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  Topic: [WIP]4-leg Mech projecting an electric soul
Lin Kuei Ominae

Replies: 14
Views: 447

Post Posted: Yesterday, at 1:43 pm    Subject: [WIP]4-leg Mech projecting an electric soul
Forum:  Modding Central » Media Hut
Can a 4 leg walk loop be done in 6 frames (currently is 20)? Or I just reduce its Speed.
sure, your 4 legged walk is like two 2-legged walkcycles behind each other.
and a 2 legged cycle can be done ...
  Topic: [WIP]4-leg Mech projecting an electric soul
Lin Kuei Ominae

Replies: 14
Views: 447

Post Posted: Mon Jun 24, 2019 1:36 pm    Subject: [WIP]4-leg Mech projecting an electric soul
Forum:  Modding Central » Media Hut
the shadow could be better. A light source directly above doesn't give it a good perception of depth and detail. So imo better go with a building shadow than the stupid RA2 infantry shadow.

Too man ...
  Topic: New Construction Options: C&C Remaster Art Preview!
Lin Kuei Ominae

Replies: 75
Views: 3618

Post Posted: Mon Jun 24, 2019 7:10 am    Subject: New Construction Options: C&C Remaster Art Preview!
Forum:  PPM Zone » PPM News Network
read the whole topic and notice that the last image is made by Allen using an image edit from the previous page.
  Topic: Experimenting with scripted map units...
Lin Kuei Ominae

Replies: 19
Views: 405

Post Posted: Mon Jun 24, 2019 6:40 am    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...
Lin Kuei Ominae

Replies: 19
Views: 405

Post Posted: Sun Jun 23, 2019 3:49 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.

Pathfinding fo ...
  Topic: Mooman Tech Building Pack
Lin Kuei Ominae

Replies: 15
Views: 2174

Post Posted: Fri Jun 21, 2019 7:53 am    Subject: Mooman Tech Building Pack
Forum:  Modding Central » Media Hut » SHPs
It needs a Buildup animation set in art.ini to be sellable.
  Topic: [WIP]4-leg Mech projecting an electric soul
Lin Kuei Ominae

Replies: 14
Views: 447

Post Posted: Wed Jun 19, 2019 11:23 am    Subject: [WIP]4-leg Mech projecting an electric soul
Forum:  Modding Central » Media Hut
Might be easier done with a tesla weapon. So just the arm animation without the bolt.
  Topic: [WIP]4-leg Mech projecting an electric soul
Lin Kuei Ominae

Replies: 14
Views: 447

Post Posted: Tue Jun 18, 2019 11:27 am    Subject: [WIP]4-leg Mech projecting an electric soul
Forum:  Modding Central » Media Hut
3 of them on a single cell could be a bit crowded. Might be better as a vehicle instead of an infantry.

In the walkanim: the left rear leg has a slight delay at the rear most position, which gives ...
  Topic: Alien: Awakening finally confirmed!!!
Lin Kuei Ominae

Replies: 5
Views: 299

Post Posted: Mon Jun 17, 2019 7:40 pm    Subject: Alien: Awakening finally confirmed!!!
Forum:  Miscellaneous Forums » Offtopic Discussion Area
bah, i couldn't care less for any of these remakes. Some classics shouldn't be touched.
No one would create a CGI Mona Lisa just because Leo's drawing style was too primitive and lacked details.

T ...
  Topic: Problems with BalloonHover workaround
Lin Kuei Ominae

Replies: 6
Views: 177

Post Posted: Fri Jun 14, 2019 8:28 pm    Subject: Problems with BalloonHover workaround
Forum:  Modding Central » Tiberian Sun Editing Forum
Not sure what I did exactly back then. Maybe I used a combination with SlowdownDistance or forgot that this key was still present.

\Edit
yes, just tested, give it also SlowdownDistance=0 and it ca ...
  Topic: AH-64C Apache
Lin Kuei Ominae

Replies: 3
Views: 761

Post Posted: Wed Jun 12, 2019 11:54 am    Subject: AH-64C Apache
Forum:  Modding Central » Media Hut » Voxels
when shrinked to a more suitable size, i would also suggest removing the single black voxel details which look like the infamous black hole syndrome.
  Topic: Image Shaper
Lin Kuei Ominae

Replies: 101
Views: 18720

Post Posted: Wed Jun 12, 2019 7:08 am    Subject: Image Shaper
Forum:  Featured Tools » Community Tools
why is it a problem in the first place?
Do you have all programs installed in the same folder and sorted by filetype seeing dozens of different exes at the same place?

I have games folder and modd ...
  Topic: Custom units
Lin Kuei Ominae

Replies: 12
Views: 796

Post Posted: Tue Jun 11, 2019 6:37 am    Subject: Custom units
Forum:  Featured Projects » Dawn of the Tiberium Age
If there is some setting in Image Shaper that can center the sprite without causing it to wobble around; then I'm all ears. It does have a "prevent TS wobbling," option, but that hasn't real ...
  Topic: Cyberpunk 2077
Lin Kuei Ominae

Replies: 5
Views: 550

Post Posted: Mon Jun 10, 2019 10:31 am    Subject: Cyberpunk 2077
Forum:  Miscellaneous Forums » Game Chat
So it's Johnny Mnemonic as a computer game.
  Topic: Civilian Voxel: Research vessel
Lin Kuei Ominae

Replies: 3
Views: 315

Post Posted: Sun Jun 09, 2019 10:58 am    Subject: Civilian Voxel: Research vessel
Forum:  Modding Central » Media Hut » Voxels
a tiny bit on the bright side, but shape and details are nice.

http://www.thespacereview.com/archive/831a.jpg
The Vandenberg, aka "Academician Vladislav Volkov" from the movie Virus woul ...
  Topic: EXCEPTION: Access Violation
Lin Kuei Ominae

Replies: 5
Views: 250

Post Posted: Fri Jun 07, 2019 1:00 pm    Subject: EXCEPTION: Access Violation
Forum:  Featured Projects » Dawn of the Tiberium Age
i assume the problem is the different order and missing entries of the Houses list
rules.ini
0=GDI
1=Nod
2=Allies
3=Soviet
4=Neutral
5=Special
6=GDI1
7=Nod1
8=GDI2
9=Nod2
10=Allies1
11=Al ...
  Topic: New C&C Remasters sidebar has been announced!
Lin Kuei Ominae

Replies: 16
Views: 786

Post Posted: Fri Jun 07, 2019 10:57 am    Subject: New C&C Remasters sidebar has been announced!
Forum:  PPM Zone » PPM News Network
This sidebar is a huge waste of space, 1/5 of the screen only UI.
And it looks extremely cheap.
Well it looks true to the original, no problem there. And the original had even 1/3rd of the screen a ...
  Topic: OpenRA Dev Blog
Lin Kuei Ominae

Replies: 71
Views: 20273

Post Posted: Fri Jun 07, 2019 9:33 am    Subject: OpenRA Dev Blog
Forum:  Modding Central » OpenRA Editing Forums
this is really cool. For a TS mod the 2 gates would only need a single icon in the sidemenu.

Mods may wish to use the feature for non-directional things, for example a component tower where you can ...
  Topic: SC2 SHPs for download
Lin Kuei Ominae

Replies: 68
Views: 16748

Post Posted: Wed Jun 05, 2019 5:34 pm    Subject: SC2 SHPs for download
Forum:  Modding Central » Media Hut » SHPs
ah, you're right.
Haven't seen [url=https://ppmforums.com/viewtopic.php?t=37489#509038]this post with the downloads
  Topic: SC2 SHPs for download
Lin Kuei Ominae

Replies: 68
Views: 16748

Post Posted: Wed Jun 05, 2019 6:39 am    Subject: SC2 SHPs for download
Forum:  Modding Central » Media Hut » SHPs
\moved to Media Hut until download is added again.
  Topic: James Bond Infantry
Lin Kuei Ominae

Replies: 6
Views: 726

Post Posted: Tue Jun 04, 2019 6:25 am    Subject: James Bond Infantry
Forum:  Modding Central » Media Hut » SHPs
yes there is. Test it ingame and you'll see the shadow.
Shadows are in separate frames and simple previews don't combine normal and shadow like the game does.
  Topic: Splinter Cell Operative
Lin Kuei Ominae

Replies: 15
Views: 6182

Post Posted: Tue Jun 04, 2019 6:18 am    Subject: Splinter Cell Operative
Forum:  Modding Central » Media Hut » SHPs
first post fixed
  Topic: confusing paradrops
Lin Kuei Ominae

Replies: 4
Views: 125

Post Posted: Mon Jun 03, 2019 8:42 am    Subject: confusing paradrops
Forum:  Modding Central » Red Alert 2 Editing Forum
I doubt you have a vehicle whose ID is [VehicleParaDrop]
usually people drop APOC (for apocalypse tank) or MTNK (for Allies Grizzly tank)

http://ares-developers.github.io/Ares-docs/new/superweapon ...
  Topic: Need a tutorial plzz
Lin Kuei Ominae

Replies: 1
Views: 111

Post Posted: Fri May 31, 2019 9:33 pm    Subject: Need a tutorial plzz
Forum:  Modding Central » Tiberian Sun Editing Forum
Modding Central » Tiberian Sun Editing Forum » The scene also includes my latest camera and lighting setup.
It has a TD camera and a TS camera. The lights are mainly done for the typical TS lightin ...
  Topic: (Bug) Foundation = Custom
Lin Kuei Ominae

Replies: 5
Views: 292

Post Posted: Thu May 30, 2019 4:08 pm    Subject: (Bug) Foundation = Custom
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
You still have Bib=yes set which tells the game to make all southwest *east most cells passable.
Thus no bug, but inexperienced coding.

Though such a tight foundation is bad anyway, since units/ha ...
  Topic: Fire Ant
Lin Kuei Ominae

Replies: 1
Views: 116

Post Posted: Wed May 29, 2019 3:17 pm    Subject: Fire Ant
Forum:  Other Projects » Pre-Alpha Projects » Colony Wars » Colony » Units
the model itself seems nice, but the poor (nonexistant) lighting ruins it.
When a model facing left and then mirrored looks exactly the same as the model facing right, the lighting setup needs work. ...
  Topic: Getting Terrain Expansion to work
Lin Kuei Ominae

Replies: 5
Views: 322

Post Posted: Tue May 28, 2019 9:55 am    Subject: Getting Terrain Expansion to work
Forum:  Modding Central » Red Alert 2 Editing Forum » Mapping Discussion
since you see the tilesets, you can assume the new inis are read.
since you can't see the graphics, you can assume the mix files or the tmp files aren't read. So i suggest you check those and make su ...
  Topic: Order the Media Hut
Lin Kuei Ominae

Replies: 16
Views: 528

Post Posted: Sat May 25, 2019 4:09 pm    Subject: Order the Media Hut
Forum:  PPM Zone » PPM Discussion Zone
because SHPs would work for both games. VXL are also sometimes used in the other game.

Why don't you continue Anderwin's topics that i linked above?
Add to each a post which has stuff ordered as y ...
  Topic: Order the Media Hut
Lin Kuei Ominae

Replies: 16
Views: 528

Post Posted: Fri May 24, 2019 10:42 am    Subject: Order the Media Hut
Forum:  PPM Zone » PPM Discussion Zone
A similar amount of work would be necessary to create and move everything in subfolders as with adding keywords to each uploaded asset.
Except keywords also improve the search function, which is a bi ...
  Topic: Help with managing Mix files
Lin Kuei Ominae

Replies: 4
Views: 281

Post Posted: Fri May 24, 2019 10:36 am    Subject: Help with managing Mix files
Forum:  Modding Central » Tiberian Sun Editing Forum
using XCC Mixer
I always simply delete the entire content from a mix. Then it's as fresh as a new mix.
Then same as E1, I add all the files again from a folder with the same name as the mix.
Had th ...
  Topic: Order the Media Hut
Lin Kuei Ominae

Replies: 16
Views: 528

Post Posted: Thu May 23, 2019 11:14 am    Subject: Order the Media Hut
Forum:  PPM Zone » PPM Discussion Zone
I'm pretty sure subfolders won't be added. For that exist the hashtags.
Unfortunately they need editing of every topic to add the correct ones, which so far no one had found time to do.
So feel free ...
  Topic: Order the Media Hut
Lin Kuei Ominae

Replies: 16
Views: 528

Post Posted: Thu May 23, 2019 7:41 am    Subject: Order the Media Hut
Forum:  PPM Zone » PPM Discussion Zone
feel free to update the lists, Anderwin started.
SHPs https://ppmforums.com/viewtopic.php?t=39290
VXLs https://ppmforums.com/viewtopic.php?t=39291
  Topic: A Question about the FLH
Lin Kuei Ominae

Replies: 2
Views: 225

Post Posted: Mon May 20, 2019 12:03 pm    Subject: A Question about the FLH
Forum:  Modding Central » Tiberian Sun Editing Forum
Check out the tutorials forum:[url=https://ppmforums.com/viewtopic.php?p=470245]Primary/SecondaryFireFLH, TurretOffset & PBarrelLength

modenc also helps finding infos about certain keys
https: ...
  Topic: Tiberian Sun: WarZone
Lin Kuei Ominae

Replies: 50
Views: 1453

Post Posted: Sat May 18, 2019 12:52 am    Subject: Tiberian Sun: WarZone
Forum:  Modding Central » Tiberian Sun Editing Forum
the gif is cut only a few times, maybe in real time taking 3 or 4 times as long. The edited tree flames actually did quite some damage.
If you would've send a group of infantry through a few of those ...
  Topic: Custom units
Lin Kuei Ominae

Replies: 12
Views: 796

Post Posted: Fri May 17, 2019 6:46 am    Subject: Custom units
Forum:  Featured Projects » Dawn of the Tiberium Age
look at the DTA bike again. The first frame isn't exactly north (A quirk of the TS engine 32 facing hack).
Your shadows wobble and don't fit to the unit.

If you want the unit remappable, you have ...
  Topic: Tiberian Sun: WarZone
Lin Kuei Ominae

Replies: 50
Views: 1453

Post Posted: Wed May 15, 2019 4:24 pm    Subject: Tiberian Sun: WarZone
Forum:  Modding Central » Tiberian Sun Editing Forum
I think... considering how poorly the forest fire 'effect' works in TS? This is a major improvement.
I think this is mostly due to the very poor original maps, which scarcely use trees in the first p ...
  Topic: Tiberian Sun: WarZone
Lin Kuei Ominae

Replies: 50
Views: 1453

Post Posted: Tue May 14, 2019 1:26 pm    Subject: Tiberian Sun: WarZone
Forum:  Modding Central » Tiberian Sun Editing Forum
yeah, Rate=0 can help.

However when I started creating and experimenting with all the TI anim shenanigans, i often found anims not working at all without an image. IIRC there was also a problem wit ...
  Topic: Tiberian Sun: WarZone
Lin Kuei Ominae

Replies: 50
Views: 1453

Post Posted: Tue May 14, 2019 10:56 am    Subject: Tiberian Sun: WarZone
Forum:  Modding Central » Tiberian Sun Editing Forum
Such a dummy anim isn't even necessary, you can just use Image=none and the animation will work just fine.
no,  you need it for anything which should play for more than 1 frame
e.g. timer, dumm ...
  Topic: Tiberian Sun: WarZone
Lin Kuei Ominae

Replies: 50
Views: 1453

Post Posted: Mon May 13, 2019 8:03 pm    Subject: Tiberian Sun: WarZone
Forum:  Modding Central » Tiberian Sun Editing Forum
No clue. It was just a graphics test and never made it into TI as a final weapon.

Dealing with cliffs, the projectile would be most likely stopped while the railgun passes through.
  Topic: Unit design
Lin Kuei Ominae

Replies: 7
Views: 488

Post Posted: Mon May 13, 2019 9:07 am    Subject: Unit design
Forum:  Miscellaneous Forums » Game Chat
that person has a fine taste for RTS: C&C, Dune, Z, Dark Reign.
  Topic: Tiberian Sun: WarZone
Lin Kuei Ominae

Replies: 50
Views: 1453

Post Posted: Sun May 12, 2019 3:00 pm    Subject: Tiberian Sun: WarZone
Forum:  Modding Central » Tiberian Sun Editing Forum
Once in a PS (particlesystem) you can't get out of it again. You can't spawn any rules.ini object or art.ini object (anim, debris) from them.
PS also use the SHP directly. A graphic assigned to them ...
  Topic: Tiberian Sun: WarZone
Lin Kuei Ominae

Replies: 50
Views: 1453

Post Posted: Sun May 12, 2019 11:40 am    Subject: Tiberian Sun: WarZone
Forum:  Modding Central » Tiberian Sun Editing Forum
I fear you have to remove all the spark anims.
Many players experience extreme lag when lots of particles are shown.
One of the exe disassembling pros once wrote, that each particle is like a full b ...
  Topic: Two Explosion animation with air waves
Lin Kuei Ominae

Replies: 8
Views: 638

Post Posted: Sat May 11, 2019 5:48 pm    Subject: Two Explosion animation with air waves
Forum:  Modding Central » Media Hut » SHPs
BlueHighExp
frames 118 to 149 can be removed, they are empty
YellowHighExp
frames 86 to 118 can be removed

half the number of frames would work too and stress less the render engine. Explosions ...
  Topic: Tiberian Sun: WarZone
Lin Kuei Ominae

Replies: 50
Views: 1453

Post Posted: Sat May 11, 2019 5:35 pm    Subject: Tiberian Sun: WarZone
Forum:  Modding Central » Tiberian Sun Editing Forum
you can use a dummy to spawn instantly multiple debris.
[T_EXP]
Start=0
End=1
TrailerAnim=DUMMY
TrailerSeperation=1

[DUMMY]
Image=CLRANIM ;SHP with 10 empty frames and 1x1pixel canvas size
E ...
  Topic: Tiberian Sun: WarZone
Lin Kuei Ominae

Replies: 50
Views: 1453

Post Posted: Sat May 11, 2019 3:03 pm    Subject: Tiberian Sun: WarZone
Forum:  Modding Central » Tiberian Sun Editing Forum
i don't like the delay between destroyed tree and beginning of debris spawn and how the debris are spawned over several frames, instead of all of them at the same time.
Show the important code bit of ...
  Topic: Cliff Passable by Hover Unit
Lin Kuei Ominae

Replies: 15
Views: 429

Post Posted: Sat May 11, 2019 1:37 pm    Subject: Cliff Passable by Hover Unit
Forum:  Modding Central » Red Alert 2 Editing Forum
Jumpjet unit with a low flight level?
can it be made to be still considered a ground target, avoiding AA shooting it?
  Topic: Cliff Passable by Hover Unit
Lin Kuei Ominae

Replies: 15
Views: 429

Post Posted: Sat May 11, 2019 9:02 am    Subject: Cliff Passable by Hover Unit
Forum:  Modding Central » Red Alert 2 Editing Forum
that would only make the unit able to move on cells with Land=cliff, but it would not allow it to move across the height difference. Only fly locomotor can do this IIRC.
  Topic: Two Explosion animation with air waves
Lin Kuei Ominae

Replies: 8
Views: 638

Post Posted: Sat May 11, 2019 6:56 am    Subject: Two Explosion animation with air waves
Forum:  Modding Central » Media Hut » SHPs
all 3 uploads are corrupt
the zip is 0 bytes
  Topic: getting sonic projectile to work from an aircraft-vehicle
Lin Kuei Ominae

Replies: 7
Views: 334

Post Posted: Fri May 10, 2019 7:09 am    Subject: getting sonic projectile to work from an aircraft-vehicle
Forum:  Modding Central » Red Alert 2 Editing Forum
I'd prefer http://lko.ppmsite.com/Public/SHPs/Animations/protoningame.png
  Topic: Tiberian Sun: WarZone
Lin Kuei Ominae

Replies: 50
Views: 1453

Post Posted: Thu May 09, 2019 9:37 pm    Subject: Tiberian Sun: WarZone
Forum:  Modding Central » Tiberian Sun Editing Forum
maybe it would be better to use Overlays instead.
-they can be made passable Land=clear
-they can be made crushable (might look cool if a tank can run them over)
-using CellAnim they can get an ani ...
 
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