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  Topic: Community News - Early September 2017
Plokite_Wolf

Replies: 1
Views: 299

Post Posted: Tue Sep 05, 2017 3:13 pm    Subject:   Community News - Early September 2017
Forum:  PPM Zone » PPM News Network
Hello,

in this community update, I will relay what's been covered in today's The Red Alter mod team have Kane's Wrath Reloaded (a Tiberium Wars mod despite the name) has been updated to Rampastring ...
  Topic: Livestreams by Hecthor Doomhammer
Hecthor Doomhammer

Replies: 159
Views: 27459

Post Posted: Sat May 27, 2017 8:52 pm    Subject: Livestreams by Hecthor Doomhammer
Forum:  PPM Zone » PPM News Network » Community News
http://i.imgur.com/5NZfPbN.png

After a short break for a family trip last week, it's time to return to the Command & Conquer: Mod Spotlights.
This week's feature will be the entire USA Faction ...
  Topic: Livestreams by Hecthor Doomhammer
Hecthor Doomhammer

Replies: 159
Views: 27459

Post Posted: Thu Mar 30, 2017 11:02 pm    Subject: Livestreams by Hecthor Doomhammer
Forum:  PPM Zone » PPM News Network » Community News
http://i.imgur.com/ypZsgwV.jpg

Since I want to start spreading my attention to the 3 main projects on my cbannel evenly, tomorrow, March 31st 2017 at 18:00 GMT I will be streaming some Rise of the ...
  Topic: Death Label has new forums at PPM!
Banshee

Replies: 0
Views: 715

Post Posted: Thu Jan 19, 2017 7:49 pm    Subject:   Death Label has new forums at PPM!
Subject description: PPM labels 'Death' the place where Kane lives ;).
Forum:  PPM Zone » PPM News Network
Hello everyone! We'd like to welcome precision_bomber, that features a apocalyptical scenario between aliens (Cutezomes) and humans from United Nations, as well as highly advanced faction named Angel ...
  Topic: C&C Online's website now supports multiples languages.
Banshee

Replies: 0
Views: 601

Post Posted: Sun Jan 15, 2017 7:40 pm    Subject:   C&C Online's website now supports multiples languages.
Subject description: Czesc! Now hablamos muitas sprachens!
Forum:  PPM Zone » PPM News Network
Our friends over [url=http://www.cnc-online.net]C&C: Online have expanded their website to cover multiples languages, such as Croatian, German, Polish, Portuguese from Brazil, Simplified Chinese, ...
  Topic: Thyme, a new Generals: Zero Hour reimplementation project.
Banshee

Replies: 9
Views: 1593

Post Posted: Thu Jan 12, 2017 5:03 am    Subject:   Thyme, a new Generals: Zero Hour reimplementation project.
Subject description: Injecting codes in the "zero-minute" of the game.
Forum:  PPM Zone » PPM News Network
Hello everyone! A well known member of our forums, Blade (you may know him from the Terrain Expansion or from I've just pushed the beginings of a Zero Hour reimplementation project to https://github.c ...
  Topic: Livestreams by Hecthor Doomhammer
Hecthor Doomhammer

Replies: 159
Views: 27459

Post Posted: Sun Dec 04, 2016 4:42 pm    Subject: Livestreams by Hecthor Doomhammer
Forum:  PPM Zone » PPM News Network » Community News
http://rotr.swr-productions.com/news/live_stream_04_12_2016.jpg

The long wait is over! Rise of the Reds 1.87 is finally in Public Testing status!
To celebrate, I will be doing the first Post-relea ...
  Topic: Livestreams by Hecthor Doomhammer
Hecthor Doomhammer

Replies: 159
Views: 27459

Post Posted: Sat Nov 26, 2016 7:13 pm    Subject:   RotR 1.87 Pre-Release Stream #5: 27-11-2016
Forum:  PPM Zone » PPM News Network » Community News
http://rotr.swr-productions.com/news/live_stream_27_11_2016.jpg

While the Twingfangs deny you access to the Chinese skies, I will not deny you access to another Internal Livestream of Rise of the R ...
  Topic: C&C Tiberian Dawn Redux Patch v1.43 Released!
sgtmyers88

Replies: 2
Views: 819

Post Posted: Mon Nov 21, 2016 2:08 am    Subject:   C&C Tiberian Dawn Redux Patch v1.43 Released!
Subject description: C&C Tiberian Dawn Redux Patch v1.43 Released!
Forum:  Modding Central » Generals Editing Forum
***STATUS UPDATE FROM THE BATTLEFIELD***
The third official patch to C&C Tiberian Dawn Redux v1.4.
(Patch v1.43) has been released!

http://media.moddb.com/cache/images/mods/1/11/10740/thumb_6 ...
  Topic: Livestreams by Hecthor Doomhammer
Hecthor Doomhammer

Replies: 159
Views: 27459

Post Posted: Sat Nov 19, 2016 3:19 pm    Subject: Livestreams by Hecthor Doomhammer
Forum:  PPM Zone » PPM News Network » Community News
http://rotr.swr-productions.com/news/live_stream_20_11_2016.jpg

Just like you didn't see the American F/B 19 Stealth Bomber coming to wreck your base and / or army, you didn't see this announcement ...
  Topic: C&C Tiberian Dawn Redux Mod Promo Video [2016]
sgtmyers88

Replies: 1
Views: 670

Post Posted: Tue Nov 08, 2016 10:51 am    Subject:   C&C Tiberian Dawn Redux Mod Promo Video [2016]
Subject description: C&C Tiberian Dawn Redux Mod Promo Video [2016]
Forum:  PPM Zone » PPM News Network
Released today is the latest This video itself is a remake of the original Mod trailer that hit the Net way back in 2007.




  Topic: Soviet Mammoth Tank Model Download
sgtmyers88

Replies: 0
Views: 783

Post Posted: Tue Nov 01, 2016 10:30 pm    Subject:   Soviet Mammoth Tank Model Download
Subject description: Soviet Mammoth Tank Model Download
Forum:  Modding Central » Generals Editing Forum » Public W3D
In celebration of the 20th anniversary of C&C Red Alert, I dug this model out of my archives from many years ago from when I was new to 3D modeling. It is simply a converted and edited model from ...
  Topic: Frontline Chaos - August 2016 Update
Dutchygamer

Replies: 1
Views: 945

Post Posted: Wed Aug 03, 2016 5:34 pm    Subject:   Frontline Chaos - August 2016 Update
Forum:  PPM Zone » PPM News Network
Today, a showcase of several Revenant infantry and one infantry's personal transport.

As half hinted on in http://media.moddb.com/cache/images/mods/1/17/16200/thumb_620x2000/warrior_render.png
War ...
  Topic: C&C Tiberian Dawn Redux is back! (v1.42)
sgtmyers88

Replies: 1
Views: 923

Post Posted: Sun Jul 31, 2016 10:36 pm    Subject:   C&C Tiberian Dawn Redux is back! (v1.42)
Subject description: It would be an error in judgement to mistake this Mod for a corpse...
Forum:  PPM Zone » PPM News Network
If you have been left unaware, the Mod has been made active again and released an all new version 1.4 (non beta) along with two patches. Patch version 1.42 was released just last week!

http://media ...
  Topic: XCC Utilities (PPM's Distribution) is now available!
Banshee

Replies: 10
Views: 2380

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: Frontline Chaos - June 2016 Update
Dutchygamer

Replies: 1
Views: 1020

Post Posted: Mon Jun 20, 2016 7:12 pm    Subject:   Frontline Chaos - June 2016 Update
Forum:  PPM Zone » PPM News Network
Today, a showcase of the revised primary resource of

In the time since last update there has been work done on various parts of Frontline Chaos. Besides the usual bug fixing and tweaking of variou ...
  Topic: A special deal for all of you, in the next hours.
Banshee

Replies: 9
Views: 3258

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: Generals - Shockwave Release
Hecthor Doomhammer

Replies: 0
Views: 739

Post Posted: Tue Mar 15, 2016 3:20 pm    Subject:   Generals - Shockwave Release
Subject description: Friday livestream
Forum:  PPM Zone » PPM News Network
http://orig04.deviantart.net/674e/f/2014/180/5/1/generals__zero_hour___shockwave_mod___icon_by_mano2-d7oj04b.png

With the announcement of Shockwave's upcoming patch release this upcoming Wednesday, ...
  Topic: ShockWave is back and kicking!
The_Hunter

Replies: 1
Views: 982

Post Posted: Wed Feb 10, 2016 9:48 pm    Subject:   ShockWave is back and kicking!
Forum:  PPM Zone » PPM News Network

Hello Shockwave Fans,

Roughly a year ago we made an announcement of one last update for ShockWave being in the works to celebrate its 10th anniversary.
Unfortunately some issues with Rise of the ...
  Topic: C&C3 Texture formats
Madin

Replies: 2
Views: 2600

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: 4229

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: 3123

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: 3115

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: 3038

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: 3166

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: 6
Views: 5036

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: 3160

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: 3122

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: 3160

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: 4041

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: 5488

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: 7727

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: 6574

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: 4400

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: 4779

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: 22215

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: 4965

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: 5085

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: 35247

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: 19690

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: 32784

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: 6964

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: 7636

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: 13066

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: 5470

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: 18203

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: 6313

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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