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  Topic: A small tool for quickly rendering SHP files
Lin Kuei Ominae

Replies: 2
Views: 87

Post Posted: Today, at 2:13 pm    Subject: A small tool for quickly rendering SHP files
Forum:  Modding Central » Media Hut
Looks pretty elaborate with many options.
I guess for beginners this could be handy.

Though I'm not sure i see the benefit for me here. Sorry.

It looks like this needs more clicks and work than ...
  Topic: some CnP buildings
Lin Kuei Ominae

Replies: 27
Views: 833

Post Posted: Fri Dec 07, 2018 1:24 pm    Subject: some CnP buildings
Forum:  Modding Central » Media Hut
\moved until download added
  Topic: Avenger Heli Carrier
Lin Kuei Ominae

Replies: 6
Views: 602

Post Posted: Mon Dec 03, 2018 2:59 pm    Subject: Avenger Heli Carrier
Forum:  Modding Central » Media Hut » Voxels
cool.
maybe a tad pixelated (could use a slight texture blur), but still very nice.

Was this made by hand or 3d-conversion?
  Topic: Forcing start up MCV's to show up at the chosen place
Lin Kuei Ominae

Replies: 5
Views: 228

Post Posted: Thu Nov 29, 2018 11:31 am    Subject: Forcing start up MCV's to show up at the chosen place
Forum:  Modding Central » Red Alert 2 Editing Forum » Mapping Discussion
The waypoints 0-7 define the start locations for the players 1 to 8.
  Topic: Add New campaings?
Lin Kuei Ominae

Replies: 1
Views: 149

Post Posted: Tue Nov 27, 2018 11:57 am    Subject: Add New campaings?
Forum:  Featured Projects » Dawn of the Tiberium Age
Possible?: It's possible, but there are no fan made campaigns available that i know of.
Download?: All good campaigns that meet the DTA quality are already included.
How to do it?: the Map Editor is ...
  Topic: Codes keep dissapearing
Lin Kuei Ominae

Replies: 6
Views: 167

Post Posted: Fri Nov 23, 2018 4:20 pm    Subject: Codes keep dissapearing
Forum:  Modding Central » Red Alert 2 Editing Forum
On all of my backups of rulesmd.uni some code has gone missing like nothing ever existed.
What's the name of the editor that you use to edit the inis?
Do you tried a different editor?

Where do yo ...
  Topic: Tiberian Dawn & Red Alert 1, being remastered by Petroglyph!
Lin Kuei Ominae

Replies: 43
Views: 1977

Post Posted: Thu Nov 22, 2018 2:54 pm    Subject: Tiberian Dawn & Red Alert 1, being remastered by Petroglyph!
Forum:  PPM Zone » PPM News Network
Petroglyph suckers companies into making games for them based on their former westwood credentials. all their games they made were dead on arrival. seems fitting to sucker EA out of money by once agai ...
  Topic: Projectile Palette problem
Lin Kuei Ominae

Replies: 3
Views: 100

Post Posted: Thu Nov 22, 2018 9:25 am    Subject: Projectile Palette problem
Forum:  Modding Central » Red Alert 2 Editing Forum
default palette for projectiles is Palette.pal

AltPalette works for animations (explosions, building activeanims etc), not for projectiles.
AnimPalette=yes changes a projectile to use anim.pal

...
  Topic: [TS] Forgotten Buildings Pack
Lin Kuei Ominae

Replies: 5
Views: 796

Post Posted: Thu Nov 22, 2018 8:41 am    Subject: [TS] Forgotten Buildings Pack
Forum:  Modding Central » Media Hut » SHPs
the models are quite nice, though maybe a bit on the low detailed side.

Biggest flaw imo is the bad material setup. All materials have a bland default plastic look. No glossiness, no reflection.
T ...
  Topic: Introduction & Nod Design Ideas
Lin Kuei Ominae

Replies: 14
Views: 645

Post Posted: Thu Nov 22, 2018 7:40 am    Subject: Introduction & Nod Design Ideas
Forum:  Featured Projects » Dawn of the Tiberium Age » Support & Feedback
Stealth Harvester:
if anything, i would add this as an additional late-tech unit, which the player has to build manually.
Then this harv could get a lot less storage space to balance the cloaking.
...
  Topic: Flak Defense Turret
Lin Kuei Ominae

Replies: 8
Views: 585

Post Posted: Mon Nov 19, 2018 8:37 am    Subject: Flak Defense Turret
Forum:  Modding Central » Media Hut » Voxels
This isn't Flak. Flak is one-barreled gun of 88mm caliber.
a) this is offtopic. If anything comment about the voxel
b) you're wrong: [url=https://en.wikipedia.org/wiki/2_cm_Flak_30/38/Flakvierling]2 ...
  Topic: Weapon sounds
Lin Kuei Ominae

Replies: 1
Views: 88

Post Posted: Wed Nov 14, 2018 2:38 pm    Subject: Weapon sounds
Forum:  Modding Central » Red Alert 2 Editing Forum
Media Hut->AUD: the sound files used from the game. The game can play aud files only with the format 22050Hz,16Bit,Mono. So if you create them with XCC mixer from a wav file, make sure the wav has ...
  Topic: Image Shaper
Lin Kuei Ominae

Replies: 94
Views: 12080

Post Posted: Wed Nov 14, 2018 2:17 pm    Subject: Image Shaper
Forum:  Featured Tools » Community Tools
new version uploaded

Version 01.01.00.15
-(update) internal Drag & Drop added to the datagrid cells. If a cell is empty, the d&d value is set, otherwise a new row inserted. Existing values ...
  Topic: Stacking Different Super Weapons Together
Lin Kuei Ominae

Replies: 10
Views: 474

Post Posted: Wed Nov 14, 2018 1:16 pm    Subject: Stacking Different Super Weapons Together
Forum:  Modding Central » Red Alert 2 Editing Forum
i think you will use a different aircrafts in the future, the MIGs are too overpowered.
irrelevant. This is about the logic and how to implement it.
You should learn to stay on topic with your posts ...
  Topic: Issue with Vertical beam & Gattling logic
Lin Kuei Ominae

Replies: 4
Views: 109

Post Posted: Mon Nov 12, 2018 1:25 pm    Subject: Issue with Vertical beam & Gattling logic
Forum:  Modding Central » Red Alert 2 Editing Forum
Notice how all similar weapons (Kirov bomb, Yuri drain beam) have Range=1.5

You're also missing DetonationAltitude defaults to 0; so consequently, any Vertical=yes projectile on which it is omitted ...
  Topic: Trees!
Lin Kuei Ominae

Replies: 2
Views: 143

Post Posted: Mon Nov 12, 2018 7:59 am    Subject: Trees!
Forum:  Other Projects » Alpha Projects » Command & Conquer Red Alert History
I like how the shadow is still the one of the vehicle, not the tree.
  Topic: Glowing Voxels
Lin Kuei Ominae

Replies: 1
Views: 108

Post Posted: Fri Nov 09, 2018 2:01 pm    Subject: Glowing Voxels
Forum:  Modding Central » Red Alert 2 Editing Forum
[url=https://ppmforums.com/viewtopic.php?t=30026]VPL Info

[url=https://ppmforums.com/viewtopic.php?p=574352#572619]glow vpl
  Topic: Using unused unittem colors
Lin Kuei Ominae

Replies: 9
Views: 198

Post Posted: Fri Nov 09, 2018 1:03 pm    Subject: Using unused unittem colors
Forum:  Modding Central » Red Alert 2 Editing Forum
try it

I don't see why it shouldn't work. There's nothing hardcoded here.
It's unittem.pal for one theater and unitsno.pal for the other.
No clue if RA2 has unitlun.pal for lunar or something lik ...
  Topic: CloudPunk - new voxel game
Lin Kuei Ominae

Replies: 4
Views: 134

Post Posted: Fri Nov 09, 2018 8:47 am    Subject: CloudPunk - new voxel game
Forum:  Miscellaneous Forums » Game Chat
Would be interesting to see how (well) this game would render one of the C&C voxels. Lighting/texture etc
Looks like C&C voxels would size wise also fit quite well, since the car looks like i ...
  Topic: magic circles
Lin Kuei Ominae

Replies: 17
Views: 645

Post Posted: Fri Oct 26, 2018 7:30 am    Subject: magic circles
Forum:  Modding Central » Media Hut
lol, the lengths Westwood went to make the game/assets as small as possible to run on PC's with 64 and 128MB RAM, and nowadays people stuff a single SHP of that size into the game.
  Topic: magic circles
Lin Kuei Ominae

Replies: 17
Views: 645

Post Posted: Fri Oct 26, 2018 6:28 am    Subject: magic circles
Forum:  Modding Central » Media Hut
woah, 560 frames of that size? How big is the SHP? 30MB?
Isn't that a bit much for the old C&C engine?
  Topic: AttachEffect and Armor types + buildings problem.
Lin Kuei Ominae

Replies: 11
Views: 397

Post Posted: Thu Oct 25, 2018 7:24 am    Subject: AttachEffect and Armor types + buildings problem.
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Maybe the foundation plays a role here?
Your custom building 2x2 while all normal defenses are 1x1?

I never tested attacheffect so no clue if it works as well with bigger foundations.


Does yo ...
  Topic: Image Shaper
Lin Kuei Ominae

Replies: 94
Views: 12080

Post Posted: Wed Oct 24, 2018 10:21 am    Subject: Image Shaper
Forum:  Featured Tools » Community Tools
All good points and worth being added. Not sure when i have time to implement them though.

And if I put in frames it will place last frame on first, I don't know why, but have to manually remove it ...
  Topic: magic circles
Lin Kuei Ominae

Replies: 17
Views: 645

Post Posted: Wed Oct 24, 2018 9:01 am    Subject: magic circles
Forum:  Modding Central » Media Hut
WOW! Image Shaper is a GREAT tool!!!!Thanks.Smile

hmm, i guess when the anim is supposed to look bluish, then the outline isn't that bad.


Concerning the anim, the flat plane on which the texture ...
  Topic: magic circles
Lin Kuei Ominae

Replies: 17
Views: 645

Post Posted: Wed Oct 24, 2018 6:18 am    Subject: magic circles
Forum:  Modding Central » Media Hut
As soon as the anti-aliasing into background is disabled, this will surely look horrible pixelated with all these tiny texts and details.
Or if AA is kept, it will have an ugly blue outline after SHP ...
  Topic: Infantry/Vehicles/Buildings you want to see as Voxel and SHP
Lin Kuei Ominae

Replies: 17
Views: 673

Post Posted: Tue Oct 23, 2018 6:17 am    Subject: Infantry/Vehicles/Buildings you want to see as Voxel and SHP
Forum:  Modding Central » Media Hut
Take what is available and do the rest yourself.

PPM is not the
"build my mod for me" place, it's a
"i spend time to work on something and want your feedback, info, help on fixin ...
  Topic: Request for [red alert 2 YR]
Lin Kuei Ominae

Replies: 16
Views: 514

Post Posted: Mon Oct 22, 2018 6:57 am    Subject: Request for [red alert 2 YR]
Forum:  Modding Central » Red Alert 2 Editing Forum
[url=https://www.modenc.renegadeprojects.com/Armory]Armory=yes
works ever since TS and no Ares needed to promote infantry.
  Topic: Multiple Triggers are executed simultaneously
Lin Kuei Ominae

Replies: 7
Views: 496

Post Posted: Fri Oct 19, 2018 8:58 am    Subject: Multiple Triggers are executed simultaneously
Forum:  Modding Central » Red Alert 2 Editing Forum » Mapping Discussion
TS [url=https://ppmforums.com/index.php?f=892]Mapping Tutorials work mostly for RA2 too

e.g.
[url=https://ppmforums.com/viewtopic.php?t=35382]Multiple triggers on a single object
  Topic: [Ra2]Small Bomb
Lin Kuei Ominae

Replies: 6
Views: 699

Post Posted: Tue Oct 16, 2018 10:49 am    Subject: [Ra2]Small Bomb
Forum:  Modding Central » Media Hut » SHPs
he wrote [url=https://ppmforums.com/viewtopic.php?t=46009]the code here
though seeing it ingame it looks pretty strange with the random bounce direction. A simple Floater projectile would be better i ...
  Topic: Project Update: October 14th 2018
Lin Kuei Ominae

Replies: 5
Views: 388

Post Posted: Sun Oct 14, 2018 4:33 pm    Subject: Project Update: October 14th 2018
Forum:  Other Projects » Pre-Alpha Projects » Chronoshift » News and Updates
I would prefer RedAlert++. Simply fits well for this kind of project.

Nice to see this having more progress.
Looking forward to see it going public.
  Topic: Help with a crash.
Lin Kuei Ominae

Replies: 8
Views: 419

Post Posted: Fri Oct 12, 2018 11:44 pm    Subject: Help with a crash.
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
They all exist and are listed. I changed all debris warhead from HE to DebrisHE looong ago.
DebrisHE or DbrisHE?

In notepad++ you don't need an empty line between sections to make it more readabl ...
  Topic: Mental Omega has been featured on PC Gamer issue #323
Lin Kuei Ominae

Replies: 3
Views: 287

Post Posted: Fri Oct 12, 2018 8:53 pm    Subject: Mental Omega has been featured on PC Gamer issue #323
Forum:  PPM Zone » PPM News Network
congrats.
nice to see mods being acknowledge outside the modding community.
  Topic: Help with a crash.
Lin Kuei Ominae

Replies: 8
Views: 419

Post Posted: Fri Oct 12, 2018 6:46 am    Subject: Help with a crash.
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Versus.defence=75%
Does that exist? defence really written in lowercase?
Defense written in British English?

When combined with Arcing, unforseen projectile and weapon behaviour results - the pro ...
  Topic: [8] Rocktagon
Lin Kuei Ominae

Replies: 3
Views: 273

Post Posted: Thu Oct 11, 2018 11:21 am    Subject: [8] Rocktagon
Forum:  Featured Projects » Dawn of the Tiberium Age » Maps
img tags work with images, not links to websites.
You have to insert the direct link to the image which includes an image format extension like jpg png etc.

Detailing of the map looks good.
A bit ...
  Topic: Chemical Missile
Lin Kuei Ominae

Replies: 4
Views: 492

Post Posted: Thu Oct 11, 2018 10:53 am    Subject: Chemical Missile
Forum:  Modding Central » Tiberian Sun Editing Forum
Cluster=8 is default TS setting
His code is completely vanilla TS code, except chemlauncher reduced damage and raised ROF.
Can't find any other difference, so i doubt the problem lies in this part o ...
  Topic: Chemical Missile
Lin Kuei Ominae

Replies: 4
Views: 492

Post Posted: Wed Oct 10, 2018 5:28 pm    Subject: Chemical Missile
Forum:  Modding Central » Tiberian Sun Editing Forum
change the projectile image into something else and test/see if that what you fire is actually this weapon.

Could be
-another rules.ini read from another place
-Firestrm.ini overriding your setti ...
  Topic: Amphibious Voxel
Lin Kuei Ominae

Replies: 2
Views: 300

Post Posted: Tue Oct 09, 2018 6:23 am    Subject: Amphibious Voxel
Forum:  Modding Central » Tiberian Sun Editing Forum
it's hardcoded that only a unit with the ID "APC" and "APCW" has changing land/water image.
  Topic: Roundtable Discussion October 2018's Edition
Lin Kuei Ominae

Replies: 10
Views: 481

Post Posted: Mon Oct 08, 2018 9:36 pm    Subject: Roundtable Discussion October 2018's Edition
Forum:  PPM Zone » PPM News Network
#1 i have a telephone not a mobile gaming phone, thus can't care less about mobile games.

#2 don't care what EA or any other companies create in the name of the C&C franchise

#3 can't really ...
  Topic: Surgeon's Bug Report / Feedback Thread
Lin Kuei Ominae

Replies: 8
Views: 551

Post Posted: Mon Oct 08, 2018 8:06 am    Subject: Surgeon's Bug Report / Feedback Thread
Forum:  Featured Projects » Twisted Insurrection » Your Input
I totally agree, and I could've sworn it was fixed already. Thanks for reminding me. Slow and/or non-turreted units like the Mammoth should definitely not scatter.
checked Public Beta 5 and current 0 ...
  Topic: Radiation insane damage on animation.
Lin Kuei Ominae

Replies: 11
Views: 337

Post Posted: Sun Oct 07, 2018 5:00 pm    Subject: Radiation insane damage on animation.
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
make sure the weapon is fired only once.
pretty easy, just add a dummy anim
[DUMMYANIM]
Start=0
End=1 ;one frame only
;add here your weapon
Next=APOCEXP
  Topic: Radiation insane damage on animation.
Lin Kuei Ominae

Replies: 11
Views: 337

Post Posted: Sun Oct 07, 2018 3:29 pm    Subject: Radiation insane damage on animation.
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
no clue how a weapon on an anim works, but i would assume the weapon is fired every single frame of the anim, thus multiplying the damage.
It would be the same as an anim using Damage alone, where th ...
  Topic: Do DeathFrames & StartDeathFrame work in Ra2/YR?
Lin Kuei Ominae

Replies: 2
Views: 189

Post Posted: Sun Oct 07, 2018 7:14 am    Subject: Do DeathFrames & StartDeathFrame work in Ra2/YR?
Forum:  Modding Central » Red Alert 2 Editing Forum
The deathanim is single facing only in TS and most likely in RA2 as well.

There are also the keys
MaxDeathCounter
DeathFrameRate


By checking gamemd.exe if these keys exist at all in RA2, i a ...
  Topic: Image Shaper
Lin Kuei Ominae

Replies: 94
Views: 12080

Post Posted: Thu Oct 04, 2018 11:40 am    Subject: Image Shaper
Forum:  Featured Tools » Community Tools
new version uploaded. Seems i missed a 2nd place where the array needs to be resized.
Thanks for bug reporting.

Version 01.01.00.14
-(bugfix) RLE Encoder fixed (again).
  Topic: Off Center building deploy
Lin Kuei Ominae

Replies: 5
Views: 287

Post Posted: Thu Oct 04, 2018 10:40 am    Subject: Off Center building deploy
Forum:  Modding Central » Tiberian Sun Editing Forum
RA2 has in gamemd.exe
Artillary
ICBMLauncher
TickTank
(and probably several others, which i didn't bother to find. you can use a text editor and search them yourself)

In addition it has
Deploy ...
  Topic: Off Center building deploy
Lin Kuei Ominae

Replies: 5
Views: 287

Post Posted: Thu Oct 04, 2018 6:29 am    Subject: Off Center building deploy
Forum:  Modding Central » Tiberian Sun Editing Forum
That is an engine bug that isn't fixed until Yuri's Revenge.
Wrong, he just forgot one of the deployer keys on the building.
IsJuggernaut=yes
Artillary=yes (yes, it is written that way)
TickTank=y ...
  Topic: Anim bug help
Lin Kuei Ominae

Replies: 10
Views: 333

Post Posted: Wed Oct 03, 2018 9:09 pm    Subject: Anim bug help
Forum:  Modding Central » Red Alert 2 Editing Forum
that would be actually a bug, since on a Powered=yes building, an anim only stops playing if it also has ActiveAnim*Powered=yes set in art.ini (default is no).
  Topic: Anim bug help
Lin Kuei Ominae

Replies: 10
Views: 333

Post Posted: Tue Oct 02, 2018 7:20 pm    Subject: Anim bug help
Forum:  Modding Central » Red Alert 2 Editing Forum
you use Image= in rules.ini
try it without, by giving the building itself the correct ID.

Image is known to cause trouble, like ignoring ZAdjust values.


Your anims all have a CG*.shp file, ri ...
  Topic: Anim bug help
Lin Kuei Ominae

Replies: 10
Views: 333

Post Posted: Tue Oct 02, 2018 11:23 am    Subject: Anim bug help
Forum:  Modding Central » Red Alert 2 Editing Forum
remove the ActiveAnim*Damaged key if that has the same anim as the undamaged one. then try again.
  Topic: [4] Tournament Gold Rush
Lin Kuei Ominae

Replies: 5
Views: 269

Post Posted: Tue Oct 02, 2018 6:40 am    Subject: [4] Tournament Gold Rush
Forum:  Featured Projects » Dawn of the Tiberium Age » Maps
looks good. Thanks for contributing to this mod.

a few issues
-IMOV impassable overlays only need to be placed under tree groups. It's not necessary to place on cliffs, they are impassable by defa ...
  Topic: The Second Tiberium War 2.0 (Preview)
Lin Kuei Ominae

Replies: 7
Views: 987

Post Posted: Mon Oct 01, 2018 6:11 pm    Subject: The Second Tiberium War 2.0 (Preview)
Forum:  Other Projects » Released » C&C: The Second Tiberium War
most likely something like
Arm=10000
Proximity=no
Ranged=no
and a pretty high ROT value
 
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