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  Topic: Yuri Dual RPG Auto Soldier
Lin Kuei Ominae

Replies: 7
Views: 288

Post Posted: Yesterday, at 7:48 pm    Subject: Yuri Dual RPG Auto Soldier
Forum:  Modding Central » Media Hut » SHPs
Does lighting need to match the shadowing?
not necessarily. In favor of much better perception of depth due to well lit/shadowed areas and thus also higher contrast, it's ok to have a different light ...
  Topic: Yuri Dual RPG Auto Soldier
Lin Kuei Ominae

Replies: 7
Views: 288

Post Posted: Yesterday, at 6:36 am    Subject: Yuri Dual RPG Auto Soldier
Forum:  Modding Central » Media Hut » SHPs
fix your lighting setup.
Light from southwest, shadows going northeast

Due to the missing lighting/shadowing, the shape is almost indistinguishable (just a grey mass).

Nice try on the death fra ...
  Topic: soviet mcv
Lin Kuei Ominae

Replies: 8
Views: 175

Post Posted: Mon Jul 16, 2018 5:18 pm    Subject: soviet mcv
Forum:  Miscellaneous Forums » Game Chat
Nice to see you, Gangster. Smile
  Topic: Crossroads
Lin Kuei Ominae

Replies: 2
Views: 103

Post Posted: Mon Jul 16, 2018 10:48 am    Subject: Crossroads
Forum:  Other Projects » Alpha Projects » Tiberian Sun: Asset Expansion
RA2/YR is still not free, thus freely distributing a mod on it is still some kind of legal grey zone.
While Ares adds many nice logics, you should ponder if it's worth the work to do the complete con ...
  Topic: internalerror
Lin Kuei Ominae

Replies: 1
Views: 73

Post Posted: Sun Jul 15, 2018 1:22 pm    Subject: internalerror
Forum:  Featured Projects » Dawn of the Tiberium Age » Support & Feedback
Can you write understandable sentences?

Upload the except.txt from the subfolder \Client\ErrorLogs
  Topic: T-Rex [RA2/YR]
Lin Kuei Ominae

Replies: 6
Views: 552

Post Posted: Sat Jul 14, 2018 2:03 pm    Subject: T-Rex [RA2/YR]
Forum:  Modding Central » Media Hut » SHPs
walk frames would be this for me
Walk=9,8,6
learn to read
-the art.ini comments that describe exactly how sequences work.
-the comments made by the author that provided already the sequence

how ...
  Topic: Guide on Sequencing
Lin Kuei Ominae

Replies: 9
Views: 271

Post Posted: Fri Jul 13, 2018 8:19 pm    Subject: Guide on Sequencing
Forum:  Modding Central » Red Alert 2 Editing Forum
Read the art.ini comments about how the sequence works.
Compare original working sequences with the matching SHP.
Understand what you see there.

There's is absolutely nothing to guide here. Just ...
  Topic: OS VSE - To Continue or Not, That is Thy Question
Lin Kuei Ominae

Replies: 30
Views: 767

Post Posted: Tue Jul 10, 2018 6:33 am    Subject: OS VSE - To Continue or Not, That is Thy Question
Forum:  Featured Tools » Community Tools
Some views in VSE were (are still?) wrong anyway, so i think it's fine as long as all the views are consistent in their naming/view direction.
e.g.
don't have some views where it is "from" ...
  Topic: T-Rex [RA2/YR]
Lin Kuei Ominae

Replies: 6
Views: 552

Post Posted: Sun Jul 08, 2018 7:36 pm    Subject: T-Rex [RA2/YR]
Forum:  Modding Central » Media Hut » SHPs
yes, Infantry switch the facings randomly but then also stay a while in that facing.
But for an idle anim it's more noticeable when the infantry is facing one direction, switches facing to play once ...
  Topic: T-Rex [RA2/YR]
Lin Kuei Ominae

Replies: 6
Views: 552

Post Posted: Sun Jul 08, 2018 10:41 am    Subject: T-Rex [RA2/YR]
Forum:  Modding Central » Media Hut » SHPs
The model is nice and the texture ok. the animations are also nice.

But the lighting is wrong.
Lightsource is in southwest, shadows going northeast (see the trees). Your light is like directly abo ...
  Topic: Request: Andivionic Battleship
Lin Kuei Ominae

Replies: 7
Views: 299

Post Posted: Fri Jul 06, 2018 10:17 pm    Subject: Request: Andivionic Battleship
Forum:  Modding Central » Media Hut
I need this voxel for my new mod.
then create it yourself
but I can't
then learn how to do it.


This is just a big box with smaller boxes on the side of it. It can't be easier than that for a f ...
  Topic: OS VSE - To Continue or Not, That is Thy Question
Lin Kuei Ominae

Replies: 30
Views: 767

Post Posted: Fri Jul 06, 2018 7:17 am    Subject: OS VSE - To Continue or Not, That is Thy Question
Forum:  Featured Tools » Community Tools
looks very promising.

But where is the S of the OS? Would be sad to see you vanish for a while again and this going to waste.
  Topic: Request: Andivionic Battleship
Lin Kuei Ominae

Replies: 7
Views: 299

Post Posted: Thu Jul 05, 2018 7:38 pm    Subject: Request: Andivionic Battleship
Forum:  Modding Central » Media Hut
I need this voxel for my new mod.
then create it yourself
  Topic: Changing Canvas Size for mouse.sha
Lin Kuei Ominae

Replies: 4
Views: 153

Post Posted: Mon Jul 02, 2018 10:23 am    Subject: Changing Canvas Size for mouse.sha
Forum:  Modding Central » Red Alert 2 Editing Forum
Should be easy to fix by moving the misplaced ones in the SHP to the right spot again.
  Topic: Mammoth Tank from CC1
Lin Kuei Ominae

Replies: 4
Views: 720

Post Posted: Sun Jul 01, 2018 12:43 pm    Subject: Mammoth Tank from CC1
Forum:  Modding Central » Media Hut » Voxels
the proportions are a tad off i think. a bit wide and flat in general and a tad narrow tracks.
  Topic: Odd Nod mission 6 (capture Umagon) bug
Lin Kuei Ominae

Replies: 10
Views: 316

Post Posted: Sun Jul 01, 2018 7:23 am    Subject: Odd Nod mission 6 (capture Umagon) bug
Forum:  Modding Central » Tiberian Sun Editing Forum
you have the original files
you have your modified files
compare them
find the difference
fix the bug (worst case by undoing all your changes one by one and test each time to find the problem)
...
  Topic: Building is Offset and bugged! can't fix
Lin Kuei Ominae

Replies: 6
Views: 231

Post Posted: Sat Jun 30, 2018 5:35 am    Subject: Building is Offset and bugged! can't fix
Forum:  Modding Central » Red Alert 2 Editing Forum
You can't use non-flat airfield/helipad design to dock as the aircraft will be created/land on the ground level and in this case, inside the building (instead of on top)  even when you correct the sh ...
  Topic: Delaying between infantry walking out of barrack
Lin Kuei Ominae

Replies: 9
Views: 276

Post Posted: Thu Jun 28, 2018 5:10 pm    Subject: Delaying between infantry walking out of barrack
Forum:  Modding Central » Red Alert 2 Editing Forum
I make WeaponsFactory=no and find unit still spawn inside building(just exit in random direction) and rally point no longer work.
Though read my previous post, the answer is written there.
If you de ...
  Topic: Building is Offset and bugged! can't fix
Lin Kuei Ominae

Replies: 6
Views: 231

Post Posted: Thu Jun 28, 2018 3:47 pm    Subject: Building is Offset and bugged! can't fix
Forum:  Modding Central » Red Alert 2 Editing Forum
open the SHPs in SHP Builder and center them correct (nudge it the necessary amount of pixel down in the canvas).
  Topic: Delaying between infantry walking out of barrack
Lin Kuei Ominae

Replies: 9
Views: 276

Post Posted: Thu Jun 28, 2018 3:43 pm    Subject: Delaying between infantry walking out of barrack
Forum:  Modding Central » Red Alert 2 Editing Forum
WeaponsFactory=yes
units exit to southeast from the center cell using dooranim on the factory

WeaponsFactory=no
units spawn on a free cell next to the factory

Barracks use WeaponsFactory=no by ...
  Topic: How can i fix this Problem?
Lin Kuei Ominae

Replies: 4
Views: 193

Post Posted: Thu Jun 28, 2018 1:14 pm    Subject: How can i fix this Problem?
Forum:  Modding Central » Red Alert 2 Editing Forum
update the infantry Sequence in art.ini to match the changed frames in the SHP.
  Topic: AI exploits and how to fix them
Lin Kuei Ominae

Replies: 6
Views: 4917

Post Posted: Tue Jun 26, 2018 8:32 pm    Subject: AI exploits and how to fix them
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
3. Make jumpjet infantry uncrushable.
Are you sure that solves it?
I doubt it works, since infantry are ground units and when they shoot something that has AG=yes, they still see the flying infantry ...
  Topic: Delaying between infantry walking out of barrack
Lin Kuei Ominae

Replies: 9
Views: 276

Post Posted: Tue Jun 26, 2018 12:19 pm    Subject: Delaying between infantry walking out of barrack
Forum:  Modding Central » Red Alert 2 Editing Forum
The delay is the time the produced infantry needs to walk from the point where it spawned defined by ExitCoord= to the hardcoded rally point.

example how it works in TS (no clue if the same in RA2/ ...
  Topic: no bug report
Lin Kuei Ominae

Replies: 1
Views: 82

Post Posted: Tue Jun 26, 2018 6:49 am    Subject: no bug report
Forum:  Modding Central » Tiberian Sun Editing Forum
\split from bug report topic

-modding mistake on your part (TI and DTA show it can be done). Also way too vague described to do anything against this. It's like writing "there is a bug in the ...
  Topic: Advice on texturing?
Lin Kuei Ominae

Replies: 2
Views: 179

Post Posted: Mon Jun 25, 2018 6:56 pm    Subject: Advice on texturing?
Forum:  Modding Central » Media Hut
Keep them this way and create all other assets in a similar painted style.
It would be much more unique and interesting style than trying to create the umpteenth version of the same asset in a pseudo ...
  Topic: Bibs on gates?
Lin Kuei Ominae

Replies: 17
Views: 384

Post Posted: Mon Jun 25, 2018 2:13 pm    Subject: Bibs on gates?
Forum:  Modding Central » Red Alert 2 Editing Forum
well, then you really can't do anything else than copy the bib directly into the gate anim.

For that Image Shaper might help.
Load the bib in the left column, then the gate anim in the middle colu ...
  Topic: Bibs on gates?
Lin Kuei Ominae

Replies: 17
Views: 384

Post Posted: Mon Jun 25, 2018 11:09 am    Subject: Bibs on gates?
Forum:  Modding Central » Red Alert 2 Editing Forum
oh. do you tried all 4 of them?
In TS some ActiveAnims had hardcoded stuff applied which the others didn't.

So sometimes it was better to just use ActiveAnimFour than the others.
  Topic: Bibs on gates?
Lin Kuei Ominae

Replies: 17
Views: 384

Post Posted: Mon Jun 25, 2018 6:33 am    Subject: Bibs on gates?
Forum:  Modding Central » Red Alert 2 Editing Forum
EDIT 2: Added:

yes, because the name is NAGATE_NSBB, not NAGATE-NSBB
but it wouldn't work anyway, because you have there a section defining an animation, for which GateStages doesn't work.

If a ...
  Topic: Image Shaper
Lin Kuei Ominae

Replies: 82
Views: 7639

Post Posted: Mon Jun 18, 2018 12:29 pm    Subject: Image Shaper
Forum:  Featured Tools » Community Tools
For that you could create the necessary number of empty images and simply drag/drop them into the tool.
  Topic: Question from a newbie (new questions pt. 2?)
Lin Kuei Ominae

Replies: 16
Views: 417

Post Posted: Mon Jun 18, 2018 9:38 am    Subject: Question from a newbie (new questions pt. 2?)
Forum:  Modding Central » Red Alert 2 Editing Forum
Why not read the comments in the ini? Sometimes they can help a lot
; *** Infantry Sequences ***
; Infantry animations are grouped within a single art file.
; Unlike units, infantry animation layou ...
  Topic: XCC Editor not working
Lin Kuei Ominae

Replies: 14
Views: 275

Post Posted: Sat Jun 16, 2018 6:06 pm    Subject: XCC Editor not working
Forum:  Modding Central » Red Alert 2 Editing Forum
Mod Launcher?
???
Usually people know where they have stuff on their HDD (*), use tools like Total Commander to go to that folder and then start the exe

(*)usually well organized on a separate pa ...
  Topic: XCC Editor not working
Lin Kuei Ominae

Replies: 14
Views: 275

Post Posted: Sat Jun 16, 2018 8:45 am    Subject: XCC Editor not working
Forum:  Modding Central » Red Alert 2 Editing Forum
Installing programs that need write permission and see constant file changes under C is prone to cause trouble.

And use XCC Mixer for everything Mix related.
  Topic: Delay deathwepon
Lin Kuei Ominae

Replies: 4
Views: 170

Post Posted: Thu Jun 14, 2018 3:16 pm    Subject: Delay deathwepon
Forum:  Modding Central » Red Alert 2 Editing Forum
In case plan A fails, switch to plan B
  Topic: Delay deathwepon
Lin Kuei Ominae

Replies: 4
Views: 170

Post Posted: Thu Jun 14, 2018 11:36 am    Subject: Delay deathwepon
Forum:  Modding Central » Red Alert 2 Editing Forum
With Ares?
[url=http://ares-developers.github.io/Ares-docs/new/warheads/preimpactanim.html]PreImpactAnim

Without Ares?
No damage in rules.ini. Dummy explosion anim as timer using Next= for a foll ...
  Topic: A few OpenRA development topics
Lin Kuei Ominae

Replies: 39
Views: 1603

Post Posted: Thu Jun 14, 2018 11:28 am    Subject: A few OpenRA development topics
Forum:  PPM Zone » PPM News Network
luckily for us, you are incompetent and would never achieve something as valuable, useful and generous as the OpenRA devs.

Unfortunately for us, there is nothing that you can contribute for anyone, ...
  Topic: anims
Lin Kuei Ominae

Replies: 8
Views: 1099

Post Posted: Wed Jun 13, 2018 1:07 pm    Subject: anims
Forum:  Modding Central » Media Hut » SHPs
it is included in the rar archive.
  Topic: Miggy's models
Lin Kuei Ominae

Replies: 46
Views: 5858

Post Posted: Mon Jun 11, 2018 7:05 pm    Subject: Miggy's models
Forum:  Featured Projects » D-Day
ah, forgot about that topic.
hmm, since your printers max size for printed objects is surely smaller than a factory printed object, you could still get the result quite big by splitting the mammoth u ...
  Topic: Miggy's models
Lin Kuei Ominae

Replies: 46
Views: 5858

Post Posted: Mon Jun 11, 2018 5:56 pm    Subject: Miggy's models
Forum:  Featured Projects » D-Day
Oh cool. I thought about getting one myself several times already, but always had this little voice in my head saying: is it worth it? do you really want to? look how expensive they are etc

I'm loo ...
  Topic: AI units are LITERALLY going off the map???
Lin Kuei Ominae

Replies: 3
Views: 149

Post Posted: Mon Jun 11, 2018 11:51 am    Subject: AI units are LITERALLY going off the map???
Forum:  Modding Central » Red Alert 2 Editing Forum
on all maps, place a Neutral owned, always powered Firestorm wall around the entire map Wink
or
set all Aircraft and flying units to Insignificant=yes
  Topic: A SHP vehicle with 8 facing how to make face all directions
Lin Kuei Ominae

Replies: 21
Views: 499

Post Posted: Mon Jun 11, 2018 9:14 am    Subject: A SHP vehicle with 8 facing how to make face all directions
Forum:  Modding Central » Red Alert 2 Editing Forum
[url=http://lmgtfy.com/?q=German+Flakvierling+38+3d+model+free+download]10 seconds google
http://www.cadnav.com/3d-models/model-10923.html
  Topic: A SHP vehicle with 8 facing how to make face all directions
Lin Kuei Ominae

Replies: 21
Views: 499

Post Posted: Mon Jun 11, 2018 7:55 am    Subject: A SHP vehicle with 8 facing how to make face all directions
Forum:  Modding Central » Red Alert 2 Editing Forum
I'm sorry if I mis-read, but you weren't clear enough on whether or not you have the original 3D model of that unit.
He posted the link to the download topic, which mentioned that it's a CIV3 convers ...
  Topic: A SHP vehicle with 8 facing how to make face all directions
Lin Kuei Ominae

Replies: 21
Views: 499

Post Posted: Mon Jun 11, 2018 6:16 am    Subject: A SHP vehicle with 8 facing how to make face all directions
Forum:  Modding Central » Red Alert 2 Editing Forum
Pussypus, you misread his request entirely.
nothing new

@Truegrit: get a 3d modeling program (3ds max, blender, maya etc) and recreate the model from scratch (this conversion from CIV3 never had m ...
  Topic: Pathfinding bug? - Occupied cells
Lin Kuei Ominae

Replies: 31
Views: 767

Post Posted: Fri Jun 08, 2018 6:45 am    Subject: Pathfinding bug? - Occupied cells
Forum:  Modding Central » Tiberian Sun Editing Forum
I wonder if such a blocked cell is blocked for all players in a multiplayer game.
If not, it might explain some of the sync losses, which usually happen when there are many units moving/killing.
  Topic: Pathfinding bug? - Occupied cells
Lin Kuei Ominae

Replies: 31
Views: 767

Post Posted: Thu Jun 07, 2018 8:24 pm    Subject: Pathfinding bug? - Occupied cells
Forum:  Modding Central » Tiberian Sun Editing Forum
But you could exploit it in front of your own base for an impassable wall or to block a bridge forever.
  Topic: Pathfinding bug? - Occupied cells
Lin Kuei Ominae

Replies: 31
Views: 767

Post Posted: Thu Jun 07, 2018 7:59 pm    Subject: Pathfinding bug? - Occupied cells
Forum:  Modding Central » Tiberian Sun Editing Forum
wow, that is unexpected. Surprised
In that case it's a wonder it isn't happening a lot more often.

Do you tried it with other locomotors? Is this only on the drive loco?
  Topic: Creator weapons factory
Lin Kuei Ominae

Replies: 111
Views: 8354

Post Posted: Thu Jun 07, 2018 2:59 pm    Subject: Creator weapons factory
Forum:  Modding Central » Media Hut
http://lko.ppmsite.com/Public/SHPs/exciter_ingame.png Wink
  Topic: Pathfinding bug? - Occupied cells
Lin Kuei Ominae

Replies: 31
Views: 767

Post Posted: Thu Jun 07, 2018 1:59 pm    Subject: Pathfinding bug? - Occupied cells
Forum:  Modding Central » Tiberian Sun Editing Forum
Ok, I managed to capture this bug
http://lko.ppmsite.com/Public/Emoticons/notworthy.gif
excellent work finding this one out in a reproducible way. Approved!
  Topic: Pathfinding bug? - Occupied cells
Lin Kuei Ominae

Replies: 31
Views: 767

Post Posted: Thu Jun 07, 2018 8:05 am    Subject: Pathfinding bug? - Occupied cells
Forum:  Modding Central » Tiberian Sun Editing Forum
It's definitely no invisible lamp, but a bug.
Inv. lamps can be destroyed with a disruptor and then the cell works perfectly fine again.

This bug is impossible to solve ingame in any way and also ...
  Topic: Pathfinding bug? - Occupied cells
Lin Kuei Ominae

Replies: 31
Views: 767

Post Posted: Wed Jun 06, 2018 8:52 pm    Subject: Pathfinding bug? - Occupied cells
Forum:  Modding Central » Tiberian Sun Editing Forum
I've also had this in DTA on a map before any refineries were build.
Since a simple destruction would surely lead to many more corrupt cells instead of these pretty rare cases,
i assume it happens w ...
  Topic: Pathfinding bug? - Occupied cells
Lin Kuei Ominae

Replies: 31
Views: 767

Post Posted: Wed Jun 06, 2018 5:09 pm    Subject: Pathfinding bug? - Occupied cells
Forum:  Modding Central » Tiberian Sun Editing Forum
i’ve noticed this bug several times as well. though i assume it’s because of destroyed units not being removed perfectly fine. maybe a combination of this and preoccupied pathfinding cells not rel ...
 
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