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  Topic: Image Shaper
E1 Elite

Replies: 47
Views: 1024

Post Posted: Today, at 3:13 pm    Subject: Image Shaper
Forum:  Featured Tools » CnC Editing Tools
Nice, now it loads all 64k files in one go even when palette is loaded.
Never took more than 2.4 gb for the whole test which I was testing with.

Could mention that SHP files also could be dragged ...
  Topic: AI unable to use medic?
E1 Elite

Replies: 2
Views: 45

Post Posted: Today, at 12:21 pm    Subject: AI unable to use medic?
Forum:  Modding Central » Tiberian Sun Editing Forum
Try putting the medic in the same taskforce as other infantry. Can't do
much with medics. There is no special script for medics. They also come
with short hardcoded range and limited guard mode beh ...
  Topic: Finally Learning FinalSun, Help Appreciated!
E1 Elite

Replies: 54
Views: 682

Post Posted: Today, at 7:05 am    Subject: Finally Learning FinalSun, Help Appreciated!
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Discussion
Yes, inject the new code, reload the map and it will show the entry. But to get
graphics also working correctly, you can enter the same in rules.ini as well.
Search for [BuildingTypes] in rules.in ...
  Topic: Finally Learning FinalSun, Help Appreciated!
E1 Elite

Replies: 54
Views: 682

Post Posted: Yesterday, at 9:03 pm    Subject: Finally Learning FinalSun, Help Appreciated!
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Discussion
If you make changes to rules.ini, those become global and affect all maps,
both SP and MP. Then it becomes a mod. Already your map has altered
some stuff but it still remains local to that map.

...
  Topic: Image Shaper
E1 Elite

Replies: 47
Views: 1024

Post Posted: Yesterday, at 5:28 pm    Subject: Image Shaper
Forum:  Featured Tools » CnC Editing Tools
v1.01.00.05

Loading images with palette loaded case remains the same reaching 4gb limit.

Could try it in 2 passes, 1st as if no palette is loaded and 2nd assign the loaded
palette. In the meant ...
  Topic: Image Shaper
E1 Elite

Replies: 47
Views: 1024

Post Posted: Yesterday, at 4:22 pm    Subject: Image Shaper
Forum:  Featured Tools » CnC Editing Tools
Most would be using the same palette for both normal and shadow frames.
Only in case like RA2 civ buildings where a different palette is used for rubble
frames, you could automatically assign the sa ...
  Topic: Image Shaper
E1 Elite

Replies: 47
Views: 1024

Post Posted: Yesterday, at 3:44 pm    Subject: Image Shaper
Forum:  Featured Tools » CnC Editing Tools
You could always apply the >2gb patch, it only makes a program capable
of using 3gb on x86.

The case of loading images with a palette loaded is still the same. It reaches
the 4gb limit and do ...
  Topic: Finally Learning FinalSun, Help Appreciated!
E1 Elite

Replies: 54
Views: 682

Post Posted: Yesterday, at 12:09 pm    Subject: Finally Learning FinalSun, Help Appreciated!
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Discussion
My mistake, looks like that property cannot be changed in maps. Other way
is to change the light of some other lamp post that is visible to your required
color. Or you could make a new lamp post in ...
  Topic: Finally Learning FinalSun, Help Appreciated!
E1 Elite

Replies: 54
Views: 682

Post Posted: Yesterday, at 9:38 am    Subject: Finally Learning FinalSun, Help Appreciated!
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Discussion
INORNGLAMP from FS has more strength compared to INORANLAMP of
TS. The TS one would have been in the already existing maps, so they
would have added the 2nd one for FS maps. My guess.

I never s ...
  Topic: Explosions for everyone
E1 Elite

Replies: 118
Views: 19314

Post Posted: Yesterday, at 9:24 am    Subject: Explosions for everyone
Forum:  Modding Central » Media Hut
It only took few minutes with SHP Builder for me, but it takes far less time
with LKO's [url=https://ppmforums.com/viewtopic.php?t=44476]ImageShaper.
  Topic: Finally Learning FinalSun, Help Appreciated!
E1 Elite

Replies: 54
Views: 682

Post Posted: Yesterday, at 9:18 am    Subject: Finally Learning FinalSun, Help Appreciated!
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Discussion
For PlayerControl=yes house, set IQ=0, so that AI doesn't do auto-repair.

There are 2 orange light post, one in TS and one in FS and both are set to
be invisible. In the map, you could change that ...
  Topic: Image Shaper
E1 Elite

Replies: 47
Views: 1024

Post Posted: Yesterday, at 5:02 am    Subject: Image Shaper
Forum:  Featured Tools » CnC Editing Tools
Option for usage of more than 2gb memory:

Go to <VS Install Folder>\VC\bin\

Use command like

editbin.exe /LARGEADDRESSAWARE ImageShaper.exe

It sets the same flag that I mentioned ear ...
  Topic: Finally Learning FinalSun, Help Appreciated!
E1 Elite

Replies: 54
Views: 682

Post Posted: Yesterday, at 4:59 am    Subject: Finally Learning FinalSun, Help Appreciated!
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Discussion
There is an option under [Basic] where a theme could be specified for a
mission with Theme= which takes entry from the list in theme.ini/theme01.ini.
I haven't tested these for a long time, so test ...
  Topic: Finally Learning FinalSun, Help Appreciated!
E1 Elite

Replies: 54
Views: 682

Post Posted: Tue Dec 12, 2017 7:31 am    Subject: Finally Learning FinalSun, Help Appreciated!
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Discussion
If you have already modified the light post for light values, could modify
it further and try these, unless you want these destroyed for some purpose:

[GALITE]
LegalTarget=no
Insignificant=yes ...
  Topic: Levelskipper
E1 Elite

Replies: 3
Views: 1002

Post Posted: Tue Dec 12, 2017 7:29 am    Subject: Levelskipper
Forum:  Modding Central » Tiberian Sun Editing Forum
TSClient does not use the in-game mission listing but has its own GUI to
list the missions. It has more fields, so compare the battle.ini in TSClient
and change your battle.ini accordingly. Also yo ...
  Topic: Finally Learning FinalSun, Help Appreciated!
E1 Elite

Replies: 54
Views: 682

Post Posted: Mon Dec 11, 2017 6:16 pm    Subject: Finally Learning FinalSun, Help Appreciated!
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Discussion
Did you check what I wrote on 2. ?

Open the map in text editor, search for PlayerControl=yes. On that house
check Allies=, it should not have Neutral.

If you have checked that, then check the ...
  Topic: Image Shaper
E1 Elite

Replies: 47
Views: 1024

Post Posted: Mon Dec 11, 2017 6:14 am    Subject: Image Shaper
Forum:  Featured Tools » CnC Editing Tools
i can only compile as target platform "any CPU" on my 32 bit PC.
download again and test version 1.1.0.1 if that works better.
Nice, it runs as 64-bit app in x64 system and also runs in x8 ...
  Topic: Finally Learning FinalSun, Help Appreciated!
E1 Elite

Replies: 54
Views: 682

Post Posted: Mon Dec 11, 2017 6:11 am    Subject: Finally Learning FinalSun, Help Appreciated!
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Discussion
If you are stuck, you could share the map publicly or privately. Game is
not flexible when it comes to side/house stuffs defined incorrect.
  Topic: Image Shaper
E1 Elite

Replies: 47
Views: 1024

Post Posted: Sun Dec 10, 2017 6:38 pm    Subject: Image Shaper
Forum:  Featured Tools » CnC Editing Tools
x86/x64 is for which compiler to use. Greater than 2gb is a EXE file header
characteristics flag which allows it to handle more than 2 gb address space.

Drag and drop is same as the load images t ...
  Topic: Image Shaper
E1 Elite

Replies: 47
Views: 1024

Post Posted: Sun Dec 10, 2017 6:05 pm    Subject: Image Shaper
Forum:  Featured Tools » CnC Editing Tools
Currently the EXE v1.01.00.00 is not able to handle more than 2gb memory,
it gives out of memory exception.

I modified the EXE to set that flag - 0x96 from 02 to 22 to fix that.

It is able to m ...
  Topic: Finally Learning FinalSun, Help Appreciated!
E1 Elite

Replies: 54
Views: 682

Post Posted: Sun Dec 10, 2017 5:58 pm    Subject: Finally Learning FinalSun, Help Appreciated!
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Discussion
1. Maps are text files, so it can be edited in text editors like Notepad++, Akelpad
freewares or any commersial ones. Look at the other original maps in the Missions
folder and open in the text edit ...
  Topic: Finally Learning FinalSun, Help Appreciated!
E1 Elite

Replies: 54
Views: 682

Post Posted: Sat Dec 09, 2017 8:05 am    Subject: Finally Learning FinalSun, Help Appreciated!
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Discussion
I am not sure but with the lower bridge section, it might happen when
trying to place one object over another which would raise the height or
make wrong placement.

Using ctrl+F would toggle the ...
  Topic: Finally Learning FinalSun, Help Appreciated!
E1 Elite

Replies: 54
Views: 682

Post Posted: Sat Dec 09, 2017 5:40 am    Subject: Finally Learning FinalSun, Help Appreciated!
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Discussion
Best source of learning is the already existing mission maps.

You could look at the other maps in Maps\Missions folder for line length
limit and format of [Briefing] section. This was a hack chang ...
  Topic: Tiberian Sun Client
E1 Elite

Replies: 285
Views: 58587

Post Posted: Sat Dec 09, 2017 5:24 am    Subject: Tiberian Sun Client
Forum:  Modding Central » Tiberian Sun Editing Forum
TSClient's finalsun, it is not able to read from TibSun.mix -> tem.mix ->
Ammo01.shp, reported by AZ-Stalker [url=https://ppmforums.com/viewtopic.php?p=563835#563835]here.
  Topic: (Art ini) StartDeathFrame?
E1 Elite

Replies: 1
Views: 71

Post Posted: Sat Dec 09, 2017 5:20 am    Subject: (Art ini) StartDeathFrame?
Forum:  Modding Central » Red Alert 2 Editing Forum
Firestorm expansion stuff is not available in RA2/YR.

Even in TS, those flags have bug of playing the anim multiple times, so
modders don't use those.
  Topic: Finally Learning FinalSun, Help Appreciated!
E1 Elite

Replies: 54
Views: 682

Post Posted: Sat Dec 09, 2017 5:17 am    Subject: Finally Learning FinalSun, Help Appreciated!
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Discussion
Looks like you found a bug with the TSClient's finalsun, it is not able to read
from TibSun.mix -> tem.mix. Though it works fine with game.

Temporary fix could be that you extract the tem.mix ...
  Topic: Finally Learning FinalSun, Help Appreciated!
E1 Elite

Replies: 54
Views: 682

Post Posted: Fri Dec 08, 2017 1:32 pm    Subject: Finally Learning FinalSun, Help Appreciated!
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Discussion
For SP maps, you should use .map extension and make entry in battle.ini
in INI folder. Mention the relative path for the map filename in the INI.

For MP maps, those can be dropped in the custom f ...
  Topic: How do some modders make custom palette? [SOLVED]
E1 Elite

Replies: 14
Views: 303

Post Posted: Fri Dec 08, 2017 12:22 pm    Subject: How do some modders make custom palette? [SOLVED]
Forum:  Modding Central » Media Hut
Have you ever heard of
The images used in the building should have max 256 colors inclusive of
background, shadow and remap etc.. Some color quantizer software are
available to reduce the number ...
  Topic: Finally Learning FinalSun, Help Appreciated!
E1 Elite

Replies: 54
Views: 682

Post Posted: Fri Dec 08, 2017 4:43 am    Subject: Finally Learning FinalSun, Help Appreciated!
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Discussion
Map files are text files, it can be edited in text editors. Then load the map
in finalsun.
  Topic: Finally Learning FinalSun, Help Appreciated!
E1 Elite

Replies: 54
Views: 682

Post Posted: Fri Dec 08, 2017 3:44 am    Subject: Finally Learning FinalSun, Help Appreciated!
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Discussion
By default, finalsun adds like Player=GDI House under [Basic] section in
the map. It needs correction by removing the space and House. It should
be only like Player=GDI.

Can't do anything about ...
  Topic: Image Shaper
E1 Elite

Replies: 47
Views: 1024

Post Posted: Thu Dec 07, 2017 1:42 pm    Subject: Image Shaper
Forum:  Featured Tools » CnC Editing Tools
Why don't you try zzattack's map renderer which should be in C#, and should
lead you to quick result.

Nyerguds code looks generic and it may not be specifically ready to use as
such for SHP.

...
  Topic: [Ares]Stupid Yellow Mech
E1 Elite

Replies: 23
Views: 1233

Post Posted: Thu Dec 07, 2017 9:41 am    Subject: [Ares]Stupid Yellow Mech
Forum:  Modding Central » Media Hut » SHPs
It is in Winrar 5 format, old unrar doesn't work.
  Topic: glowing colors
E1 Elite

Replies: 6
Views: 163

Post Posted: Wed Dec 06, 2017 6:33 am    Subject: glowing colors
Forum:  Modding Central » Red Alert 2 Editing Forum
Unlike the water image change, TruckA and TruckB are separate units, so
it is a unit replacement. It is a special case and the converted unit is maintained
in the same task force or team, so that fu ...
  Topic: glowing colors
E1 Elite

Replies: 6
Views: 163

Post Posted: Tue Dec 05, 2017 4:00 am    Subject: glowing colors
Forum:  Modding Central » Red Alert 2 Editing Forum
In unit* palette, the last 16 colors except the last one are the glowing colors.
These colors are not affected by the lighting in the game, so when it is dark
in the map, those look glowing. Typica ...
  Topic: Image Shaper
E1 Elite

Replies: 47
Views: 1024

Post Posted: Mon Dec 04, 2017 11:06 am    Subject: Image Shaper
Forum:  Featured Tools » CnC Editing Tools
SHP Builder export had space in the filenames, when that space was
removed, it succeeded for 752 frames but not quad of it at 10528 frames.
  Topic: Image Shaper
E1 Elite

Replies: 47
Views: 1024

Post Posted: Mon Dec 04, 2017 10:27 am    Subject: Image Shaper
Forum:  Featured Tools » CnC Editing Tools
Now DLL loads but says in #conversionlog:
processing... *** ERROR *** : Too many filenames specified.

It creates the pcx files but not shp, though it says created shp.
752 files used for test.
...
  Topic: Cyborg Commando's CYC2 header
E1 Elite

Replies: 5
Views: 162

Post Posted: Mon Dec 04, 2017 7:02 am    Subject: Cyborg Commando's CYC2 header
Forum:  Miscellaneous Forums » Offtopic Discussion Area
My guess, [CYBORG] = 1st, [CYC2] = 2nd in the Cyborg=yes category.
  Topic: Ideas & suggestions
E1 Elite

Replies: 177
Views: 9120

Post Posted: Mon Dec 04, 2017 6:57 am    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
That should work. Could use Foundation.X / Y = 3, instead of 5.
  Topic: Image Shaper
E1 Elite

Replies: 47
Views: 1024

Post Posted: Mon Dec 04, 2017 6:49 am    Subject: Image Shaper
Forum:  Featured Tools » CnC Editing Tools
Error message when pressing start:
Could not load file or assembly 'Magick.NET-Q8-x86, Version=7.1.0.0, Culture=neutral, PublicKeyToken=2004825badfa91ec' or one of its dependencies. An attempt was ma ...
  Topic: Ideas & suggestions
E1 Elite

Replies: 177
Views: 9120

Post Posted: Sat Dec 02, 2017 8:54 pm    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
You can, cut the edges from 3 sides but not the back one which is 0,0, if
you want AI to build it.
  Topic: Component Tower issue
E1 Elite

Replies: 10
Views: 269

Post Posted: Sat Dec 02, 2017 8:44 pm    Subject: Component Tower issue
Forum:  Modding Central » Red Alert 2 Editing Forum
Upgrades= is needed to show the upgrade graphics but the hardcoded
component tower doesn't even need that in TS. By using a different ID
like GACSAMX etc., PowersUpToLevel=-1 should work.

When us ...
  Topic: Ideas & suggestions
E1 Elite

Replies: 177
Views: 9120

Post Posted: Sat Dec 02, 2017 8:42 pm    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
By looking at the 3x3 example with edges cut, if 0,0 coordinate is not
occupied, AI will go crazy and build a lot of buildings. Also it won't build
walls with ProtectWithWall.

With negative coord ...
  Topic: DTA version 1.16 has been released!
E1 Elite

Replies: 1
Views: 139

Post Posted: Sat Dec 02, 2017 10:49 am    Subject: DTA version 1.16 has been released!
Forum:  Featured Projects » Dawn of the Tiberium Age
Voted +1 for DTA and TI.

Cloned post on PPM news has 1660 moddb link, which doesn't give download.
  Topic: Tiberian Sun Client
E1 Elite

Replies: 285
Views: 58587

Post Posted: Wed Nov 29, 2017 7:33 am    Subject: Tiberian Sun Client
Forum:  Modding Central » Tiberian Sun Editing Forum
Yes. Player colors are configured in Resources -> GameOptions.ini ->
[MPColors]. Custom maps can be dropped in Maps -> Custom folder.
  Topic: WIP - Buildings
E1 Elite

Replies: 5
Views: 274

Post Posted: Thu Nov 23, 2017 6:40 pm    Subject: WIP - Buildings
Forum:  Modding Central » Media Hut
If it is Ares tunnel feature, units favour both the front faces for entering
and favour back facings for exit. So, the gates/entrances could be wider
and in all 4 directions. The building could also ...
  Topic: FinalTI questions
E1 Elite

Replies: 10
Views: 216

Post Posted: Wed Nov 22, 2017 9:44 am    Subject: FinalTI questions
Forum:  Featured Projects » Twisted Insurrection » Your Input
Yes, you can replace one tile or whole tileset with another. Only dimension
should be same.

Once you make a profile, it can be applied to as many maps you want.
  Topic: Replace Ore with Tiberium [Done]
E1 Elite

Replies: 27
Views: 382

Post Posted: Sun Nov 19, 2017 5:49 pm    Subject: Replace Ore with Tiberium [Done]
Forum:  Modding Central » Red Alert 2 Editing Forum
Documentation says [Tiberium]Warhead=, doesn't that mean [Vinifera] etc.?
  Topic: Replace Ore with Tiberium [Done]
E1 Elite

Replies: 27
Views: 382

Post Posted: Sun Nov 19, 2017 5:35 pm    Subject: Replace Ore with Tiberium [Done]
Forum:  Modding Central » Red Alert 2 Editing Forum
Anyway, Color= wouldn't have mattered for the previous problem, as
YR unlike TS uses different palettes of snow/temperat etc.

Check Ares for damage:
http://ares-developers.github.io/Ares-docs/ne ...
  Topic: Replace Ore with Tiberium [Done]
E1 Elite

Replies: 27
Views: 382

Post Posted: Sun Nov 19, 2017 4:18 pm    Subject: Replace Ore with Tiberium [Done]
Forum:  Modding Central » Red Alert 2 Editing Forum
Check the Color= for the I'm guessing it isn't possible to have the game change which SHPs are used for a TibType with MP mode INIs either.

So much for adding Spice into C&C S...
The 4 [Tiberi ...
  Topic: OS: HVA Builder 2.18 and OS: Voxel Viewer 1.84!
E1 Elite

Replies: 49
Views: 1100

Post Posted: Sat Nov 18, 2017 4:16 am    Subject: OS: HVA Builder 2.18 and OS: Voxel Viewer 1.84!
Forum:  PPM Zone » PPM News Network
My fault, I had set it to off in nVidia control panel. With use application
setting, it works and caps the FPS.
 
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