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  Topic: (TS) Ion collectors as Oil derricks (like RA2)
Lin Kuei Ominae

Replies: 9
Views: 362

Post Posted: Today, at 10:10 am    Subject: (TS) Ion collectors as Oil derricks (like RA2)
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Discussion
Yes, the Spawn houses now work on Triggers/Events too.
  Topic: POLL | What does the community want?
Lin Kuei Ominae

Replies: 10
Views: 141

Post Posted: Today, at 7:00 am    Subject: POLL | What does the community want?
Forum:  Featured Projects » Tiberian Odyssey
3 to 10 MP maps would be perfectly fine, to show what's possible. If players enjoy the game, you might this way even find people who create new maps for TO and thus reduce the workload of the staff.
  Topic: Dynamic Piff effects and casing
Lin Kuei Ominae

Replies: 15
Views: 294

Post Posted: Yesterday, at 9:27 pm    Subject: Dynamic Piff effects and casing
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
no, unfortunately not possible with an actual projectile.
Only the instant hit weapons can go "through" a cliff/slope.
  Topic: Dynamic Piff effects and casing
Lin Kuei Ominae

Replies: 15
Views: 294

Post Posted: Yesterday, at 10:05 am    Subject: Dynamic Piff effects and casing
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
-main damage on the center cell by a single debris that is timed with the falling nuke
-secondary area damage by the debris causing the flames
-tertiary area damage by the chem clusters

It's all ...
  Topic: Dynamic Piff effects and casing
Lin Kuei Ominae

Replies: 15
Views: 294

Post Posted: Yesterday, at 6:36 am    Subject: Dynamic Piff effects and casing
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
in short;
-invisible missile explodes in midair (Airburst)
-on that midair location a dummy anim A is spawned which starts the whole additional impact animation logic for flames and chem capsules
- ...
  Topic: Dynamic Piff effects and casing
Lin Kuei Ominae

Replies: 15
Views: 294

Post Posted: Tue Apr 16, 2019 8:27 pm    Subject: Dynamic Piff effects and casing
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
check out WeldingSys

on the weapon add
UseSparkParticles=yes
AttachedParticleSystem=MuzzleFlashSys

https://www.ppmsite.com/forum/files/facingalpha_680.png


For some inspiration of other ef ...
  Topic: Dynamic Piff effects and casing
Lin Kuei Ominae

Replies: 15
Views: 294

Post Posted: Tue Apr 16, 2019 7:24 pm    Subject: Dynamic Piff effects and casing
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
Nice to see someone utilizing the power of art.ini debris and anims. Approved!

Though i fear all the transparent anims could cause some serious lag in online games, when several units fire at the ...
  Topic: No fog of war on TS CnCNet
Lin Kuei Ominae

Replies: 5
Views: 86

Post Posted: Tue Apr 16, 2019 6:18 am    Subject: No fog of war on TS CnCNet
Forum:  Modding Central » Tiberian Sun Editing Forum
FoW has always caused crashes. It's not fixed yet afaik. FoW is disabled to avoid crashes.
  Topic: Deamericanising Red Alert
Lin Kuei Ominae

Replies: 20
Views: 395

Post Posted: Mon Apr 15, 2019 8:58 pm    Subject: Deamericanising Red Alert
Forum:  Modding Central » OpenRA Editing Forums
when creating sprites, you usually let the camera rotate around it (the lights attached to the camera so they follow)
This way things like backwards moving effects like dust don't need to be suddenly ...
  Topic: Deamericanising Red Alert
Lin Kuei Ominae

Replies: 20
Views: 395

Post Posted: Mon Apr 15, 2019 8:45 am    Subject: Deamericanising Red Alert
Forum:  Modding Central » OpenRA Editing Forums
the V2 was originally ment to be a German only unit.
Country specific units in RA1? Is that deduced from early promo pictures? (IIRC there is one showing a blue V2)
What would have been soviets arti ...
  Topic: Deamericanising Red Alert
Lin Kuei Ominae

Replies: 20
Views: 395

Post Posted: Sat Apr 13, 2019 8:32 pm    Subject: Deamericanising Red Alert
Forum:  Modding Central » OpenRA Editing Forums
We've noticed similar things in DTA.
e.g. the Allies Flak is called ZSU in the ini, ZSU is a soviet flak.
The soviet V2 launcher using a german V2 missile.
Medium and Light tank are slightly change ...
  Topic: When will the AutoShadows tool return?
Lin Kuei Ominae

Replies: 1
Views: 87

Post Posted: Sat Apr 13, 2019 5:39 pm    Subject: When will the AutoShadows tool return?
Forum:  Featured Tools » OS SHP Builder » Suggestions
what do you mean with "return"?
There wasn't such a feature in the first place as far as i know.

\Edit
just checked and They really do not protrait the shadow. The results were awful an ...
  Topic: Is it possible for units to build structures?
Lin Kuei Ominae

Replies: 10
Views: 301

Post Posted: Sat Apr 13, 2019 9:53 am    Subject: Is it possible for units to build structures?
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
I wanted to ask this from openRA since its basically the only thing needed to make a Starcraft-like or AOE-like mod.

However they would not listedn.
stop whining and blaming others.
Such logic is ...
  Topic: RA2 demake on TS engine
Lin Kuei Ominae

Replies: 29
Views: 670

Post Posted: Sat Apr 13, 2019 2:11 am    Subject: RA2 demake on TS engine
Forum:  Modding Central » Tiberian Sun Editing Forum
Set special armor for Radar, make SW that damages only radar armor, make SW warhead deal EMP damage (already exists in EMP pulse), set AI targeting to center of enemy base, etc. etc. the rest is histo ...
  Topic: RA2 demake on TS engine
Lin Kuei Ominae

Replies: 29
Views: 670

Post Posted: Sat Apr 13, 2019 1:24 am    Subject: RA2 demake on TS engine
Forum:  Modding Central » Tiberian Sun Editing Forum
Even for mechanics that can't be recreated, there ARE tons of other special mechanics to put in their place.
When 80% of the RA2 logics are missing, units and buildings get new images, then it's not ...
  Topic: RA2 demake on TS engine
Lin Kuei Ominae

Replies: 29
Views: 670

Post Posted: Fri Apr 12, 2019 6:54 am    Subject: RA2 demake on TS engine
Forum:  Modding Central » Tiberian Sun Editing Forum
Already said, to make a free version of RA2.
Wrong, RA2 assets are not free. You would be ripping assets.
Using public remakes isn't really RA2.
It's especially not RA2, when 80% of all special fun ...
  Topic: Questions to the Team.
Lin Kuei Ominae

Replies: 262
Views: 91183

Post Posted: Thu Apr 11, 2019 7:32 am    Subject: Questions to the Team.
Forum:  Featured Projects » Tiberian Odyssey
This woudn't happen if they had been released even as unfinished. Someone could pick them up. Hell, chances is someone else would have finished them.
wrong, neither TI nor DTA have any of my 3d model ...
  Topic: RA2 demake on TS engine
Lin Kuei Ominae

Replies: 29
Views: 670

Post Posted: Thu Apr 11, 2019 6:51 am    Subject: RA2 demake on TS engine
Forum:  Modding Central » Tiberian Sun Editing Forum
Are you schizophrenic? 2 persons sharing the same account?
First you fight tooth and nail to get supporters for your idea, and now you say all the work isn't worth it?
Thanks for wasting everyones t ...
  Topic: nealry perfect mod but...
Lin Kuei Ominae

Replies: 8
Views: 240

Post Posted: Thu Apr 11, 2019 6:40 am    Subject: nealry perfect mod but...
Forum:  Featured Projects » Dawn of the Tiberium Age » Support & Feedback
To prevent sync issues when giving stuff translated names, the game reads langrule.ini and langfs.ini
Only problem might be tutorial.ini, because i don't think it has a langtuto.ini equivalent.
  Topic: nealry perfect mod but...
Lin Kuei Ominae

Replies: 8
Views: 240

Post Posted: Wed Apr 10, 2019 11:24 am    Subject: nealry perfect mod but...
Forum:  Featured Projects » Dawn of the Tiberium Age » Support & Feedback
@DA: yes, but that wouldn't be very beautiful i think

Do i understand you correctly that you got DTA in German ?! By changing the MIX files ?!
no, i just meant that you don't have to send us the g ...
  Topic: nealry perfect mod but...
Lin Kuei Ominae

Replies: 8
Views: 240

Post Posted: Wed Apr 10, 2019 9:28 am    Subject: nealry perfect mod but...
Forum:  Featured Projects » Dawn of the Tiberium Age » Support & Feedback
I wouldn't mind these changes, not sure what the other devs say though.
I have the german TD/RA1 as well, so we got that covered.

However adding the icons isn't that easy.
The [url=https://vignet ...
  Topic: VXLSEIV?
Lin Kuei Ominae

Replies: 10
Views: 500

Post Posted: Wed Apr 10, 2019 6:26 am    Subject: VXLSEIV?
Forum:  Featured Tools » Voxel Section Editor III
ah sorry, I thought it's open source.
  Topic: VXLSEIV?
Lin Kuei Ominae

Replies: 10
Views: 500

Post Posted: Tue Apr 09, 2019 10:00 pm    Subject: VXLSEIV?
Forum:  Featured Tools » Voxel Section Editor III
Instead of starting from scratch or trying to drastically change the VSE code, the opensource project
[url=https://ephtracy.github.io/]Magica Voxel
might be a good start. Maybe a Plugin could be wri ...
  Topic: Renegade Buildings [TS/RA2]
Lin Kuei Ominae

Replies: 20
Views: 5970

Post Posted: Tue Apr 09, 2019 10:10 am    Subject: Renegade Buildings [TS/RA2]
Forum:  Modding Central » Media Hut » SHPs
Then install/work on Partition D:
Even a cheap 1TB hdd costs only 30€ and you probably can get old 250GB hdds for free now. So no reason to not add another HDD if that's stopping you from doing som ...
  Topic: A generic RA2/YR screen position/resolution question...
Lin Kuei Ominae

Replies: 16
Views: 376

Post Posted: Sun Apr 07, 2019 9:46 pm    Subject: A generic RA2/YR screen position/resolution question...
Forum:  Modding Central » Red Alert 2 Editing Forum
800x600 is 4:3 ratio
1920x1080 is 16:9 ratio

so just try a setting like 1280x720, which is 16:9 too, but shouldn't be much more zoomed out than 800x600.
If you can set custom resolutions, 1066x60 ...
  Topic: (TS) Ion collectors as Oil derricks (like RA2)
Lin Kuei Ominae

Replies: 9
Views: 362

Post Posted: Sat Apr 06, 2019 7:09 am    Subject: (TS) Ion collectors as Oil derricks (like RA2)
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Discussion
This is a Tutorial forum.
There are special rules to meet in the tutorial forum (mainly being a [url=https://www.google.com/search?&q=what+is+a+tutorial]Tutorial), which this topic does not.

\ ...
  Topic: (TS) Ion collectors as Oil derricks (like RA2)
Lin Kuei Ominae

Replies: 9
Views: 362

Post Posted: Fri Apr 05, 2019 6:55 am    Subject: (TS) Ion collectors as Oil derricks (like RA2)
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Discussion
I've allowed myself to set the images to be displayed with 640 width for devices with smaller screens.

As for this tutorial, please make it an actual tutorial.
A tutorial describes how things work ...
  Topic: [RA2]GDI light infantry FIXED!
Lin Kuei Ominae

Replies: 10
Views: 680

Post Posted: Fri Apr 05, 2019 6:21 am    Subject: [RA2]GDI light infantry FIXED!
Forum:  Modding Central » Media Hut » SHPs
Apart from the already mentioned too big, i fear it's also unusable when scaled down. This because legs/arms are very thin right now and when scaled down surely create holes, missing pixel as they get ...
  Topic: Recon buggy 3d print
Lin Kuei Ominae

Replies: 2
Views: 547

Post Posted: Tue Apr 02, 2019 2:26 pm    Subject: Recon buggy 3d print
Forum:  Other Projects » Pre-Alpha Projects » Tiberian Sun: Lost Relic
The XYZ proportions seem a bit off. Like squeezed thinner and streched longer/higher.
The box top behind the cockpit is almost square looking in the 3D version, while quite a stretched rectangle in t ...
  Topic: VXLSEIV?
Lin Kuei Ominae

Replies: 10
Views: 500

Post Posted: Mon Apr 01, 2019 7:01 am    Subject: VXLSEIV?
Forum:  Featured Tools » Voxel Section Editor III
other things to plan for or keep in mind
-at some point OpenRA (other games) might support voxels with bigger dimensions than 255xyz

-a better/closer approximation of the ingame render of voxels f ...
  Topic: Tornado Attack
Lin Kuei Ominae

Replies: 31
Views: 3053

Post Posted: Sun Mar 31, 2019 8:39 am    Subject: Tornado Attack
Forum:  Modding Central » Media Hut » SHPs
This can be problematic too.
The anim would instantly stop/disappear, when the unit has to rotate while it plays.
Firinganims stop/reset as soon as the unit moves/rotates.OpportunityFire=yes can fix ...
  Topic: Tornado Attack
Lin Kuei Ominae

Replies: 31
Views: 3053

Post Posted: Sat Mar 30, 2019 1:36 am    Subject: Tornado Attack
Forum:  Modding Central » Media Hut » SHPs
This can be problematic too.
The anim would instantly stop/disappear, when the unit has to rotate while it plays.
Firinganims stop/reset as soon as the unit moves/rotates.
  Topic: Mammoth Tank in Final Sun
Lin Kuei Ominae

Replies: 5
Views: 218

Post Posted: Fri Mar 29, 2019 8:15 pm    Subject: Mammoth Tank in Final Sun
Forum:  Modding Central » Tiberian Sun Editing Forum
No clue what you did, but it seems you've made some mistakes.
It works fine in the TS Client (even though the barrels are slightly misaligned)
  Topic: Tiberian Sun - Ambient Sound
Lin Kuei Ominae

Replies: 5
Views: 279

Post Posted: Fri Mar 29, 2019 8:08 pm    Subject: Tiberian Sun - Ambient Sound
Forum:  Modding Central » Tiberian Sun Editing Forum
rules.ini
;add new anims to this lists end
Image=GALITE you want to have it use it's own art.ini section
InvisibleInGame=yes
Insignificant=yes
Selectable=no
Strength=6000
Armor=wood
TechLevel= ...
  Topic: Tornado Attack
Lin Kuei Ominae

Replies: 31
Views: 3053

Post Posted: Fri Mar 29, 2019 4:06 pm    Subject: Tornado Attack
Forum:  Modding Central » Media Hut » SHPs
A remark on this, other issues with usability aside:
This is never a property that depends on the content of just single SHP file, except when used in a particle system (look at "FIRESTREAM&quo ...
  Topic: Mammoth Tank in Final Sun
Lin Kuei Ominae

Replies: 5
Views: 218

Post Posted: Fri Mar 29, 2019 3:23 pm    Subject: Mammoth Tank in Final Sun
Forum:  Modding Central » Tiberian Sun Editing Forum
get the [url=https://ppmforums.com/viewtopic.php?t=40462]TS Client it comes with FinalSun
I just tested it in the TS Client FinalSun and the mammoth works fine.

My guess would be Image=4TNK
Final ...
  Topic: Can i switch an infantry to another infantry using deploy?
Lin Kuei Ominae

Replies: 3
Views: 111

Post Posted: Fri Mar 29, 2019 10:06 am    Subject: Can i switch an infantry to another infantry using deploy?
Forum:  Modding Central » Red Alert 2 Editing Forum
With Ares probably using a workaround (deploy->anim->kill infantry->spawn new infantry)
with original RA2/YR, no.
  Topic: Tiberian Sun - Ambient Sound
Lin Kuei Ominae

Replies: 5
Views: 279

Post Posted: Thu Mar 28, 2019 4:37 pm    Subject: Tiberian Sun - Ambient Sound
Forum:  Modding Central » Tiberian Sun Editing Forum
Ambient as in hearable all over the map, regardless where the players screen currently is focused, no. Only a few hardcoded sound effects play global, like the jellyfish PropulsionSoundEffect's

How ...
  Topic: Problem with tunnel entrance
Lin Kuei Ominae

Replies: 4
Views: 159

Post Posted: Thu Mar 28, 2019 3:23 pm    Subject: Problem with tunnel entrance
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Discussion
When in Marble Madness mode in FinalSun, the tunnel entrance/exit cells should be marked different (with a green cross IIRC).
  Topic: Problem with tunnel entrance
Lin Kuei Ominae

Replies: 4
Views: 159

Post Posted: Thu Mar 28, 2019 11:12 am    Subject: Problem with tunnel entrance
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Discussion
[url=https://ppmforums.com/viewtopic.php?t=37881]Tunnel Drawer should actually create correct tubes.
Are you sure you have replaced the ones that you drew in FinalSun with those from Tunnel Drawer? N ...
  Topic: [8] [TS] [FS] Mutant's Dream, Human's Nightmare
Lin Kuei Ominae

Replies: 13
Views: 477

Post Posted: Mon Mar 25, 2019 9:26 pm    Subject: [8] [TS] [FS] Mutant's Dream, Human's Nightmare
Forum:  Modding Central » Tiberian Sun Editing Forum » Map Archive
Then read again your post and try to make sense of it.
That's a unique idea, never seen a map in twisted insurrection or DTA with a map only harvesters replace the MCV.
1. you praise the map as uniq ...
  Topic: [8] [TS] [FS] Mutant's Dream, Human's Nightmare
Lin Kuei Ominae

Replies: 13
Views: 477

Post Posted: Mon Mar 25, 2019 1:38 pm    Subject: [8] [TS] [FS] Mutant's Dream, Human's Nightmare
Forum:  Modding Central » Tiberian Sun Editing Forum » Map Archive
I don't care.
thanks for wasting my time, explaining why your map sucks.
  Topic: [8] [TS] [FS] Mutant's Dream, Human's Nightmare
Lin Kuei Ominae

Replies: 13
Views: 477

Post Posted: Mon Mar 25, 2019 1:33 pm    Subject: [8] [TS] [FS] Mutant's Dream, Human's Nightmare
Forum:  Modding Central » Tiberian Sun Editing Forum » Map Archive
no. Actually, I didn't create this map. I converted a RA2 ore map into a TS map.
You picked the worst possible map then. The [url=https://ppmforums.com/index.php?f=140]RA2 map archive has many much b ...
  Topic: [8] [TS] [FS] Mutant's Dream, Human's Nightmare
Lin Kuei Ominae

Replies: 13
Views: 477

Post Posted: Mon Mar 25, 2019 1:23 pm    Subject: [8] [TS] [FS] Mutant's Dream, Human's Nightmare
Forum:  Modding Central » Tiberian Sun Editing Forum » Map Archive
with that i mean actual terrain/landscape
-cliffs
-rivers
-trees
-rocks
-overlays
-civil stuff
-mutant stuff (visceroids, jellyfish, tib fiends, maybe mutant infantry)
-rough, sand, grass, nor ...
  Topic: [8] [TS] [FS] Mutant's Dream, Human's Nightmare
Lin Kuei Ominae

Replies: 13
Views: 477

Post Posted: Mon Mar 25, 2019 10:19 am    Subject: [8] [TS] [FS] Mutant's Dream, Human's Nightmare
Forum:  Modding Central » Tiberian Sun Editing Forum » Map Archive
Ignore PussyPus. He's mostly posting only for the sake of posting something, ignoring the topic and usually not making any sense.

Concerning the "map", i can't say i like it. Way too simp ...
  Topic: [CnP]I fixed some old buildings
Lin Kuei Ominae

Replies: 8
Views: 849

Post Posted: Mon Mar 25, 2019 8:05 am    Subject: [CnP]I fixed some old buildings
Forum:  Modding Central » Media Hut » SHPs
That's some fine quality work there. Approved!

Nice recycle of the old TS EMPulseSparkles anim. I would suggest removing the single glowing pixel way outside the center though. It basically flies ...
  Topic: Which Maps Expand?
Lin Kuei Ominae

Replies: 3
Views: 1291

Post Posted: Sun Mar 24, 2019 8:52 am    Subject: Which Maps Expand?
Forum:  Featured Projects » Dawn of the Tiberium Age » Maps
it should immediately expand, when a player managed to move on all 4 cells (one after another is ok) with the crates.

I tested it and got it working several times, though i also noticed that it som ...
  Topic: Image Shaper
Lin Kuei Ominae

Replies: 97
Views: 16441

Post Posted: Sat Mar 23, 2019 12:56 am    Subject: Image Shaper
Forum:  Featured Tools » Community Tools
new version uploaded

Version 01.01.00.16
-(update) "Load from Clipboard" added to the Datagrid right-click menu. The clipboard image is saved in the Temp subfolder.
-(bugfix) Copy, Cut, ...
  Topic: ppm no spacesBUG
Lin Kuei Ominae

Replies: 7
Views: 304

Post Posted: Fri Mar 22, 2019 6:06 pm    Subject: ppm no spacesBUG
Forum:  PPM Zone » PPM Discussion Zone
woah, that's new. Doesn't happen on my end.
I would assume it's a windows or browser thing (bad/wrong language, font, etc), not a problem of PPM.
  Topic: Why aren't globotech playable?
Lin Kuei Ominae

Replies: 4
Views: 409

Post Posted: Wed Mar 20, 2019 7:52 am    Subject: Why aren't globotech playable?
Forum:  Featured Projects » Twisted Insurrection » Your Input
-no buildup anims for any of the existing GT buildings
-maybe only half of the necessary buildings for them for a complete faction exist
-not all necessary units for a complete faction exist
-no 3r ...
 
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