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  Topic: TMP Shop
G-E

Replies: 128
Views: 44473

Post Posted: Yesterday, at 6:48 am    Subject: TMP Shop
Forum:  Featured Tools » Community Tools
There seems to be provisions made for highway, sideroad (dirtroad) and actual dirt road/path, because you can find 3 ids used on different road tilesets. Whether this was for additoinal logic or for f ...
  Topic: fatal string for naval yard
G-E

Replies: 7
Views: 157

Post Posted: Yesterday, at 3:53 am    Subject: fatal string for naval yard
Forum:  Modding Central » Red Alert 2 Editing Forum
ImmuneToPsionics=no

??????????
  Topic: Scorched Earth MOD by G-E
G-E

Replies: 696
Views: 111634

Post Posted: Mon Dec 17, 2018 4:14 pm    Subject: Scorched Earth MOD by G-E
Forum:  Modding Central » Public Project Announcements
Almost ready for a new snapshot...
  Topic: About turret's barrel
G-E

Replies: 27
Views: 466

Post Posted: Sun Dec 16, 2018 5:22 am    Subject: About turret's barrel
Forum:  Modding Central » Media Hut
Just gotta use the right drawing techniques for the auto-normals to get the best result. I did no manual touchup...
  Topic: About turret's barrel
G-E

Replies: 27
Views: 466

Post Posted: Sun Dec 16, 2018 4:12 am    Subject: About turret's barrel
Forum:  Modding Central » Media Hut
Drawing lesson...
  Topic: California's "forest fires" are anything but
G-E

Replies: 27
Views: 984

Post Posted: Sun Dec 16, 2018 3:33 am    Subject: California's "forest fires" are anything but
Forum:  Miscellaneous Forums » Offtopic Discussion Area » Political & Economical Discussion
Even more footage...
[youtube]https://www.youtube.com/watch?v=yw6cyc4PBcs[/youtube]
  Topic: About turret's barrel
G-E

Replies: 27
Views: 466

Post Posted: Sun Dec 16, 2018 12:11 am    Subject: About turret's barrel
Forum:  Modding Central » Media Hut
Draw it by hand and stop being a pussy!
  Topic: Light Tank
G-E

Replies: 8
Views: 494

Post Posted: Fri Dec 14, 2018 11:40 pm    Subject: Light Tank
Forum:  Modding Central » Media Hut » Voxels
Lighten the top so it doesn't turn into a dark mass the moment the turret isn't sideways to the sun.
  Topic: About turret's barrel
G-E

Replies: 27
Views: 466

Post Posted: Fri Dec 14, 2018 5:09 am    Subject: About turret's barrel
Forum:  Modding Central » Media Hut
1. Copy and paste normals, so that all the slope pixels on a given plane match.

If your barrel is 4 pixels wide the side planes should be smaller (about 2 pixels tall) than the middle planes, and y ...
  Topic: About turret's barrel
G-E

Replies: 27
Views: 466

Post Posted: Fri Dec 14, 2018 1:09 am    Subject: About turret's barrel
Forum:  Modding Central » Media Hut
The engine has to render it stepped anyway, that's the nature of pixel art without anti-aliasing.

The normals and colours can be touched up by hand to mitigate any problems you have with it, you ca ...
  Topic: About turret's barrel
G-E

Replies: 27
Views: 466

Post Posted: Thu Dec 13, 2018 10:59 am    Subject: About turret's barrel
Forum:  Modding Central » Media Hut
If you HVA rotate the normals values become increasingly incorrect since they remain what was correct prior to rotation.

As a rule you should avoid rotating except by very small amounts, in the ca ...
  Topic: Music Thread
G-E

Replies: 53
Views: 3176

Post Posted: Wed Dec 12, 2018 3:55 am    Subject: Music Thread
Forum:  Miscellaneous Forums » Offtopic Discussion Area
[youtube]https://www.youtube.com/watch?v=Jv1ZN8c4_Gs[/youtube]
  Topic: Scorched Earth MOD by G-E
G-E

Replies: 696
Views: 111634

Post Posted: Tue Dec 11, 2018 12:31 pm    Subject: Scorched Earth MOD by G-E
Forum:  Modding Central » Public Project Announcements
Have you played it at all?
  Topic: Is he not lying? (HE PREDICTED MY FUTURE CAREER)
G-E

Replies: 20
Views: 357

Post Posted: Tue Dec 11, 2018 9:59 am    Subject: Is he not lying? (HE PREDICTED MY FUTURE CAREER)
Forum:  Miscellaneous Forums » Offtopic Discussion Area
Sure, we can adequately represent ideas like numbers to be able to agree we exist.

One of the great puzzles for philosophy is the dividing line between life and death, or life and the inanimate. A ...
  Topic: Is he not lying? (HE PREDICTED MY FUTURE CAREER)
G-E

Replies: 20
Views: 357

Post Posted: Tue Dec 11, 2018 7:32 am    Subject: Is he not lying? (HE PREDICTED MY FUTURE CAREER)
Forum:  Miscellaneous Forums » Offtopic Discussion Area
No it just means there's no past and no future except in our heads.

Although to be fair, no one has any idea what is matter, or what creates matter from nothing, except energy, which they also don' ...
  Topic: Is he not lying? (HE PREDICTED MY FUTURE CAREER)
G-E

Replies: 20
Views: 357

Post Posted: Mon Dec 10, 2018 10:40 pm    Subject: Is he not lying? (HE PREDICTED MY FUTURE CAREER)
Forum:  Miscellaneous Forums » Offtopic Discussion Area
I think you're debating on semantics here.

Time and change are essentially the same. You cannot have change (progression) without time (for change to occur, you need a beginning and an end - two po ...
  Topic: Scorched Earth MOD by G-E
G-E

Replies: 696
Views: 111634

Post Posted: Mon Dec 10, 2018 10:11 pm    Subject: Scorched Earth MOD by G-E
Forum:  Modding Central » Public Project Announcements
New snapshot is up!
  Topic: Is he not lying? (HE PREDICTED MY FUTURE CAREER)
G-E

Replies: 20
Views: 357

Post Posted: Mon Dec 10, 2018 8:22 am    Subject: Is he not lying? (HE PREDICTED MY FUTURE CAREER)
Forum:  Miscellaneous Forums » Offtopic Discussion Area
What's your point? You can't have one arbitrary concept based on another arbitrary concept?
  Topic: camouflaging gone terrible
G-E

Replies: 7
Views: 171

Post Posted: Mon Dec 10, 2018 8:05 am    Subject: camouflaging gone terrible
Forum:  Modding Central » Media Hut
Run the Kill high and low cscheme on it...?
  Topic: For skirmish maps
G-E

Replies: 3
Views: 100

Post Posted: Sun Dec 09, 2018 9:12 pm    Subject: For skirmish maps
Forum:  Modding Central » Red Alert 2 Editing Forum
I know I used to consider tech levels and break the units up accordingly because I still had the idea of supporting the missions. Since I gave up on that I pay very little attention...

BUT for the ...
  Topic: Air-to-Sea Convertion Teleporting bug
G-E

Replies: 10
Views: 301

Post Posted: Sun Dec 09, 2018 9:53 am    Subject: Air-to-Sea Convertion Teleporting bug
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Some kind of droping projecting with the saucer image, then spawn a new unit?
  Topic: For skirmish maps
G-E

Replies: 3
Views: 100

Post Posted: Sat Dec 08, 2018 10:22 pm    Subject: For skirmish maps
Forum:  Modding Central » Red Alert 2 Editing Forum
Make new game modes?
  Topic: Rotate voxel texturing input/output map
G-E

Replies: 0
Views: 103

Post Posted: Sat Dec 08, 2018 10:16 pm    Subject:   Rotate voxel texturing input/output map
Forum:  Featured Tools » Voxel Section Editor III » Suggestions
There's 2 major flaws as I see it, both can be addressed by changing layout.

One is the unit's texture map is laid end to end, and being units are almost always longer than they are wide/tall, thi ...
  Topic: Broken campaign
G-E

Replies: 4
Views: 111

Post Posted: Sat Dec 08, 2018 8:24 pm    Subject: Broken campaign
Forum:  Modding Central » Red Alert 2 Editing Forum
And it persists within that saved game, so later maps can reference objects declared/created in previous maps.
  Topic: some CnP buildings
G-E

Replies: 35
Views: 1200

Post Posted: Fri Dec 07, 2018 8:55 pm    Subject: some CnP buildings
Forum:  Modding Central » Media Hut
Really nice work on the energy effects!
  Topic: Tool for Auto-List Weapons and Projectiles
G-E

Replies: 18
Views: 705

Post Posted: Fri Dec 07, 2018 8:08 pm    Subject: Tool for Auto-List Weapons and Projectiles
Forum:  Modding Central » Red Alert 2 Editing Forum
Updated it to use the list order instead of the code order...

What I didn't do is change the weapon slot orders within the object, it loads them all as it reads them, but looking through the list, ...
  Topic: Tool for Auto-List Weapons and Projectiles
G-E

Replies: 18
Views: 705

Post Posted: Fri Dec 07, 2018 4:01 pm    Subject: Tool for Auto-List Weapons and Projectiles
Forum:  Modding Central » Red Alert 2 Editing Forum
Well that's interesting, I realized I didn't add the gattling handling code to builtings in AICHECK because of this experiment.

But I'm still getting wildly different results in terms of ordering.
  Topic: AI not sending transports after loading
G-E

Replies: 7
Views: 234

Post Posted: Fri Dec 07, 2018 2:07 am    Subject: AI not sending transports after loading
Forum:  Modding Central » Red Alert 2 Editing Forum
As a rule I put transports first, and AICHECK assumes the first one is a transport for the purposes of counting capacity, so if you are loading IFV into LCRF it won't attempt to count both.

As for ...
  Topic: Tool for Auto-List Weapons and Projectiles
G-E

Replies: 18
Views: 705

Post Posted: Fri Dec 07, 2018 2:00 am    Subject: Tool for Auto-List Weapons and Projectiles
Forum:  Modding Central » Red Alert 2 Editing Forum
I didn't make it to be endlessly useful, I did it because it was an easy addition, and RA2 and TS don't have such Ares help.

Though I would like to know what Ares says are the first weapons before ...
  Topic: Cold War Series
G-E

Replies: 10
Views: 1930

Post Posted: Thu Dec 06, 2018 11:26 pm    Subject: Cold War Series
Forum:  Modding Central » Media Hut
Welcome to being an artist, stop complaining!
  Topic: Tool for Auto-List Weapons and Projectiles
G-E

Replies: 18
Views: 705

Post Posted: Thu Dec 06, 2018 11:13 pm    Subject: Tool for Auto-List Weapons and Projectiles
Forum:  Modding Central » Red Alert 2 Editing Forum
Ok so AICHECK-mod just needs the sections re-orderd that's good.
In case of objects with multiple weapons, the game checks and lists them in the following order: Primary, Secondary, Elite. As with al ...
  Topic: AI dumb brain
G-E

Replies: 29
Views: 524

Post Posted: Thu Dec 06, 2018 3:55 am    Subject: AI dumb brain
Forum:  Modding Central » Red Alert 2 Editing Forum
You should also look into a custom .vpl at some point, but there's so much to fix more immediately.

Anyway this is off-topic...

I'll leave you with this advice: rather than force the AI to behav ...
  Topic: AI not sending transports after loading
G-E

Replies: 7
Views: 234

Post Posted: Thu Dec 06, 2018 2:03 am    Subject: AI not sending transports after loading
Forum:  Modding Central » Red Alert 2 Editing Forum
The last couple of versions of AICHECK will check for the condition of unequal passengers to capacity...
  Topic: AI dumb brain
G-E

Replies: 29
Views: 524

Post Posted: Thu Dec 06, 2018 1:17 am    Subject: AI dumb brain
Forum:  Modding Central » Red Alert 2 Editing Forum
You didn't understand what I was saying earlier, I meant something like this:

[MyGayScript]
0=0,2
1=0,1
2=0,1
3=11,11

Then you force the team to attack any building followed by a round of at ...
  Topic: Is he not lying? (HE PREDICTED MY FUTURE CAREER)
G-E

Replies: 20
Views: 357

Post Posted: Wed Dec 05, 2018 7:18 pm    Subject: Is he not lying? (HE PREDICTED MY FUTURE CAREER)
Forum:  Miscellaneous Forums » Offtopic Discussion Area
Also, G-E: time is very much real. Why you just wasted anywhere from about 5 seconds to a full minute reading and maybe even re-reading my post #Tongue
No time doesn't exist, change exists. Imagine for a ...
  Topic: AI dumb brain
G-E

Replies: 29
Views: 524

Post Posted: Wed Dec 05, 2018 7:01 pm    Subject: AI dumb brain
Forum:  Modding Central » Red Alert 2 Editing Forum
@G-E: Putting 0,2 (attack structure) or 0,5 (attack vehicles) before 0,1 (attack anything) won't change the behaviour of initiating attack when enemy comes in range. You have to use any of the move to ...
  Topic: AI dumb brain
G-E

Replies: 29
Views: 524

Post Posted: Wed Dec 05, 2018 5:33 pm    Subject: AI dumb brain
Forum:  Modding Central » Red Alert 2 Editing Forum
Well if I were you I'd use 0,1 sparingly, like after your team is in the enemy base, and either make the team attack structures or units directly based on the unit mix. You could then have 0,1 as a la ...
  Topic: Misc sound leftovers
G-E

Replies: 9
Views: 1512

Post Posted: Wed Dec 05, 2018 5:24 am    Subject: Misc sound leftovers
Forum:  Modding Central » Media Hut » Sounds
A couple more oddballs, wooshtap might work for a catapault or trebuchet, the highbeep is good for all the things beeps are good for?
  Topic: Cold War Series
G-E

Replies: 10
Views: 1930

Post Posted: Wed Dec 05, 2018 3:02 am    Subject: Cold War Series
Forum:  Modding Central » Media Hut
See the voxel engine is fine, we just need to double the size!
  Topic: Is he not lying? (HE PREDICTED MY FUTURE CAREER)
G-E

Replies: 20
Views: 357

Post Posted: Wed Dec 05, 2018 1:20 am    Subject: Is he not lying? (HE PREDICTED MY FUTURE CAREER)
Forum:  Miscellaneous Forums » Offtopic Discussion Area
Time doesn't exist, it's just a concept based on our anticipation and understanding of change.

Just like the speed of light is handy to consider as a constant, it does require time, but the medium ...
  Topic: AI dumb brain
G-E

Replies: 29
Views: 524

Post Posted: Wed Dec 05, 2018 12:06 am    Subject: AI dumb brain
Forum:  Modding Central » Red Alert 2 Editing Forum
Yea you're asking a simple question with many moving parts involved. Everything from how your units are coded (CanRetaliate, Turret, OpportunityFire) to the TeamType code (Aggressive, AvoidThreats) an ...
  Topic: Tool for Auto-List Weapons and Projectiles
G-E

Replies: 18
Views: 705

Post Posted: Tue Dec 04, 2018 11:29 pm    Subject: Tool for Auto-List Weapons and Projectiles
Forum:  Modding Central » Red Alert 2 Editing Forum
I've tried to deduce the Weapons list by testing, using this trigger action, but it's not as simple as I thought. It seems to list weapons used by BuildingTypes first, but the order does not always fo ...
  Topic: Avenger Heli Carrier
G-E

Replies: 6
Views: 728

Post Posted: Tue Dec 04, 2018 5:19 am    Subject: Avenger Heli Carrier
Forum:  Modding Central » Media Hut » Voxels
Yea the body looks fine, texture is minimal and renders well, the only problem is the high contrast runway that gets messy.

I'd see about using shading to minimize the harshness of the lines, addin ...
  Topic: Once Upon a Voxel
G-E

Replies: 8
Views: 326

Post Posted: Tue Dec 04, 2018 12:51 am    Subject: Once Upon a Voxel
Forum:  Modding Central » Media Hut
Simple shapes are less of a problem if you use normals to give it facets. For example, rather than using dark lines to indicate panel separation, try removing a row of dots there and let the normals b ...
  Topic: Scorched Earth MOD by G-E
G-E

Replies: 696
Views: 111634

Post Posted: Sun Dec 02, 2018 11:52 pm    Subject: Scorched Earth MOD by G-E
Forum:  Modding Central » Public Project Announcements
Well that's a weird glitch, you're seeing the AI went nuts building Guard Towers, but not only that, didn't follow adjacency rules at all. What you don't see is where it ran into the coast and couldn' ...
  Topic: building not showing shp in game
G-E

Replies: 7
Views: 295

Post Posted: Sat Dec 01, 2018 2:21 am    Subject: building not showing shp in game
Forum:  Modding Central » Red Alert 2 Editing Forum
Just to clarify, are they invisible in-game or in map editor?
  Topic: Civilian Voxel: Mazerati BiTurbo
G-E

Replies: 0
Views: 433

Post Posted: Sat Dec 01, 2018 1:48 am    Subject:   Civilian Voxel: Mazerati BiTurbo
Forum:  Modding Central » Media Hut » Voxels
Make it fast, but unreliable #Tongue
  Topic: Remake!
G-E

Replies: 10
Views: 433

Post Posted: Wed Nov 28, 2018 4:51 pm    Subject: Remake!
Forum:  Modding Central » Media Hut
Solid improvement, but if you'd like some design feedback:

- the square armour plates don't fit, they are the same size as wheels and don't feel connected to the chassis, they don't appear to be th ...
  Topic: About the first AI wave
G-E

Replies: 12
Views: 212

Post Posted: Tue Nov 27, 2018 9:49 pm    Subject: About the first AI wave
Forum:  Modding Central » Red Alert 2 Editing Forum
GD: That's funny, I was his biggest critic, we started modding around the same time, but I delved deeply into AI stuff when literally everyone was guessing.

The only thing "era" specific ...
  Topic: Remake!
G-E

Replies: 10
Views: 433

Post Posted: Tue Nov 27, 2018 3:06 pm    Subject: Remake!
Forum:  Modding Central » Media Hut
So why aren't you modernizing or improving it?
 
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