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  Topic: [Ares]Stupid Yellow Mech
Lin Kuei Ominae

Replies: 15
Views: 294

Post Posted: Today, at 9:35 am    Subject: [Ares]Stupid Yellow Mech
Forum:  Modding Central » Media Hut » SHPs
How 4-legs walk? I feel hard to animate them
Study animal movement like cat, [url=https://commons.wikimedia.org/wiki/File:Muybridge_horse_pacing_animated.gif]horse (2 legs on ground at all times) or ...
  Topic: [Ares]RA3 Reaper
Lin Kuei Ominae

Replies: 19
Views: 719

Post Posted: Yesterday, at 1:09 am    Subject: [Ares]RA3 Reaper
Forum:  Modding Central » Media Hut » SHPs
Use a Slice modifier (animate the gizmo to negate the unit movement and keep the slice plane on ground level) and cut away the part below ground.
or
Render it once without anti-aliasing with the gro ...
  Topic: OS: HVA Builder 2.18 and OS: Voxel Viewer 1.84!
Lin Kuei Ominae

Replies: 30
Views: 384

Post Posted: Fri Nov 17, 2017 6:47 pm    Subject: OS: HVA Builder 2.18 and OS: Voxel Viewer 1.84!
Forum:  PPM Zone » PPM News Network
That's pretty much my direction on 2.18 so far. It is 43/256 for forward, 43/512 for lateral and height. And that part seems to be fine. The problem is defining the origin in the object. Is it the cen ...
  Topic: [Ares]RA3 Reaper
Lin Kuei Ominae

Replies: 19
Views: 719

Post Posted: Fri Nov 17, 2017 1:13 pm    Subject: [Ares]RA3 Reaper
Forum:  Modding Central » Media Hut » SHPs
lighting generated by this script seems fine?
no clue about the script
[url=https://ppmforums.com/viewtopic.php?t=42450]here is a 3dsmax scene complete with lighting/camera setup for TS, but RA2 isn ...
  Topic: OS: HVA Builder 2.18 and OS: Voxel Viewer 1.84!
Lin Kuei Ominae

Replies: 30
Views: 384

Post Posted: Thu Nov 16, 2017 10:10 pm    Subject: OS: HVA Builder 2.18 and OS: Voxel Viewer 1.84!
Forum:  PPM Zone » PPM News Network
I want to understand exactly the reference position used as origin and the distance measure for the 3 axis (which doesn't seem to be the same, due to the
for some reason 30° camera angle is giving ...
  Topic: [Ares]RA3 Reaper
Lin Kuei Ominae

Replies: 19
Views: 719

Post Posted: Wed Nov 15, 2017 10:37 pm    Subject: [Ares]RA3 Reaper
Forum:  Modding Central » Media Hut » SHPs
check "Don't anti-aliase against background" in your 3ds max settings.
https://knowledge.autodesk.com/support/3ds-max/learn-explore/caas/CloudHelp/cloudhelp/2016/ENU/3DSMax/files/GUID-5F506 ...
  Topic: Is there a limit to how many trees RA2/YR can have?
Lin Kuei Ominae

Replies: 11
Views: 187

Post Posted: Wed Nov 15, 2017 6:20 pm    Subject: Is there a limit to how many trees RA2/YR can have?
Forum:  Modding Central » Red Alert 2 Editing Forum
since there is no limit reached and even missing art isn't causing a crash, i assume a bad ini coding is the reason for the crash.
Since it happens already during map loading i assume some bad/wrong ...
  Topic: [Ares]RA3 Reaper
Lin Kuei Ominae

Replies: 19
Views: 719

Post Posted: Wed Nov 15, 2017 7:35 am    Subject: [Ares]RA3 Reaper
Forum:  Modding Central » Media Hut » SHPs
Enable anti-aliasing (catmull rom). the render looks horribly pixelated.
The scene needs better/correct lighting, matching the RA2 lighting. Currently it looks like the light source is directly above ...
  Topic: Is there a limit to how many trees RA2/YR can have?
Lin Kuei Ominae

Replies: 11
Views: 187

Post Posted: Wed Nov 15, 2017 7:25 am    Subject: Is there a limit to how many trees RA2/YR can have?
Forum:  Modding Central » Red Alert 2 Editing Forum
Do you mean TerrainTypes in rules.ini or placed Trees in a map?

I would guess 255 for TerrainTypes and 65535 for Trees in a map
  Topic: OpenRA dta mod
Lin Kuei Ominae

Replies: 41
Views: 5246

Post Posted: Tue Nov 14, 2017 8:59 pm    Subject: OpenRA dta mod
Forum:  Featured Projects » Dawn of the Tiberium Age
While this topic got back up, any news from the experienced OpenRA people about the current status?
I've seen huge improvements from the few OpenRA news posts that i've checked.

I have the feeling ...
  Topic: [6] Forsaken Night
Lin Kuei Ominae

Replies: 6
Views: 122

Post Posted: Tue Nov 14, 2017 9:00 am    Subject: [6] Forsaken Night
Forum:  Featured Projects » Twisted Insurrection » Miscellaneous » Multiplayer Maps
Just noticed: Why do all voxels lack shadows?
  Topic: DeployFacing has no effect?
Lin Kuei Ominae

Replies: 3
Views: 92

Post Posted: Tue Nov 14, 2017 8:47 am    Subject: DeployFacing has no effect?
Forum:  Modding Central » Red Alert 2 Editing Forum
it's a wiki, everyone can edit it. feel free to fix it yourself.
  Topic: DTA 1.16 Release Date and PCGamer Feature
Lin Kuei Ominae

Replies: 2
Views: 81

Post Posted: Mon Nov 13, 2017 8:46 pm    Subject: DTA 1.16 Release Date and PCGamer Feature
Forum:  Featured Projects » Dawn of the Tiberium Age
oh, nice. I wasn't aware that game magazines nowadays even check out mods for such old games. Smile
  Topic: [6] Forsaken Night
Lin Kuei Ominae

Replies: 6
Views: 122

Post Posted: Mon Nov 13, 2017 7:53 pm    Subject: [6] Forsaken Night
Forum:  Featured Projects » Twisted Insurrection » Miscellaneous » Multiplayer Maps
That would be a pain to defend when you can't send your units from one half of the post to the other. Though that in fact could indeed make this interesting/unique.
  Topic: Red parts that aren't remap.
Lin Kuei Ominae

Replies: 8
Views: 218

Post Posted: Mon Nov 13, 2017 11:30 am    Subject: Red parts that aren't remap.
Forum:  Modding Central » Media Hut
ah, yes. they can work too.
Forgot about the color schemes since i never use them due to the many different palettes that are used these days.
I also wouldn't trust these hand made schemes to find t ...
  Topic: Need suggestion for this one
Lin Kuei Ominae

Replies: 5
Views: 262

Post Posted: Mon Nov 13, 2017 11:20 am    Subject: Need suggestion for this one
Forum:  Modding Central » Media Hut
Second version, the missile pods are too big right?
they would work, if they wouldn't be held by such flimsy mountings.
A motor to swivel those big missile packs would be mounted closer to the cente ...
  Topic: SCIPCIÓN's Graphics
Lin Kuei Ominae

Replies: 6
Views: 357

Post Posted: Mon Nov 13, 2017 8:54 am    Subject: SCIPCIÓN's Graphics
Forum:  Modding Central » Media Hut
This is the best TD powerplant i've ever seen. wow. the amount of detail is plain marvelous. Applauses!

Only the textures could get a little bit more color. It looks kinda greyscale right now.
...
  Topic: Red parts that aren't remap.
Lin Kuei Ominae

Replies: 8
Views: 218

Post Posted: Sun Nov 12, 2017 6:05 pm    Subject: Red parts that aren't remap.
Forum:  Modding Central » Media Hut
looks like you forgot some red colors, e.g. check the glowing colors #240-#255 or the reds #6-#8

Though you don't replace colors (if there are so many) by hand.
Create a custom palette, where you ...
  Topic: C&C Executable Modifier
Lin Kuei Ominae

Replies: 121
Views: 39389

Post Posted: Sat Nov 11, 2017 5:28 pm    Subject: C&C Executable Modifier
Forum:  Featured Tools » CnC Editing Tools
oh, this is very nice. thanks.
the max pips number is very useful.
  Topic: What's wrong with this?
Lin Kuei Ominae

Replies: 6
Views: 196

Post Posted: Thu Nov 09, 2017 6:38 pm    Subject: What's wrong with this?
Forum:  Modding Central » Media Hut
Please post the same image here with the new lighting. it would be interesting to see the difference.
  Topic: What's wrong with this?
Lin Kuei Ominae

Replies: 6
Views: 196

Post Posted: Thu Nov 09, 2017 2:06 pm    Subject: What's wrong with this?
Forum:  Modding Central » Media Hut
this is because it uses the correct lighting, unlike westwood infantry which had 4 light sources in the scene and made them lit from many different sides.

The sun is in the bottom left corner, thus ...
  Topic: Is there a tag to make walker's FLHs not tilt on incline
Lin Kuei Ominae

Replies: 5
Views: 140

Post Posted: Wed Nov 08, 2017 6:33 am    Subject: Is there a tag to make walker's FLHs not tilt on incline
Forum:  Modding Central » Red Alert 2 Editing Forum
Try a different Locomotor. At least in TS there were Locomotor that were impossible to tilt on slopes.
  Topic: Tunnel Tutorial
Lin Kuei Ominae

Replies: 10
Views: 347

Post Posted: Mon Nov 06, 2017 10:58 pm    Subject: Tunnel Tutorial
Forum:  Featured Projects » Twisted Insurrection » Your Input
Now that's what i call an excellent tutorial.
Approved!

@Banshee: can you upload the images to PPM?

btw, i've allowed myself to add some keywords.
  Topic: Single Player mission editing
Lin Kuei Ominae

Replies: 54
Views: 1242

Post Posted: Mon Nov 06, 2017 7:43 pm    Subject: Single Player mission editing
Forum:  Featured Projects » Dawn of the Tiberium Age
well, you can change the lighthouse in your map to use the spotlight.
Just add following code to your map
[LHUS]
HasSpotlight=true


if you also want to change the spotlight behaviour, y ...
  Topic: TS-FS story question
Lin Kuei Ominae

Replies: 49
Views: 5003

Post Posted: Mon Nov 06, 2017 8:51 am    Subject: TS-FS story question
Forum:  Miscellaneous Forums » Game Chat » Command & Conquer Chat
this is the scrin logo
https://vignette.wikia.nocookie.net/cnc/images/c/cd/CNCTW_Scrin_Logo.png

that icon there looks like a legion logo (bottom right)
http://media.indiedb.com/images/members/1/4 ...
  Topic: Single Player mission editing
Lin Kuei Ominae

Replies: 54
Views: 1242

Post Posted: Mon Nov 06, 2017 8:44 am    Subject: Single Player mission editing
Forum:  Featured Projects » Dawn of the Tiberium Age
no, spotlight has only the following keys
; Some spotlight controls
SpotlightSpeed=.015     ; speed in radians
SpotlightMovementRadius=2000 ; offset of center of arc sweep
SpotlightLocat ...
  Topic: Single Player mission editing
Lin Kuei Ominae

Replies: 54
Views: 1242

Post Posted: Sun Nov 05, 2017 8:12 pm    Subject: Single Player mission editing
Forum:  Featured Projects » Dawn of the Tiberium Age
possible yes, but needs new building graphics matching the TD/RA style.
  Topic: Patriot missiles -remake- [RA2/YR]
Lin Kuei Ominae

Replies: 45
Views: 3763

Post Posted: Sun Nov 05, 2017 6:55 pm    Subject: Patriot missiles -remake- [RA2/YR]
Forum:  Modding Central » Media Hut » SHPs
yes, to please the simple player who doesn't wants to take care of economy and just stupidly spam tanks.

Even though storage in refs is more than enough, so silos themselves are indeed not really n ...
  Topic: Big Nuke explosion
Lin Kuei Ominae

Replies: 6
Views: 420

Post Posted: Sun Nov 05, 2017 6:49 pm    Subject: Big Nuke explosion
Forum:  Modding Central » Media Hut » SHPs
very nice.

I'm not a fan of the inwards flying smoke though. Would be nicer if the smoke expands first for the first half and then moves back inwards in the second half. It should also move first p ...
  Topic: Single Player mission editing
Lin Kuei Ominae

Replies: 54
Views: 1242

Post Posted: Sun Nov 05, 2017 1:59 pm    Subject: Single Player mission editing
Forum:  Featured Projects » Dawn of the Tiberium Age
Not as mapper.
Trees would need to be added to the mod in general (by the Staff). But yes, it's possible.
However, the RA2 trees likely don't fit design wise, thus completely new trees would need to ...
  Topic: Tsunami Tank in Yuri style
Lin Kuei Ominae

Replies: 19
Views: 609

Post Posted: Sat Nov 04, 2017 4:35 pm    Subject: Tsunami Tank in Yuri style
Forum:  Modding Central » Media Hut » Voxels
huh? The stupid DPI setting is affecting the ingame screenshots? That's new.
Though I assume it has more something to do with the intermediate step when you convert the pcx screenshots into png. Ther ...
  Topic: Tsunami Tank in Yuri style
Lin Kuei Ominae

Replies: 19
Views: 609

Post Posted: Sat Nov 04, 2017 2:59 pm    Subject: Tsunami Tank in Yuri style
Forum:  Modding Central » Media Hut » Voxels
You should refrain from whatever you do to get such blurry screenshots.
They are the correct PNG format, but they look blurry as a 2 times resized and heavy compressed JPG.
Just use the ingame scree ...
  Topic: Cure for global warming?
Lin Kuei Ominae

Replies: 21
Views: 309

Post Posted: Fri Nov 03, 2017 12:52 pm    Subject: Cure for global warming?
Forum:  Miscellaneous Forums » Offtopic Discussion Area
Childish thought processes.

0/10
  Topic: Kang or his sister Kodos
Lin Kuei Ominae

Replies: 11
Views: 662

Post Posted: Fri Nov 03, 2017 7:45 am    Subject: Kang or his sister Kodos
Forum:  Modding Central » Media Hut » SHPs
Why what? Confused
  Topic: Aro's Music Project
Lin Kuei Ominae

Replies: 23
Views: 934

Post Posted: Thu Nov 02, 2017 10:16 pm    Subject: Aro's Music Project
Forum:  Miscellaneous Forums » Offtopic Discussion Area
Cool. I like what i hear there.

Is that your eye in the logo Aro?
  Topic: Exception Error when creating new map with new tileset
Lin Kuei Ominae

Replies: 4
Views: 80

Post Posted: Wed Nov 01, 2017 10:00 pm    Subject: Exception Error when creating new map with new tileset
Forum:  Modding Central » OpenRA Editing Forums
You should show/upload your new tileset (or other changes) you have done as well.
  Topic: Internal Application Error on FA2
Lin Kuei Ominae

Replies: 6
Views: 196

Post Posted: Wed Nov 01, 2017 11:54 am    Subject: Internal Application Error on FA2
Forum:  Modding Central » Red Alert 2 Editing Forum » Mapping Discussion
1. Take an original rules.ini. Works?
-No. Issue is something else
-Yes. Step 2

2. Replace first Section with your mod rules.ini. Works?
-No. Problem is in this Section. Step 3
-Yes. Step 2 and ...
  Topic: Trigger for Day/Night-Cycle [solved] // Gamespeed
Lin Kuei Ominae

Replies: 20
Views: 415

Post Posted: Wed Nov 01, 2017 8:57 am    Subject: Trigger for Day/Night-Cycle [solved] // Gamespeed
Forum:  Modding Central » Red Alert 2 Editing Forum
Run the "Day Night Loop" script in FinalAlert which automatically adds the complete trigger action stuff.
  Topic: Kang or his sister Kodos
Lin Kuei Ominae

Replies: 11
Views: 662

Post Posted: Mon Oct 30, 2017 11:01 pm    Subject:   Kang or his sister Kodos
Subject description: for the PPM house of horror
Forum:  Modding Central » Media Hut » SHPs
After a long time a public SHP from me.
It's a 32 facing SHP made for DTA/TS. (thus the unusual starting angle of the first frame)
Raw frames as PNG are included, since TS doesn't has the necessary ...
  Topic: DebrisAnims/DebrisAnim [done]
Lin Kuei Ominae

Replies: 2
Views: 83

Post Posted: Mon Oct 30, 2017 5:10 pm    Subject: DebrisAnims/DebrisAnim [done]
Forum:  Modding Central » Red Alert 2 Editing Forum
DebrisAnims is the correct key, DebrisAnim doesn't exist.
WW sloppy coding made them use the false key.

The reason why "enabling" them doesn't work is, because the many debris entries ar ...
  Topic: Single Player mission editing
Lin Kuei Ominae

Replies: 54
Views: 1242

Post Posted: Sun Oct 29, 2017 11:49 pm    Subject: Single Player mission editing
Forum:  Featured Projects » Dawn of the Tiberium Age
try to add the code to your map
[CrateRules]
SoloCrateMoney=2000     ; money to give for money crate in solo play missions
SilverCrate=HealBase    ; solo play silver crate bonus
UnitCrateType= ...
  Topic: Single Player mission editing
Lin Kuei Ominae

Replies: 54
Views: 1242

Post Posted: Sun Oct 29, 2017 3:59 pm    Subject: Single Player mission editing
Forum:  Featured Projects » Dawn of the Tiberium Age
if there is no other or only a way longer path to the other place on the right, you could try to set up a tunnel just right next to the (passable) map border.
When the unit enters the tunnel it would ...
  Topic: Ideas & suggestions
Lin Kuei Ominae

Replies: 143
Views: 7419

Post Posted: Sun Oct 29, 2017 3:23 pm    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Then if that's the case, it might be better/easier to fix this (by comparing with TS code) than trying to add a complete new aircraft guard logic.
  Topic: Single Player mission editing
Lin Kuei Ominae

Replies: 54
Views: 1242

Post Posted: Sun Oct 29, 2017 1:58 pm    Subject: Single Player mission editing
Forum:  Featured Projects » Dawn of the Tiberium Age
Using a certain house is afaik the only way, since you can't check for a specific unit type.

No, once a waypoint is outside the map, the unit will vanish there when it stops at the waypoint. It's l ...
  Topic: Ideas & suggestions
Lin Kuei Ominae

Replies: 143
Views: 7419

Post Posted: Sun Oct 29, 2017 1:50 pm    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
That is even working in TS. It would be very strange if RA2 works different here.

It's also a pretty standard tactic to get aircraft out of superweapons harm in your own base, by simply keeping the ...
  Topic: Ideas & suggestions
Lin Kuei Ominae

Replies: 143
Views: 7419

Post Posted: Sun Oct 29, 2017 10:30 am    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Any chance of guard action for aircraft? Or even area guard a specific location so they circle it waiting for a target?
Use waypoints to create a looping path and send your aircraft on it with a guar ...
  Topic: T-90 Custom "Decimator" tank
Lin Kuei Ominae

Replies: 11
Views: 1016

Post Posted: Sat Oct 28, 2017 4:34 pm    Subject: T-90 Custom "Decimator" tank
Forum:  Modding Central » Media Hut » Voxels
looks way too pixelated ingame. especially the 1 voxel super high contrast dark/bright alternating tracks and all the tiny 1 voxel big details.

Shape and main texture is nice though.
  Topic: Soviet Heavy Miner
Lin Kuei Ominae

Replies: 12
Views: 733

Post Posted: Thu Oct 26, 2017 11:15 am    Subject: Soviet Heavy Miner
Forum:  Modding Central » Media Hut » Voxels » Spotlighted Voxels
see attachment
  Topic: SpecOps Map
Lin Kuei Ominae

Replies: 4
Views: 267

Post Posted: Wed Oct 25, 2017 6:33 am    Subject: SpecOps Map
Forum:  Featured Projects » Dawn of the Tiberium Age » Maps
Note: You should put any rules.ini changes in the map itself.
  Topic: OpenRA release 20171014 is here!
Lin Kuei Ominae

Replies: 13
Views: 580

Post Posted: Wed Oct 25, 2017 6:29 am    Subject: OpenRA release 20171014 is here!
Forum:  PPM Zone » PPM News Network
There was already an attempt at renaming.
https://ppmforums.com/viewtopic.php?t=43050
 
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