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  Topic: Can Ore Have Arctic Frames
Lin Kuei Ominae

Replies: 4
Views: 95

Post Posted: Mon Mar 27, 2017 6:15 am    Subject: Can Ore Have Arctic Frames
Forum:  Modding Central » Red Alert 2 Editing Forum
yes, replace the theater specific SHPs with the file-ending .sno
no, TerrainTypes are restricted to 1x1.
  Topic: West Germany
Lin Kuei Ominae

Replies: 4
Views: 261

Post Posted: Tue Mar 21, 2017 10:29 pm    Subject: West Germany
Forum:  Featured Projects » D-Day » D-Day News
Do you tried the key DisableShadowCache=yes? This way making the shadow rendered for separately for each frame of the hva anim. This might also help with pitchangle which is quite similar to a hva ani ...
  Topic: —police car— [RA2]
Lin Kuei Ominae

Replies: 6
Views: 324

Post Posted: Tue Mar 21, 2017 12:44 pm    Subject: —police car— [RA2]
Forum:  Modding Central » Media Hut » Voxels
should fix the mirrored text.
  Topic: TS triggers for randomizer?
Lin Kuei Ominae

Replies: 22
Views: 322

Post Posted: Tue Mar 21, 2017 10:24 am    Subject: TS triggers for randomizer?
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Discussion
Those colors are ignored as the color for Neutral and Special is hardcoded to be LightGrey.
Changing colors for houses works in singleplayer maps only.

So your only chance would be to change Light ...
  Topic: TS triggers for randomizer?
Lin Kuei Ominae

Replies: 22
Views: 322

Post Posted: Mon Mar 20, 2017 10:35 pm    Subject: TS triggers for randomizer?
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Discussion
You can add perfectly fine completely new units to any map (as long as they share an existing graphic, since you can't do art.ini code in a map. But anything possible in rules.ini is also possible to ...
  Topic: TS triggers for randomizer?
Lin Kuei Ominae

Replies: 22
Views: 322

Post Posted: Mon Mar 20, 2017 9:48 pm    Subject: TS triggers for randomizer?
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Discussion
Why not simply create a new dummy unit in the map?
[VehicleTypes]
Dummy01=RNDMTRIG

[RNDMTRIG]
Name=random trigger dummy unit
Image=VISLRG
Immune=yes ;make it invincible
LegalTarget=no ;preven ...
  Topic: West Germany
Lin Kuei Ominae

Replies: 4
Views: 261

Post Posted: Mon Mar 20, 2017 8:59 pm    Subject: West Germany
Forum:  Featured Projects » D-Day » D-Day News
you are one crazy modder to implement all these factions and units. wow Surprised
Also once again some nice historic info to read. Smile

May i point out that in the sidemenu it reads "third riech" ...
  Topic: Explosions for everyone
Lin Kuei Ominae

Replies: 109
Views: 14869

Post Posted: Sun Mar 19, 2017 9:29 am    Subject: Explosions for everyone
Forum:  Modding Central » Media Hut
looks very cool. The colors and animation is great.
However the inner detail size is too big. It makes it look like a small flame very close to the camera and not a big flame very far away from the c ...
  Topic: Battle bunker
Lin Kuei Ominae

Replies: 3
Views: 110

Post Posted: Sat Mar 18, 2017 10:29 am    Subject: Battle bunker
Forum:  Modding Central » Media Hut
nice
But does it has a door? With the bigger more detailed 3d size also comes the need for a little more realism and currently i don't see how infantry would get inside it.

But textures and detail ...
  Topic: TS triggers for randomizer?
Lin Kuei Ominae

Replies: 22
Views: 322

Post Posted: Fri Mar 17, 2017 9:48 pm    Subject: TS triggers for randomizer?
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Discussion
indeed, and this also reduces the amount of trigger work.

Though i would have expected the random movement to be disabled outside the map, since any unit moving outside the map and coming to a stop ...
  Topic: TS triggers for randomizer?
Lin Kuei Ominae

Replies: 22
Views: 322

Post Posted: Fri Mar 17, 2017 5:21 pm    Subject: TS triggers for randomizer?
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Discussion
So timers will reset when disabled/enabled? Good to know.
correct.


You should test this, though I'm pretty sure Visceroids don't move outside the playable map.
  Topic: TS triggers for randomizer?
Lin Kuei Ominae

Replies: 22
Views: 322

Post Posted: Fri Mar 17, 2017 3:50 pm    Subject: TS triggers for randomizer?
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Discussion
expand this a bit further
Trigger 1-4 start
One of them fires and disables them all
-do your trigger work here
-when finish enable all 4 trigger again, so they start at the same time
set all 4 tr ...
  Topic: Battle Fortress Balancing
Lin Kuei Ominae

Replies: 3
Views: 99

Post Posted: Thu Mar 16, 2017 10:43 pm    Subject: Battle Fortress Balancing
Forum:  Other Projects » Pre-Alpha Projects » YR: Zero Hour
a bit more uniqueness (bigger differences) might be nice.
e.g.
a hover fortress (could use a higher flightlevel to look like balloonhover. An attached rope ladder under it to show how troops can ent ...
  Topic: Tigers of the World
Lin Kuei Ominae

Replies: 1
Views: 141

Post Posted: Mon Mar 13, 2017 1:48 pm    Subject: Tigers of the World
Forum:  Featured Projects » D-Day » D-Day News
You and your little history lessons. Smile
Interesting read and nice voxels. Approved!
  Topic: Nomad Galaxy
Lin Kuei Ominae

Replies: 23
Views: 701

Post Posted: Sun Mar 12, 2017 7:48 pm    Subject: Nomad Galaxy
Forum:  Modding Central » Public Project Announcements
I need one last info: what size do you want the Kodiak?
Can you show an image of a similar sized unit or give me some pixel dimensions for the length when facing left/right?
  Topic: Big Ass Armored Vehicle
Lin Kuei Ominae

Replies: 8
Views: 431

Post Posted: Sun Mar 12, 2017 9:05 am    Subject: Big Ass Armored Vehicle
Forum:  Modding Central » Media Hut
Download missing.

\moved to media hut

Looks like a nice brutal soviet battle fortress.
  Topic: Nomad Galaxy
Lin Kuei Ominae

Replies: 23
Views: 701

Post Posted: Sat Mar 11, 2017 10:14 pm    Subject: Nomad Galaxy
Forum:  Modding Central » Public Project Announcements
yeah, neutral or wreckage unit could work.
Or you add some kind of mercenary guild, which has numerous ships of different designs for the player to hire.

What's your render setup? Camera angle, ma ...
  Topic: Letting AI not sell pre-assigned buildings
Lin Kuei Ominae

Replies: 13
Views: 290

Post Posted: Sat Mar 11, 2017 11:02 am    Subject: Letting AI not sell pre-assigned buildings
Forum:  Modding Central » Red Alert 2 Editing Forum » Mapping Discussion
multi-player works different than single-player
many things work in SP maps that don't work in MP. (like adding new houses for a map only, create trigger for a certain player only etc)
  Topic: Command and Conquer: Soldier
Lin Kuei Ominae

Replies: 11
Views: 535

Post Posted: Sat Mar 11, 2017 9:41 am    Subject: Command and Conquer: Soldier
Forum:  Modding Central » Public Project Announcements
This is very cool.

It needs some simple auto-mechanics, so not every tiny aspect needs player control.
Something like a very dumb AI which works slow, but at least does something. But when player ...
  Topic: Letting AI not sell pre-assigned buildings
Lin Kuei Ominae

Replies: 13
Views: 290

Post Posted: Fri Mar 10, 2017 3:22 pm    Subject: Letting AI not sell pre-assigned buildings
Forum:  Modding Central » Red Alert 2 Editing Forum » Mapping Discussion
Doesn't stop AI.
  Topic: New EVA/Cabal speech
Lin Kuei Ominae

Replies: 15
Views: 232

Post Posted: Fri Mar 10, 2017 3:19 pm    Subject: New EVA/Cabal speech
Forum:  Modding Central » Tiberian Sun Editing Forum
good point.

btw, can we include something like this with the Client?
I never had the chance to play it and don't know exactly how WDT worked though. From the few infos it seemed like an online cam ...
  Topic: Letting AI not sell pre-assigned buildings
Lin Kuei Ominae

Replies: 13
Views: 290

Post Posted: Fri Mar 10, 2017 1:59 pm    Subject: Letting AI not sell pre-assigned buildings
Forum:  Modding Central » Red Alert 2 Editing Forum » Mapping Discussion
I think it's impossible for a map only.
You would have to edit art.ini to create a building without any buildup and maps don't allow art.ini code in them, only rules.ini.
  Topic: New EVA/Cabal speech
Lin Kuei Ominae

Replies: 15
Views: 232

Post Posted: Fri Mar 10, 2017 10:47 am    Subject: New EVA/Cabal speech
Forum:  Modding Central » Tiberian Sun Editing Forum
you can hear them when you change ingame the volume of the voice in the sound options.
  Topic: New EVA/Cabal speech
Lin Kuei Ominae

Replies: 15
Views: 232

Post Posted: Fri Mar 10, 2017 10:43 am    Subject: New EVA/Cabal speech
Forum:  Modding Central » Tiberian Sun Editing Forum
Like having it in both mixes at same time (speechxx and ecachexx) and listed in sounds01.ini? I will try that.

no, only in speechxx. ecachexx is loaded later and would overwrite anything already lo ...
  Topic: GDI Mammoth Tank [TS]
Lin Kuei Ominae

Replies: 6
Views: 532

Post Posted: Fri Mar 10, 2017 8:08 am    Subject: GDI Mammoth Tank [TS]
Forum:  Modding Central » Media Hut » Voxels
a few suggestions, see attachment

the simulated shadow under the turret would give a lot more contrast to the voxel.
Also paint voxels darker which face away from the sun most of the time (e.g. vo ...
  Topic: New EVA/Cabal speech
Lin Kuei Ominae

Replies: 15
Views: 232

Post Posted: Fri Mar 10, 2017 7:46 am    Subject: New EVA/Cabal speech
Forum:  Modding Central » Tiberian Sun Editing Forum
Yes, but I would like to have remapable sound like other Superweapons entries
if placed in speechXX.mix they are by default changing according to your side. (GDI loads the one mix, Nod loads the othe ...
  Topic: Creating .shp cameos from a 'raw' image
Lin Kuei Ominae

Replies: 3
Views: 273

Post Posted: Fri Mar 10, 2017 7:36 am    Subject: Creating .shp cameos from a 'raw' image
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
nice tutorial with a well detailed description.

Only for the image conversion i would suggest using "Delta E CIE 2000". It's the slowest but giving best result imo and for a single tiny c ...
  Topic: Nomad Galaxy
Lin Kuei Ominae

Replies: 23
Views: 701

Post Posted: Fri Mar 10, 2017 7:28 am    Subject: Nomad Galaxy
Forum:  Modding Central » Public Project Announcements
This looks excellent. Great job. Approved!

I see a lot of potential in this project and i'm looking forward for more news and updates.


P.S.: do you want to add a Kodiak as an easteregg ship/ ...
  Topic: New EVA/Cabal speech
Lin Kuei Ominae

Replies: 15
Views: 232

Post Posted: Thu Mar 09, 2017 8:21 pm    Subject: New EVA/Cabal speech
Forum:  Modding Central » Tiberian Sun Editing Forum
just noticed something,
before replacing a file, try adding your new one as you did already and add an entry in sounds(01).ini
It looks like that those speeches listed in game.exe don't need a sound ...
  Topic: New EVA/Cabal speech
Lin Kuei Ominae

Replies: 15
Views: 232

Post Posted: Thu Mar 09, 2017 1:23 pm    Subject: New EVA/Cabal speech
Forum:  Modding Central » Tiberian Sun Editing Forum
checked game.exe
00-I154 can be found with a texteditor, which means the speech file is somehow hardcoded.
That means, you can only replace but not add new speeches.


The link is a mapping tutor ...
  Topic: New EVA/Cabal speech
Lin Kuei Ominae

Replies: 15
Views: 232

Post Posted: Thu Mar 09, 2017 10:26 am    Subject: New EVA/Cabal speech
Forum:  Modding Central » Tiberian Sun Editing Forum
1) speech01 is for GDI, speech02 is for Nod
So placing a cabal voice in 01 is wrong, as you dont want EVA use Cabal voice
When adding a new speech file, you also want to add it for the other side, s ...
  Topic: Playtest 20170304
Lin Kuei Ominae

Replies: 2
Views: 70

Post Posted: Wed Mar 08, 2017 8:46 pm    Subject: Playtest 20170304
Forum:  Modding Central » OpenRA Editing Forums » OpenRA News
wow, everything sounds great and the steady progress is amazing. Yay!
I really have to find some time to give it some more tests.

Thanks a lot. Approved!
  Topic: [6] Rural Idyll
Lin Kuei Ominae

Replies: 4
Views: 123

Post Posted: Wed Mar 08, 2017 7:38 am    Subject: [6] Rural Idyll
Forum:  Featured Projects » The Dawn of the Tiberium Age » Maps
bottom and left have exclusive fields.
Left has a field that is unreachable for other players, as they would have to move through this players base. Thus best protected tib field. Close second is top ...
  Topic: infantry list/order
Lin Kuei Ominae

Replies: 13
Views: 1387

Post Posted: Wed Mar 08, 2017 7:13 am    Subject: infantry list/order
Forum:  Modding Central » Tiberian Sun Editing Forum
correct. it should work.
If you get an IE, it's a different issue.
  Topic: [6] Rural Idyll
Lin Kuei Ominae

Replies: 4
Views: 123

Post Posted: Tue Mar 07, 2017 10:06 pm    Subject: [6] Rural Idyll
Forum:  Featured Projects » The Dawn of the Tiberium Age » Maps
Seems a bit unfair for top left, since that location has no tib field on its own.
  Topic: Hi there! New (and late) to TS modding.
Lin Kuei Ominae

Replies: 10
Views: 188

Post Posted: Tue Mar 07, 2017 3:08 pm    Subject: Hi there! New (and late) to TS modding.
Forum:  Modding Central » Tiberian Sun Editing Forum
Not discouraging you from your work or continuing it, but have you considered using the OpenRA engine?
I love the TS engine, but it shows more and more its flaws due to its age and the OpenRA engine ...
  Topic: tesla Armored Vehicle
Lin Kuei Ominae

Replies: 4
Views: 612

Post Posted: Sat Mar 04, 2017 10:27 am    Subject: tesla Armored Vehicle
Forum:  Modding Central » Media Hut » Voxels
Telstra? That's a phone company from my google search to find out what that is.
Is it shooting phones? Very Happy

I think you mean Tesla Wink

Voxel could use some better normals, especially the turret do ...
  Topic: Trans_C's Random WIP stuff
Lin Kuei Ominae

Replies: 195
Views: 16362

Post Posted: Thu Mar 02, 2017 1:28 pm    Subject: Trans_C's Random WIP stuff
Forum:  Modding Central » Media Hut
Btw, does he really need a set of melee attack frames when crawling?!!
IIRC you can't disable the weapon while prone, so it would look bad if he suddenly stands up to do a slash and then jumps back d ...
  Topic: Unit doesn't show up in map editor
Lin Kuei Ominae

Replies: 9
Views: 250

Post Posted: Wed Mar 01, 2017 8:53 pm    Subject: Unit doesn't show up in map editor
Forum:  Modding Central » Media Hut
oh, just noticed the WW chaos. was long ago that i checked the RA2 inis.
[MTNK] with Image=GTNK and [APOC] with Image=MTNK.  Face palm!


Back to your issue.
I'm still confused what you actuall ...
  Topic: Unit doesn't show up in map editor
Lin Kuei Ominae

Replies: 9
Views: 250

Post Posted: Wed Mar 01, 2017 2:51 pm    Subject: Unit doesn't show up in map editor
Forum:  Modding Central » Media Hut
I've used image= to point to the art.ini entry
Try it without using the Image key.

In contrast, another unit i've added DOES show up
find the difference between those 2 units and then fix the iss ...
  Topic: Can you mod Setup.exe of TS/FS/RA2/YR?
Lin Kuei Ominae

Replies: 8
Views: 335

Post Posted: Wed Mar 01, 2017 10:04 am    Subject: Can you mod Setup.exe of TS/FS/RA2/YR?
Forum:  Modding Central » Red Alert 2 Editing Forum
The idea is pussypus genious as usual tho Sarcasm
The very 1st user here to call me genius, i do original things..
Apollo's quote fixed to state the obvious.

And to make it clear: Stop wastin ...
  Topic: Need help with barrel voxel bounds
Lin Kuei Ominae

Replies: 6
Views: 203

Post Posted: Tue Feb 28, 2017 10:12 am    Subject: Need help with barrel voxel bounds
Forum:  Modding Central » Tiberian Sun Editing Forum
Thin is exactly what I already did for both turret versions.
Ok, then i'm out of ideas. Sad
  Topic: Need help with barrel voxel bounds
Lin Kuei Ominae

Replies: 6
Views: 203

Post Posted: Tue Feb 28, 2017 8:08 am    Subject: Need help with barrel voxel bounds
Forum:  Modding Central » Tiberian Sun Editing Forum
Why is the turret only version not tilting up when firing?

What you plan there isn't possible in this way anyway, because
-the game orders voxels only via center point and bounds of each voxel/sec ...
  Topic: Nintendo Switch
Lin Kuei Ominae

Replies: 12
Views: 245

Post Posted: Tue Feb 28, 2017 8:01 am    Subject: Nintendo Switch
Forum:  Miscellaneous Forums » Offtopic Discussion Area
So basically a Gameboy color with VGA output #Tongue
  Topic: Need help with barrel voxel bounds
Lin Kuei Ominae

Replies: 6
Views: 203

Post Posted: Mon Feb 27, 2017 2:24 pm    Subject: Need help with barrel voxel bounds
Forum:  Modding Central » Tiberian Sun Editing Forum
I wasn't aware you can actually give the "hardcoded" EMP cannon turret a barrel. Surprised
After all it's the only turret which has the hardcoded behaviour of tilting up (not the barrel) and wait ...
  Topic: 32 facings SHP talk
Lin Kuei Ominae

Replies: 24
Views: 259

Post Posted: Mon Feb 27, 2017 7:07 am    Subject: 32 facings SHP talk
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Hmm, that makes me much more confused in understanding Shp Logics...
SHP is just a package of many images in a single file.
Like GIF or animated PNG.
  Topic: How do you guys convert TS animations to RA2
Lin Kuei Ominae

Replies: 12
Views: 249

Post Posted: Mon Feb 27, 2017 7:03 am    Subject: How do you guys convert TS animations to RA2
Forum:  Modding Central » Media Hut
So In OS Shp Builder, I need to export the whole Shp into Png? Then should I rename them all 000*.png, cuz it's the "Packaged" name used for Shp Builder right? So then import it to Shp Build ...
  Topic: Soviet Mammoth
Lin Kuei Ominae

Replies: 12
Views: 394

Post Posted: Sun Feb 26, 2017 9:56 pm    Subject: Soviet Mammoth
Forum:  Modding Central » Media Hut
it's very close, but a few details are different. Like the slightly angular cannon connectors.
I made the 3ds of my model public. See link in previous post.
  Topic: Soviet Mammoth
Lin Kuei Ominae

Replies: 12
Views: 394

Post Posted: Sun Feb 26, 2017 9:43 pm    Subject: Soviet Mammoth
Forum:  Modding Central » Media Hut
nice mammoth.
Do you made yours from scratch and used mine only for scale comparison, or do you used [url=https://ppmforums.com/viewtopic.php?t=21118]this 3ds and simplified it to reduce the polygon ...
  Topic: 32 facings SHP talk
Lin Kuei Ominae

Replies: 24
Views: 259

Post Posted: Sun Feb 26, 2017 9:25 pm    Subject: 32 facings SHP talk
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Slope frames are not feasible:
for a 32 facings unit you would need already 256 frames just for the 8 different slope/tilt directions. The 32 facing turret needs this too, soo + 256 frames for the tu ...
 
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