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  Topic: Mapping Tips and Tricks
G-E

Replies: 3
Views: 89

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: 404

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: 404

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: 404

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: 404

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: 404

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: 404

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: 587

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.
  Topic: SC cartoon mod
G-E

Replies: 0
Views: 61

Post Posted: Fri Jun 21, 2019 11:10 pm    Subject:   SC cartoon mod
Forum:  Miscellaneous Forums » Game Chat » Starcraft Chat
https://kotaku.com/starcraft-gets-an-official-cartoon-makeover-1835707836
  Topic: Scorched Earth MOD by G-E
G-E

Replies: 716
Views: 128192

Post Posted: Thu Jun 20, 2019 4:17 am    Subject: Scorched Earth MOD by G-E
Forum:  Modding Central » Public Project Announcements
Mangroves...
  Topic: Why does the AI obsess over Aircraft?
G-E

Replies: 7
Views: 198

Post Posted: Wed Jun 19, 2019 6:56 pm    Subject: Why does the AI obsess over Aircraft?
Forum:  Modding Central » Red Alert 2 Editing Forum
You could try DistributedFire on AA units so if they manage to fire on the aircraft they'll turn to something else?
  Topic: Scorched Earth MOD by G-E
G-E

Replies: 716
Views: 128192

Post Posted: Tue Jun 18, 2019 2:34 am    Subject: Scorched Earth MOD by G-E
Forum:  Modding Central » Public Project Announcements
Farmville coming along nicely...
  Topic: Scorched Earth MOD by G-E
G-E

Replies: 716
Views: 128192

Post Posted: Sun Jun 16, 2019 2:03 am    Subject: Scorched Earth MOD by G-E
Forum:  Modding Central » Public Project Announcements
Next #Tongue
  Topic: My AI stopped working
G-E

Replies: 15
Views: 337

Post Posted: Sat Jun 15, 2019 11:26 pm    Subject: My AI stopped working
Forum:  Modding Central » Red Alert 2 Editing Forum
Well if you ever decide to tell me what was the problem, and not treat it like some state secret, maybe I can poke through the code and figure out why...  you can send me a msg with the .inis zipped ...
  Topic: Ding Ding... RA2 INI cross-checking scripts *UPDATED for YR*
G-E

Replies: 111
Views: 14084

Post Posted: Sat Jun 15, 2019 10:54 pm    Subject: Ding Ding... RA2 INI cross-checking scripts *UPDATED for YR*
Forum:  Modding Central » Red Alert 2 Editing Forum
The arrays only hold 1 instance of a named object if the index for both is before the data for both, it's just the way the script loads data, and would be a pain to change. As an aside, if the wall is ...
  Topic: My AI stopped working
G-E

Replies: 15
Views: 337

Post Posted: Sat Jun 15, 2019 8:39 pm    Subject: My AI stopped working
Forum:  Modding Central » Red Alert 2 Editing Forum
You should make a habit of running AICHECK after every change just before you plan to playtest, in your eagerness you will forget silly things that it will find...
  Topic: Scorched Earth MOD by G-E
G-E

Replies: 716
Views: 128192

Post Posted: Sat Jun 15, 2019 2:55 pm    Subject: Scorched Earth MOD by G-E
Forum:  Modding Central » Public Project Announcements
I like your maps man!
This one looks best for me so far
Thanks, why that one in particular?
  Topic: Scorched Earth MOD by G-E
G-E

Replies: 716
Views: 128192

Post Posted: Fri Jun 14, 2019 11:45 pm    Subject: Scorched Earth MOD by G-E
Forum:  Modding Central » Public Project Announcements
RA3 was kind enough to provide me some source materials to work with, this went fast considering it was essentially quartered and shortened...
  Topic: Scorched Earth MOD by G-E
G-E

Replies: 716
Views: 128192

Post Posted: Fri Jun 14, 2019 11:43 am    Subject: Scorched Earth MOD by G-E
Forum:  Modding Central » Public Project Announcements
Conversions don't really save me any time, the only thing they do for me is a general size/shape to work on. The balloons walls were too thin and I had to draw in extra layers, then reset all the norm ...
  Topic: My AI stopped working
G-E

Replies: 15
Views: 337

Post Posted: Fri Jun 14, 2019 9:51 am    Subject: My AI stopped working
Forum:  Modding Central » Red Alert 2 Editing Forum
The AI notoriously ignores prerequisites, but will rigidly obey ownership and required/forbidden house rules, so almost all of those triggers you're showing will not fire...
  Topic: My AI stopped working
G-E

Replies: 15
Views: 337

Post Posted: Thu Jun 13, 2019 9:59 pm    Subject: My AI stopped working
Forum:  Modding Central » Red Alert 2 Editing Forum
Spending 5hrs in a game does suggest you are mentally unwell...

You should provide some background, are you using Ares or some launcher, and anything else relevant? There could be a whole lot of an ...
  Topic: Scorched Earth MOD by G-E
G-E

Replies: 716
Views: 128192

Post Posted: Thu Jun 13, 2019 5:30 pm    Subject: Scorched Earth MOD by G-E
Forum:  Modding Central » Public Project Announcements
This map has exposed some areas I need to work on with more types of farmland, and something like 1-high bridges. Also handy would be culverts that could be added to the sides of a road when I don't n ...
  Topic: [RA2] Russian T-90A
G-E

Replies: 5
Views: 466

Post Posted: Wed Jun 12, 2019 9:51 pm    Subject: [RA2] Russian T-90A
Forum:  Modding Central » Media Hut » Voxels
Just some comparison... a T-90A is not much larger than a T-72 which itself is not much bigger than your Mk1 Hummer...
  Topic: [RA2] Russian T-90A
G-E

Replies: 5
Views: 466

Post Posted: Wed Jun 12, 2019 9:48 pm    Subject: [RA2] Russian T-90A
Forum:  Modding Central » Media Hut » Voxels
Most likely my VPL, it's much more muted than the WW one.

I think the unit I copied the code from had an unneeded TurretOffset as well...
  Topic: Modified RA3 Conscript voice
G-E

Replies: 0
Views: 192

Post Posted: Wed Jun 12, 2019 2:06 pm    Subject:   Modified RA3 Conscript voice
Forum:  Modding Central » Media Hut » Sounds
Tempo has been dropped a hair so it sounds less frenetic, several phrases have been changed, some removed to keep it more generic. RA3 tends to be a little over-the-top...
  Topic: [RA2] SCHP based HALO?
G-E

Replies: 2
Views: 402

Post Posted: Wed Jun 12, 2019 12:50 pm    Subject:   [RA2] SCHP based HALO?
Forum:  Modding Central » Media Hut » Voxels
I don't remember making this, so I have a good idea when it was, a turbulent point just before the big crash lost a year of mod development.

I took a look, the paint needs touchup, but otherwise th ...
  Topic: AH-64C Apache
G-E

Replies: 3
Views: 761

Post Posted: Wed Jun 12, 2019 7:56 am    Subject: AH-64C Apache
Forum:  Modding Central » Media Hut » Voxels
The blade diameter is too small and the body of the voxel is going to be too close to the viewer much of the time, hiding the blades...

Beyond that the whole thing is ginormous!
  Topic: G-E's RA2 INI scripts Pack for October 2018
G-E

Replies: 4
Views: 2150

Post Posted: Tue Jun 11, 2019 5:12 pm    Subject: G-E's RA2 INI scripts Pack for October 2018
Forum:  Featured Tools » Community Tools
Updated latest package:

- AICHECK 6.5
- AICLEAN 5.8b
- MAPCLEAN 2.2
- SOUNDCHECK 2.2
  Topic: [RA2] Russian T-90A
G-E

Replies: 5
Views: 466

Post Posted: Tue Jun 11, 2019 9:38 am    Subject: [RA2] Russian T-90A
Forum:  Modding Central » Media Hut » Voxels
How about a larger, flat coloured and reworked T-90A? Call it 2.0 ...

Approx (if using the machine gun)
PrimaryFireFLH=275,0,76
SecondaryFireFLH=125,23,92

Brown1 and Grayscale conversion scree ...
  Topic: Updating voxel header doesn't toggle unsaved
G-E

Replies: 0
Views: 97

Post Posted: Tue Jun 11, 2019 8:10 am    Subject:   Updating voxel header doesn't toggle unsaved
Subject description: (asterisk in title)
Forum:  Featured Tools » Voxel Section Editor III
Still missing an auto-normals toolbar button to bypass the menu too...
  Topic: Video of the day
G-E

Replies: 98
Views: 11228

Post Posted: Tue Jun 11, 2019 8:08 am    Subject: Video of the day
Forum:  Miscellaneous Forums » Offtopic Discussion Area
[youtube]https://www.youtube.com/watch?v=T4K71lKpDuQ[/youtube]
  Topic: Experimenting with scripted map units...
G-E

Replies: 19
Views: 404

Post Posted: Tue Jun 11, 2019 1:59 am    Subject: Experimenting with scripted map units...
Forum:  Modding Central » Red Alert 2 Editing Forum
Ok, but that doesn't explain why a helicopter can't land on the waypoint long enough to consider it moved to?

It does explain why aircraft would have trouble though...
  Topic: Experimenting with scripted map units...
G-E

Replies: 19
Views: 404

Post Posted: Mon Jun 10, 2019 7:40 am    Subject: Experimenting with scripted map units...
Forum:  Modding Central » Red Alert 2 Editing Forum
No, the helicopter is Landable and BalloonHover would negate that, the waypoint path angle differences were <45deg...
  Topic: [RA2] Russian T-90A
G-E

Replies: 5
Views: 466

Post Posted: Mon Jun 10, 2019 6:02 am    Subject:   [RA2] Russian T-90A
Forum:  Modding Central » Media Hut » Voxels
No remap, camo might be too strong for default VPL... expect a little work.
  Topic: Experimenting with scripted map units...
G-E

Replies: 19
Views: 404

Post Posted: Mon Jun 10, 2019 4:22 am    Subject:   Experimenting with scripted map units...
Subject description: (problem with helicopters)
Forum:  Modding Central » Red Alert 2 Editing Forum
So let me begin by saying I have several maps with planes flying through, in all cases they are [AircraftTypes] and Spawned=yes, however I decided to try doing the same with helicopters and it just do ...
  Topic: Civilian Voxel: AC Cobra (green)
G-E

Replies: 4
Views: 566

Post Posted: Mon Jun 10, 2019 1:02 am    Subject: Civilian Voxel: AC Cobra (green)
Forum:  Modding Central » Media Hut » Voxels
You perverts stop touching my sexy voxels inappropriately!
  Topic: Civilian Voxel: Research vessel
G-E

Replies: 3
Views: 315

Post Posted: Sun Jun 09, 2019 2:14 pm    Subject: Civilian Voxel: Research vessel
Forum:  Modding Central » Media Hut » Voxels
The details are clear and it isn't noisy/grainy, so the brightness works just fine.
  Topic: Scorched Earth MOD by G-E
G-E

Replies: 716
Views: 128192

Post Posted: Sun Jun 09, 2019 9:02 am    Subject: Scorched Earth MOD by G-E
Forum:  Modding Central » Public Project Announcements
Buick or Chevy lowrider has been on my list for a long time, as has a Paramedic version of an ambulance. The previous "convoy" truck got an upgrade to a Kraz body, and a Hummer was added bec ...
  Topic: Civilian Voxel: Research vessel
G-E

Replies: 3
Views: 315

Post Posted: Sun Jun 09, 2019 7:43 am    Subject:   Civilian Voxel: Research vessel
Subject description: (large)
Forum:  Modding Central » Media Hut » Voxels
This was converted using 3ds2vxl after some cleanup/tweaking and export by 3dsmax...

No idea what keywords to use, but it's pretty good I think?
  Topic: James Bond Infantry
G-E

Replies: 6
Views: 726

Post Posted: Tue Jun 04, 2019 10:49 am    Subject: James Bond Infantry
Forum:  Modding Central » Media Hut » SHPs
He's 8ft tall going by RA2 infantry haha!
  Topic: Scorched Earth MOD by G-E
G-E

Replies: 716
Views: 128192

Post Posted: Tue Jun 04, 2019 8:29 am    Subject: Scorched Earth MOD by G-E
Forum:  Modding Central » Public Project Announcements
Getting there...
  Topic: Scorched Earth MOD by G-E
G-E

Replies: 716
Views: 128192

Post Posted: Mon Jun 03, 2019 7:01 pm    Subject: Scorched Earth MOD by G-E
Forum:  Modding Central » Public Project Announcements
Working on something everyone tends to ignore, smudges... Smile
  Topic: Is there an agenda to destroy values/traditions/morality?
G-E

Replies: 24
Views: 1067

Post Posted: Sun Jun 02, 2019 3:01 am    Subject: Is there an agenda to destroy values/traditions/morality?
Forum:  Miscellaneous Forums » Offtopic Discussion Area » Political & Economical Discussion
While G-E's point of view is highly immoral
That's a bizarre statement to make, partly because you don't know what my point of view is, and secondly I'm the one calling out moral-relativism and immor ...
  Topic: An utter Refusal to patrol...
G-E

Replies: 39
Views: 747

Post Posted: Sat Jun 01, 2019 4:34 pm    Subject: An utter Refusal to patrol...
Forum:  Modding Central » Red Alert 2 Editing Forum
I glanced through your epic bromance novel here, and it seems like this tech support question has turned into a confused mess, more akin to a general development thread, without the clear development? ...
  Topic: Civilian Voxel: AC Cobra (green)
G-E

Replies: 4
Views: 566

Post Posted: Sat Jun 01, 2019 1:34 am    Subject:   Civilian Voxel: AC Cobra (green)
Forum:  Modding Central » Media Hut » Voxels
I wanted to do this one for a long time, came out pretty good...
  Topic: Is there an agenda to destroy values/traditions/morality?
G-E

Replies: 24
Views: 1067

Post Posted: Fri May 31, 2019 12:37 am    Subject: Is there an agenda to destroy values/traditions/morality?
Forum:  Miscellaneous Forums » Offtopic Discussion Area » Political & Economical Discussion
Why not, let's continue...
  Topic: Is there an agenda to destroy values/traditions/morality?
G-E

Replies: 24
Views: 1067

Post Posted: Fri May 31, 2019 12:27 am    Subject: Is there an agenda to destroy values/traditions/morality?
Forum:  Miscellaneous Forums » Offtopic Discussion Area » Political & Economical Discussion
Yes MrP, I'm a neo-nazi, you can clearly tell I wrote all those articles and said all those quotes. Don't be fooled by the meme format, and photos, it's all meeeeeee. /s
  Topic: Scorched Earth MOD by G-E
G-E

Replies: 716
Views: 128192

Post Posted: Thu May 30, 2019 8:08 pm    Subject: Scorched Earth MOD by G-E
Forum:  Modding Central » Public Project Announcements
Just finished some voxelles... a more period correct cop car was in order, though I'm keeping the Crown-Vic too.
  Topic: Mil Mi-6[Hook]
G-E

Replies: 4
Views: 937

Post Posted: Wed May 29, 2019 1:14 pm    Subject: Mil Mi-6[Hook]
Forum:  Modding Central » Media Hut » Voxels
This is a poor conversion, ideally it should be rendered larger, then reduced with bounds. The permabright (low and high) colours are used on the body as well, which needs fixing. Aaaaand as Pillbox20 ...
  Topic: Getting Terrain Expansion to work
G-E

Replies: 5
Views: 320

Post Posted: Tue May 28, 2019 2:35 pm    Subject: Getting Terrain Expansion to work
Forum:  Modding Central » Red Alert 2 Editing Forum » Mapping Discussion
Being the contrarian and sticking with RA2 eh? heh
 
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