mailboxes you see on the street corner.  You put all your stuff in there ...
  Topic: How to Setup Your Vehicle Models for Generals
DaFool

Replies: 4
Views: 6314

Post Posted: Tue Jul 21, 2009 8:24 pm    Subject:   How to Setup Your Vehicle Models for Generals
Subject description: Working with RenX
Forum:  Modding Central » Generals Editing Forum » Tutorials Warehouse
How to Setup Your Vehicle Models for Generals

Preliminary Steps
This tutorial is not about how to model or texture or anything, but rather how you should set up your model for the game.  Before y ...
  Topic: Working with the Generals.str file
DaFool

Replies: 10
Views: 9269

Post Posted: Tue Jun 30, 2009 2:26 am    Subject:   Working with the Generals.str file
Subject description: for Zero Hour
Forum:  Modding Central » Generals Editing Forum » Tutorials Warehouse
It’s been a while since I have written a tutorial, but it never hurts to write one, right?  This tutorial deals with working with the Generals.str file, which makes managing strings a whole lot eas ...
  Topic: The Newbie Guide to Modding
DaFool

Replies: 5
Views: 7505

Post Posted: Wed Apr 01, 2009 11:38 pm    Subject:   The Newbie Guide to Modding
Subject description: (Generals Edition)
Forum:  Modding Central » Generals Editing Forum » Tutorials Warehouse
The Newbie Guide to Modding (Generals’ Edition)

After a request, and going over LKO’s newbie modding guide, I have made this tutorial as the introduction to modding Generals, and a reference sh ...
  Topic: Adding Starting Units.
DaFool

Replies: 1
Views: 4892

Post Posted: Thu Mar 26, 2009 12:57 am    Subject:   Adding Starting Units.
Forum:  Modding Central » Generals Editing Forum » Tutorials Warehouse
This tutorial requires that you edit the PlayerTemplate.ini

Sick of just having that one boring old dozer at the start of the match?  Well, you can change this by having the sides start out wi ...
  Topic: How to Make an Unlockable Units With Generals Points
DaFool

Replies: 1
Views: 5474

Post Posted: Mon Mar 09, 2009 2:07 am    Subject:   How to Make an Unlockable Units With Generals Points
Subject description: Introduction to spending those generals points
Forum:  Modding Central » Generals Editing Forum » Tutorials Warehouse
How to Make an Unlockable Units With Generals Points

So you’ve made units before, and maybe you made some really cool units.  So cool, that you might be a little greedy and not want everyone ...
  Topic: Nanocores and MCVs! [ZH]
DaFool

Replies: 12
Views: 24250

Post Posted: Thu Jan 29, 2009 4:01 am    Subject:   Nanocores and MCVs! [ZH]
Subject description: deploying units into structures and vice versa
Forum:  Modding Central » Generals Editing Forum » Tutorials Warehouse
I have been able to successfully recreate the building style of nanocores from red alert 3 in Generals Zero Hour.  This is almost an exact recreation!  You build the core, move it to where y ...
  Topic: Upgrades Continued: An introduction to modules [ZH]
DaFool

Replies: 2
Views: 5645

Post Posted: Tue Jan 20, 2009 11:11 pm    Subject:   Upgrades Continued: An introduction to modules [ZH]
Forum:  Modding Central » Generals Editing Forum » Tutorials Warehouse
Requirements:  A basic understanding of modding generals, and prior work in adding new units and crating upgrades.

Step 1 Creating the upgrade:  If you have not already, read this tutoria ...
  Topic: An Introduction to Upgrades [ZH]
DaFool

Replies: 0
Views: 5663

Post Posted: Tue Jan 06, 2009 2:48 am    Subject:   An Introduction to Upgrades [ZH]
Forum:  Modding Central » Generals Editing Forum » Tutorials Warehouse
This isn't exactly a tutiorial, but if you are new to this, I suggest you read my other tutorials first.

Upgrades are pretty much all of those buttons which niether give the order to build somethin ...
  Topic: Adding new cameos [ZH]
DaFool

Replies: 8
Views: 50864

Post Posted: Thu Jan 01, 2009 4:20 am    Subject:   Adding new cameos [ZH]
Forum:  Modding Central » Generals Editing Forum » Tutorials Warehouse
It's been a while since I have posted a tutorial, but since this below has basically been my day, I thought I'd post it up.  I aslo have all the red alert 1 and tiberian dawn cameos converted and ...
  Topic: My modelling tutorial
ruby92

Replies: 10
Views: 21892

Post Posted: Tue Dec 09, 2008 7:41 am    Subject:   My modelling tutorial
Subject description: for eevryone to use^^
Forum:  Modding Central » Generals Editing Forum » Tutorials Warehouse
NOTE : Karias is ruby, ruby is karias

i have a modelling tutorial, feel free to dl it. its for generals modders.
the linky is :
http://www.mediafire.com/download.php?gojzmcyybyn
[[url=http://ww ...
  Topic: Where to Find Renegade Models.
DaFool

Replies: 2
Views: 34088

Post Posted: Fri Mar 21, 2008 10:43 pm    Subject:   Where to Find Renegade Models.
Forum:  Modding Central » Generals Editing Forum » Tutorials Warehouse
I know this is the Generals tutorial place, but since there is no renegade one, and also since you can use the models in General's, I will put it here.

Where to find the renegade infantry models an ...
  Topic: Adding a New Unit [ZH] (3/3)
DaFool

Replies: 1
Views: 8215

Post Posted: Wed Feb 27, 2008 2:13 am    Subject:   Adding a New Unit [ZH] (3/3)
Subject description: alos applies to infantry, aircraft, and buildings
Forum:  Modding Central » Generals Editing Forum » Tutorials Warehouse
Adding a New Unit

This is the third installment of my tutorials.  As I learn how to mod Zero Hour, I will share my knowledge with you the reader.  Thus if you have read and understood my ...
  Topic: Playing With Buttons [ZH] (2/3)
DaFool

Replies: 0
Views: 8442

Post Posted: Mon Feb 25, 2008 10:54 pm    Subject:   Playing With Buttons [ZH] (2/3)
Subject description: Using CommandButton.ini and CommandSet.ini
Forum:  Modding Central » Generals Editing Forum » Tutorials Warehouse
Playing with Buttons

I have recently begun my crusade into modding generals after all these years that it's been out. Noticing that there aren't too many tutorials at this site, I've decided to wri ...
  Topic: Adding a new Playable Faction [ZH] (1/3)
DaFool

Replies: 10
Views: 14336

Post Posted: Mon Feb 25, 2008 1:21 am    Subject:   Adding a new Playable Faction [ZH] (1/3)
Subject description: PlayerTemplate.ini and ControlBarScheme.ini
Forum:  Modding Central » Generals Editing Forum » Tutorials Warehouse
Adding a Playabe Faction

I have recently begun my crusade into modding generals after all these years that it's been out.  Noticing that there aren't too many tutorials at this site, I've deci ...
  Topic: (*) Where to place your Generals/Zero Hour maps
Dutchygamer

Replies: 0
Views: 6976

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: (**) Editing the AI (ZH)
Dutchygamer

Replies: 6
Views: 20931

Post Posted: Fri Jun 01, 2007 9:53 am    Subject:   (**) Editing the AI (ZH)
Forum:  Modding Central » Generals Editing Forum » Tutorials Warehouse
This tutorial will teach you how to edit the AI in Generals Zero Hour. I especially say Zero Hour, because Generals uses a different way of AI scripting.

Some generals information:
Generals (and Z ...
  Topic: How to make a good looking blended texture (**)
Sleepwalker

Replies: 8
Views: 7547

Post Posted: Sat Sep 09, 2006 2:36 pm    Subject:   How to make a good looking blended texture (**)
Forum:  Modding Central » Media Hut » Tutorials
For terrain-makers, a normal difficulty is when making new textures, you need the cells to blend with eachother, that can be a pain in the ass, but not if you follow my tutorial. Smile

1. Start off by ...
 
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