:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::
Do you want to advertise at Project Perfect Mod. Find out how to do it HERE.

Search found 3131 matches
 Forum index » Search
Page 1 of 63 [3131 Posts]   Goto page: 1, 2, 3, ..., 61, 62, 63 Next
Author Message
  Topic: SHP Palette Analyzer
G-E

Replies: 5
Views: 134

Post Posted: Mon Aug 19, 2019 8:22 am    Subject: SHP Palette Analyzer
Forum:  Featured Tools » Community Tools
I have no idea why you thought this would be useful.
  Topic: Music Thread
G-E

Replies: 123
Views: 10945

Post Posted: Sat Aug 17, 2019 10:21 pm    Subject: Music Thread
Forum:  Miscellaneous Forums » Offtopic Discussion Area
[youtube]https://www.youtube.com/watch?v=Hb-EijpVuLI[/youtube]
  Topic: Scorched Earth MOD by G-E
G-E

Replies: 719
Views: 134835

Post Posted: Sat Aug 17, 2019 5:03 pm    Subject: Scorched Earth MOD by G-E
Forum:  Modding Central » Public Project Announcements
Almost done the next tropical map...
  Topic: Units Request question
G-E

Replies: 8
Views: 165

Post Posted: Wed Aug 14, 2019 1:18 pm    Subject: Units Request question
Forum:  Modding Central » Red Alert 2 Editing Forum
Yea, generally if the idea is interesting and feasible to design, someone will try.

You just have to inspire them... but to do that you can't keep it a secret.
  Topic: Dark Wizard
G-E

Replies: 8
Views: 380

Post Posted: Fri Aug 09, 2019 7:59 am    Subject: Dark Wizard
Forum:  Modding Central » Media Hut » SHPs
I have to ask why you're making these, do you not have any projects of your own to work on?

Or are you secretly making a fantasy mod?
  Topic: Video of the day
G-E

Replies: 105
Views: 13386

Post Posted: Thu Aug 08, 2019 1:21 pm    Subject: Video of the day
Forum:  Miscellaneous Forums » Offtopic Discussion Area
I was having a programming discussion with a friend and just happened to run across a video while trawling the interwebblies as I do, and the next recommended video was this one. I was grinning throug ...
  Topic: CNC Maps Renderer rewritten - works for Tiberian Sun and RA2
G-E

Replies: 128
Views: 26718

Post Posted: Sun Aug 04, 2019 12:21 pm    Subject: CNC Maps Renderer rewritten - works for Tiberian Sun and RA2
Forum:  Featured Tools » Community Tools
The problem is FA2YR no longer generates map code sufficiently around the map extents to avoid the engine cutting off aggressively, and because of that has also introduced that shadowy top line glitch ...
  Topic: Tiberian Sun: Reborn's Mammoth MKII's new look!
G-E

Replies: 25
Views: 1050

Post Posted: Fri Aug 02, 2019 4:22 pm    Subject: Tiberian Sun: Reborn's Mammoth MKII's new look!
Forum:  PPM Zone » PPM News Network
When i made the http://www.tiberiumweb.org/forums/uploads/post-281-1167260835.gif

btw, this would be a good example for an elephant walk gait, having always 3 legs firmly on the ground.
A sideways ...
  Topic: Headless Horseman
G-E

Replies: 3
Views: 365

Post Posted: Fri Aug 02, 2019 2:41 am    Subject: Headless Horseman
Forum:  Modding Central » Media Hut » SHPs
Can you render some plain wild horses without stuff on them? We could all use more neutral animals...
  Topic: What could the problem be this time?
G-E

Replies: 10
Views: 312

Post Posted: Thu Aug 01, 2019 12:49 am    Subject: What could the problem be this time?
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
As for AICHECK...I'm sure it would help, but I'm literally the only person who hasn't figured out how to use it based on its thread, as it seems no one else has had problems getting it to do anything. ...
  Topic: Tiberian Sun: Reborn's Mammoth MKII's new look!
G-E

Replies: 25
Views: 1050

Post Posted: Tue Jul 30, 2019 11:25 am    Subject: Tiberian Sun: Reborn's Mammoth MKII's new look!
Forum:  PPM Zone » PPM News Network
A heavy legged vehicle such as this would try to coordinate the walking to minimize vertical jounce. Seriously with that much movement everyone would be seasick in 5min inside, and probably throwing u ...
  Topic: What could the problem be this time?
G-E

Replies: 10
Views: 312

Post Posted: Mon Jul 29, 2019 7:41 pm    Subject: What could the problem be this time?
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Late game skirmish crashes are usually AI related, but if it's a weapon issue then it will happen the moment the weapon is used, and you can force that to happen.

If you really believe it's a weapo ...
  Topic: Teleporter plane
G-E

Replies: 2
Views: 136

Post Posted: Mon Jul 29, 2019 4:45 am    Subject: Teleporter plane
Forum:  Modding Central » Red Alert 2 Editing Forum
Why the generic question? Why aren't you trying yourself?
  Topic: CnC Map Renderer and OS SHP Builder updates.
G-E

Replies: 2
Views: 305

Post Posted: Sat Jul 27, 2019 11:42 pm    Subject: CnC Map Renderer and OS SHP Builder updates.
Forum:  PPM Zone » PPM News Network
And you didn't expand the selection box +1 like I asked Sad
  Topic: Witch
G-E

Replies: 8
Views: 739

Post Posted: Mon Jul 22, 2019 1:19 pm    Subject: Witch
Forum:  Modding Central » Media Hut » SHPs
y tho
  Topic: [WIP] [Tiberium Resurrection]
G-E

Replies: 13
Views: 2512

Post Posted: Sat Jul 20, 2019 11:25 am    Subject: [WIP] [Tiberium Resurrection]
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Discussion
Why are you writing everything obnoxiously oversized, center justified and unnecessarily colourful?
  Topic: Remasters heads up: Capacitor at full charge!
G-E

Replies: 24
Views: 1346

Post Posted: Thu Jul 18, 2019 11:58 pm    Subject: Remasters heads up: Capacitor at full charge!
Forum:  PPM Zone » PPM News Network
Those are a lot of placeholder graphics Mechacaseal...
  Topic: Attack helicopter
G-E

Replies: 2
Views: 831

Post Posted: Thu Jul 11, 2019 10:10 am    Subject: Attack helicopter
Forum:  Modding Central » Media Hut » Voxels
Not a fan of the black cockpits, they lose shape, and your particular drawing style of making dark grids seems entirely lost on these. The rotors are also kinda small for the hulls, but then again the ...
  Topic: Canvas size change -> doubling overall voxel size
G-E

Replies: 13
Views: 2333

Post Posted: Thu Jul 11, 2019 4:10 am    Subject: Canvas size change -> doubling overall voxel size
Forum:  Featured Tools » Voxel Section Editor III » Bug Reporting
Yea and there are no more scrollbars when zoomed in on a wide or tall canvas anymore, which is even more important than the zoom resetting.
  Topic: Canvas size change -> doubling overall voxel size
G-E

Replies: 13
Views: 2333

Post Posted: Wed Jul 10, 2019 3:28 am    Subject: Canvas size change -> doubling overall voxel size
Forum:  Featured Tools » Voxel Section Editor III » Bug Reporting
You should learn to shrink by standard amounts and then you can just multiply every value by .8 or something. Then use HVA Builder to center it, or do whatever voxel offsetting you need to.

So to r ...
  Topic: Canvas size change -> doubling overall voxel size
G-E

Replies: 13
Views: 2333

Post Posted: Tue Jul 09, 2019 6:11 pm    Subject: Canvas size change -> doubling overall voxel size
Forum:  Featured Tools » Voxel Section Editor III » Bug Reporting
When you resize, you lose any shrinkage applied via bounds. I shrink 90% of my voxels so I encounter this all the time.

Unless the dots changed, which it doesn't appear they have in your image, the ...
  Topic: Canvas size change -> doubling overall voxel size
G-E

Replies: 13
Views: 2333

Post Posted: Tue Jul 09, 2019 10:43 am    Subject: Canvas size change -> doubling overall voxel size
Forum:  Featured Tools » Voxel Section Editor III » Bug Reporting
I don't understand what your error is, it looks like it resets the zoom level ?
  Topic: New C&C Remasters sidebar has been announced!
G-E

Replies: 27
Views: 1596

Post Posted: Mon Jul 08, 2019 6:58 am    Subject: New C&C Remasters sidebar has been announced!
Forum:  PPM Zone » PPM News Network
You guys are all bitching about a sidebar like you're still playing at 640x480...  guys this game is going to be a 1080p+ game for sure, there will be ample screen space.
  Topic: how to recruit pre placed units on a multiplay map?
G-E

Replies: 2
Views: 187

Post Posted: Mon Jul 08, 2019 3:34 am    Subject: how to recruit pre placed units on a multiplay map?
Forum:  Modding Central » Red Alert 2 Editing Forum
Pre-placed units belong to the right house? I'm assuming you're making one of those maps that forces a player and AI to be specific houses... although such things aren't my cup'o'tea.

I don't under ...
  Topic: [RA2] Soviet Gunboat
G-E

Replies: 3
Views: 1072

Post Posted: Sat Jul 06, 2019 10:17 pm    Subject: [RA2] Soviet Gunboat
Forum:  Modding Central » Media Hut » Voxels
The new voxel is a good step forward, as noted the normals need work, but I suggest a design tweak...

As a rule ships avoid putting anything near the bow and stern, so that radar mast and whatever ...
  Topic: Scorched Earth MOD by G-E
G-E

Replies: 719
Views: 134835

Post Posted: Sat Jul 06, 2019 10:11 pm    Subject: Scorched Earth MOD by G-E
Forum:  Modding Central » Public Project Announcements
The process of turning a Goggly maps image into a useful building...
  Topic: Music Thread
G-E

Replies: 123
Views: 10945

Post Posted: Thu Jul 04, 2019 6:09 pm    Subject: Music Thread
Forum:  Miscellaneous Forums » Offtopic Discussion Area
[youtube]https://www.youtube.com/watch?v=YjvTy2u9qxE[/youtube]
  Topic: A mysterious crash, which I saved moments before it happens!
G-E

Replies: 4
Views: 286

Post Posted: Thu Jul 04, 2019 7:59 am    Subject: A mysterious crash, which I saved moments before it happens!
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Map script borked because the game doesn't save states correctly?
  Topic: Scorched Earth MOD by G-E
G-E

Replies: 719
Views: 134835

Post Posted: Thu Jul 04, 2019 1:35 am    Subject: Scorched Earth MOD by G-E
Forum:  Modding Central » Public Project Announcements
Mooooore!
  Topic: Napal Explosion
G-E

Replies: 7
Views: 858

Post Posted: Wed Jul 03, 2019 6:51 am    Subject: Napal Explosion
Forum:  Modding Central » Media Hut » SHPs
This would be a great explosion for an oil storage facility, those big round white tanks you see near refineries.
  Topic: Weird happenings after fixing destroyed wood bridge pillar
G-E

Replies: 2
Views: 149

Post Posted: Tue Jul 02, 2019 11:54 am    Subject: Weird happenings after fixing destroyed wood bridge pillar
Forum:  Modding Central » Red Alert 2 Editing Forum
That was the first thing I checked, the extraimage z-data was fine, the main image z-data was unusual, but I repaced them to no effect.

Currently making flat versions to try.

EDIT: flat seems to ...
  Topic: [Ra2]Soviet Heavy Flakcycle
G-E

Replies: 18
Views: 1528

Post Posted: Tue Jul 02, 2019 9:19 am    Subject: [Ra2]Soviet Heavy Flakcycle
Forum:  Modding Central » Media Hut » SHPs
Shouldn't the armour plate thing be on the front of the thing? You know, where the enemy is likely to shoot back from?
  Topic: Weird happenings after fixing destroyed wood bridge pillar
G-E

Replies: 2
Views: 149

Post Posted: Tue Jul 02, 2019 9:12 am    Subject:   Weird happenings after fixing destroyed wood bridge pillar
Forum:  Modding Central » Red Alert 2 Editing Forum
Alright so I don't often use wood bridges but I played a map recently which reminded me of this: Westwood screwed up the art for the collapse pillar sections on temperate, reverting to the concrete/la ...
  Topic: AI Editor for RA2 and TS
G-E

Replies: 159
Views: 47850

Post Posted: Tue Jul 02, 2019 12:49 am    Subject: AI Editor for RA2 and TS
Forum:  Featured Tools » Community Tools
I noticed the "Number" value type is limited to 100. This is problematic, for example in a situation where I need to specify a team number greater than 100 (I need units to switch between te ...
  Topic: CNC Maps Renderer rewritten - works for Tiberian Sun and RA2
G-E

Replies: 128
Views: 26718

Post Posted: Mon Jul 01, 2019 8:41 am    Subject: CNC Maps Renderer rewritten - works for Tiberian Sun and RA2
Forum:  Featured Tools » Community Tools
Just mulling it over, perhaps the fix for my starting point z-data dithering is to discard extraimage on all the starting position cells, and flip the entire z mask to black. There should be no side e ...
  Topic: CNC Maps Renderer rewritten - works for Tiberian Sun and RA2
G-E

Replies: 128
Views: 26718

Post Posted: Sun Jun 30, 2019 5:23 pm    Subject: CNC Maps Renderer rewritten - works for Tiberian Sun and RA2
Forum:  Featured Tools » Community Tools
The Tiled start position option adds red color to the 4x4 cell's palette with 40% transparency. This is just an unnecessary complication because it operates at tile level.

Better to use the Square ...
  Topic: CNC Maps Renderer rewritten - works for Tiberian Sun and RA2
G-E

Replies: 128
Views: 26718

Post Posted: Sun Jun 30, 2019 12:58 pm    Subject: CNC Maps Renderer rewritten - works for Tiberian Sun and RA2
Forum:  Featured Tools » Community Tools
Since we're talking about obscure bugs, this is a low priority one...

The start positions are rendered with some form of z-layer, that is affected by the z-data and extraimage of the cells it cover ...
  Topic: Some questions by newbie in RA2 modding and forum.
G-E

Replies: 10
Views: 356

Post Posted: Sat Jun 29, 2019 1:43 am    Subject: Some questions by newbie in RA2 modding and forum.
Forum:  Modding Central » Red Alert 2 Editing Forum
TechLevel=11
  Topic: Two Yuri Style tank
G-E

Replies: 15
Views: 3689

Post Posted: Sat Jun 29, 2019 12:09 am    Subject: Two Yuri Style tank
Forum:  Modding Central » Media Hut
Why not delete this thread altogether? There's nothing here.
  Topic: request demo truck
G-E

Replies: 8
Views: 355

Post Posted: Sat Jun 29, 2019 12:06 am    Subject: request demo truck
Forum:  Modding Central » Media Hut
Before you can be mediocre, you have to be bad, before you can be good you have to be mediocre, before you can be a master, you have to be good...

Unless you have some unusual talent you're gonna h ...
  Topic: Need help in new building animation
G-E

Replies: 7
Views: 585

Post Posted: Fri Jun 28, 2019 5:40 am    Subject: Need help in new building animation
Forum:  Modding Central » Media Hut
Frame 3 for garrison... unused for non-garrisoned buildings.
  Topic: Shattered Paradise has been released!
G-E

Replies: 4
Views: 699

Post Posted: Thu Jun 27, 2019 4:31 am    Subject: Shattered Paradise has been released!
Forum:  PPM Zone » PPM News Network
I can appreciate the modernized artwork, but all these TS style mods ultimately end up looking and feeling the same, and it's hard to get excited about one or another.
  Topic: Mapping Tips and Tricks
G-E

Replies: 5
Views: 1008

Post Posted: Mon Jun 24, 2019 9:53 pm    Subject: Mapping Tips and Tricks
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
These could be great for some mission maps, the incrememental reinforcement especially, but I never got into advanced scripting since it's so easy to cause a crash with even simple ones hah!
  Topic: Experimenting with scripted map units...
G-E

Replies: 19
Views: 614

Post Posted: Mon Jun 24, 2019 4:18 pm    Subject: Experimenting with scripted map units...
Forum:  Modding Central » Red Alert 2 Editing Forum
Standard 3-wide paved road. See image.
In this case, no clue why they can't plot a path around a corner.

I would try what happens if there are impassable overlays at the corners next to the road. ...
  Topic: Experimenting with scripted map units...
G-E

Replies: 19
Views: 614

Post Posted: Sun Jun 23, 2019 10:24 pm    Subject: Experimenting with scripted map units...
Forum:  Modding Central » Red Alert 2 Editing Forum
What's the width of your road?
If 2 adjacent vertical/horizontal cells only touch with a corner, MovementRestrictedTo pathfinding may break.
Make sure adjacent cells share an edge.
Standard 3-wide ...
  Topic: Experimenting with scripted map units...
G-E

Replies: 19
Views: 614

Post Posted: Sun Jun 23, 2019 3:25 am    Subject: Experimenting with scripted map units...
Forum:  Modding Central » Red Alert 2 Editing Forum
I think you're missing the point here, if I remove MovementRestrictedTo=Road, it drives along the road, turns the corners on the road, and completes just fine. Only when the tag is present does it sto ...
  Topic: Experimenting with scripted map units...
G-E

Replies: 19
Views: 614

Post Posted: Sun Jun 23, 2019 3:09 am    Subject: Experimenting with scripted map units...
Forum:  Modding Central » Red Alert 2 Editing Forum
They were arranged in a rectangle, the bus travels in a box start to finish. That is each waypoint is 90deg off the last.
  Topic: Experimenting with scripted map units...
G-E

Replies: 19
Views: 614

Post Posted: Sun Jun 23, 2019 2:40 am    Subject: Experimenting with scripted map units...
Forum:  Modding Central » Red Alert 2 Editing Forum
This was a city map with tons of road, and all the waypoints are on the roads. The first thing I thought about was that not all the road tiles have the right type set, especially the crosswalks, but I ...
  Topic: Experimenting with scripted map units...
G-E

Replies: 19
Views: 614

Post Posted: Sat Jun 22, 2019 10:30 pm    Subject: Experimenting with scripted map units...
Forum:  Modding Central » Red Alert 2 Editing Forum
I tried another experiment with a bus. I gave it MovementRestrictedTo=Road, and it drove to the first waypoint (on road) where it stopped as if it had completed its mission.

Shooting at it made it ...
  Topic: YR Red-Resurrection 2.2.12 released!
G-E

Replies: 12
Views: 1089

Post Posted: Sat Jun 22, 2019 9:59 pm    Subject: YR Red-Resurrection 2.2.12 released!
Forum:  PPM Zone » PPM News Network
If we count how many mods developed their own terrain, it's a pretty short list.
 
Page 1 of 63 [3131 Posts]   Goto page: 1, 2, 3, ..., 61, 62, 63 Next
 Forum index » Search
Jump to:  


Powered by phpBB © phpBB Group

Wildcard SSL Certificates
[ Time: 0.8730s ][ Queries: 16 (0.5488s) ][ Debug on ]