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  Topic: AI Editor for RA2 and TS
MadHQ

Replies: 119
Views: 25877

Post Posted: Sun Feb 18, 2018 6:14 am    Subject: AI Editor for RA2 and TS
Forum:  Featured Tools » CnC Editing Tools
LOL!!!

There is some thing wrong with my INI file... This was the taskforce that was erroring out... I need to find out if that was even used... My game never crashed. Either way I am going to fix ...
  Topic: YOU PEOPLE HAVE BEEN LIVING A LIE
MadHQ

Replies: 21
Views: 10115

Post Posted: Sun Feb 18, 2018 4:21 am    Subject: YOU PEOPLE HAVE BEEN LIVING A LIE
Forum:  Featured Tools » Voxel Section Editor III
It depends on what you want and how you want to go about it. If you want it to look like TS/RA2 you will need to rotate the normals sphere, and reapply the normals. The normals are used as a redirect ...
  Topic: AI Editor for RA2 and TS
MadHQ

Replies: 119
Views: 25877

Post Posted: Sun Feb 18, 2018 4:12 am    Subject: AI Editor for RA2 and TS
Forum:  Featured Tools » CnC Editing Tools
I do not know if this error is known... I am not sure what to do about it either.

My AI file cant be bad... My games does not crash.

The error appears after I load the AIMD.ini, there is no type ...
  Topic: YOU PEOPLE HAVE BEEN LIVING A LIE
MadHQ

Replies: 21
Views: 10115

Post Posted: Sat Feb 17, 2018 7:52 pm    Subject: YOU PEOPLE HAVE BEEN LIVING A LIE
Forum:  Featured Tools » Voxel Section Editor III
Topic reincarnation...

Anyways, it is the normal's that define the light source per unit angel, but they have to be redirected when the unit rotates.

This renders a vxl in WebGL to a series of ...
  Topic: Submarine Torpedoes not working correct terrain related
MadHQ

Replies: 9
Views: 151

Post Posted: Sun Feb 11, 2018 11:41 pm    Subject: Submarine Torpedoes not working correct terrain related
Forum:  Modding Central » Red Alert 2 Editing Forum
So, I was looking in the data of the TMP file it self and there are differences.

Left side is YR Water tile, Right side is my tile.

I am guessing the first 3 "_int32 unknown1 = " rows ...
  Topic: Submarine Torpedoes not working correct terrain related
MadHQ

Replies: 9
Views: 151

Post Posted: Sun Feb 11, 2018 10:54 pm    Subject: Submarine Torpedoes not working correct terrain related
Forum:  Modding Central » Red Alert 2 Editing Forum
Sadly I just tried the damaged artwork, and that did not take care of it.

And to show that it wasn't just from my silly coding, here is the factory Soviet sub doing the same thing...

Edit* I als ...
  Topic: Submarine Torpedoes not working correct terrain related
MadHQ

Replies: 9
Views: 151

Post Posted: Sun Feb 11, 2018 8:11 pm    Subject: Submarine Torpedoes not working correct terrain related
Forum:  Modding Central » Red Alert 2 Editing Forum
Double post...

So I tested a few things...

1 = adding tiles to the YR DES water set
2 = replacing the water01 and water02 tiles with mine
3 = new tile set

Neither works...  Laughing

S ...
  Topic: Submarine Torpedoes not working correct terrain related
MadHQ

Replies: 9
Views: 151

Post Posted: Sun Feb 11, 2018 7:46 pm    Subject: Submarine Torpedoes not working correct terrain related
Forum:  Modding Central » Red Alert 2 Editing Forum
I have uploaded a screenshot of some of my tiles and the values they have.

The column on the right is the factory YR desert water tiles for comparison.

Nothing seems odd about them. Maybe I will ...
  Topic: Submarine Torpedoes not working correct terrain related
MadHQ

Replies: 9
Views: 151

Post Posted: Sun Feb 11, 2018 4:42 pm    Subject:   Submarine Torpedoes not working correct terrain related
Forum:  Modding Central » Red Alert 2 Editing Forum
I am kind of lost, I have added new water tiles for the desert terrain set. However, Submarine Torpedoes do not work, they explode at "burst". Has any one seen this before?

The tiles have ...
  Topic: Windows 10 and Ares
MadHQ

Replies: 4
Views: 134

Post Posted: Sun Feb 11, 2018 1:27 am    Subject:   Windows 10 and Ares
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Windows 10 + C&C The ultimate collection...

What did I miss, were did I go wrong?
  Topic: Ra2/YR WAV files formats
MadHQ

Replies: 2
Views: 81

Post Posted: Sun Feb 11, 2018 12:01 am    Subject: Ra2/YR WAV files formats
Forum:  Modding Central » Red Alert 2 Editing Forum
Yup that is exactly the explanation I was looking for. Is that stated clearly some where that I missed?

But I will say you can get 48000 samples in YR, I have no idea if Ra2 can do it. But it does ...
  Topic: Ra2/YR WAV files formats
MadHQ

Replies: 2
Views: 81

Post Posted: Sat Feb 10, 2018 9:33 pm    Subject:   Ra2/YR WAV files formats
Forum:  Modding Central » Red Alert 2 Editing Forum
I am sure this question has been asked before but... I will go ahead and ask again since searches here do not help.

So, I am trying to figure out the best way to deal with unit voice WAV files... I ...
  Topic: Rocket (like V3) not working correct.
MadHQ

Replies: 5
Views: 184

Post Posted: Sun Jan 28, 2018 6:26 pm    Subject: Rocket (like V3) not working correct.
Forum:  Modding Central » Red Alert 2 Editing Forum
Yes, I have reasons to stay away from those patches.
  Topic: Rocket (like V3) not working correct.
MadHQ

Replies: 5
Views: 184

Post Posted: Sun Jan 28, 2018 5:44 pm    Subject: Rocket (like V3) not working correct.
Forum:  Modding Central » Red Alert 2 Editing Forum
darn... I was worried that was the problem.

Is there any other way to do V3 without using some kind of extra patch?
  Topic: Rocket (like V3) not working correct.
MadHQ

Replies: 5
Views: 184

Post Posted: Sun Jan 28, 2018 5:10 pm    Subject:   Rocket (like V3) not working correct.
Forum:  Modding Central » Red Alert 2 Editing Forum
I am sure this is known... But I am not sure why or what I should do to fix this.

I am trying to code a Naval ship that has some thing like a V3 rocket.

However, the rocket fly's in what ever di ...
  Topic: Sparrow the fighter
MadHQ

Replies: 9
Views: 842

Post Posted: Fri Jan 26, 2018 10:54 pm    Subject: Sparrow the fighter
Forum:  Modding Central » Media Hut » Voxels
Ya, my stuff gets pass around all over the place.

I think some Chinese sites/forms have put some of my stuff up for download at there site since some users in China cannot access these servers...
  Topic: Sparrow the fighter
MadHQ

Replies: 9
Views: 842

Post Posted: Fri Jan 26, 2018 12:47 pm    Subject: Sparrow the fighter
Forum:  Modding Central » Media Hut » Voxels
Is that a modification of my P-51?

http://zombapro.ppmsite.com/vxl/image/p51.PNG
  Topic: This might be the scariest thing I have seen
MadHQ

Replies: 33
Views: 387

Post Posted: Wed Jan 03, 2018 2:21 am    Subject:   This might be the scariest thing I have seen
Forum:  Miscellaneous Forums » Offtopic Discussion Area » Political & Economical Discussion
http://www.dailymail.co.uk/news/article-5230353/Trump-threatens-blow-North-Korea-Kim-Jong-uns-warning.html

I am not to much of a fan of the political nonsense that happens these days... But this on ...
  Topic: AI Myth Mod (Very classic mod for RA2 YR)
MadHQ

Replies: 13
Views: 1040

Post Posted: Tue Jan 02, 2018 4:22 am    Subject: AI Myth Mod (Very classic mod for RA2 YR)
Forum:  Modding Central » Public Project Announcements
It is nice to see people playing on my maps.  Razz
  Topic: Ra2 and YR runs slower and slower as time goes by
MadHQ

Replies: 14
Views: 475

Post Posted: Fri Dec 22, 2017 1:24 am    Subject: Ra2 and YR runs slower and slower as time goes by
Forum:  Modding Central » Red Alert 2 Editing Forum
At least you can get YR to run on win10...

I just bought a new laptop and I can not get it to run.  Laughing


I will have to try again at some point...
  Topic: Is there a limit to how many trees RA2/YR can have?
MadHQ

Replies: 11
Views: 377

Post Posted: Sat Nov 18, 2017 11:08 pm    Subject: Is there a limit to how many trees RA2/YR can have?
Forum:  Modding Central » Red Alert 2 Editing Forum
This wasn't with Ares, and the problem could have been a corrupt mix or bad code (I am still not sure). But I guess the limit is quite large.
  Topic: Is there a limit to how many trees RA2/YR can have?
MadHQ

Replies: 11
Views: 377

Post Posted: Wed Nov 15, 2017 10:57 pm    Subject: Is there a limit to how many trees RA2/YR can have?
Forum:  Modding Central » Red Alert 2 Editing Forum
I am shocked to see this many comments... Didn't know there was that many active members... Though I will say its nice to see this many people post.

Anyways, Ya I have no idea why it was crashing.. ...
  Topic: Is there a limit to how many trees RA2/YR can have?
MadHQ

Replies: 11
Views: 377

Post Posted: Wed Nov 15, 2017 2:51 am    Subject:   Is there a limit to how many trees RA2/YR can have?
Forum:  Modding Central » Red Alert 2 Editing Forum
Is there a limit to how many trees RA2/YR can have?

I have tried to add more for the desert terrain, however the game errors out while loading.

Any one have any ideas luck adding new trees?
  Topic: Bridges in lunar temp? (YR)
MadHQ

Replies: 4
Views: 258

Post Posted: Sun Nov 05, 2017 6:16 pm    Subject: Bridges in lunar temp? (YR)
Forum:  Modding Central » Red Alert 2 Editing Forum
TX does not add lunar bridges and for a good reason - the logic is broken in Lunar theater and prone to crashes upon interaction.


Okay I thought I was doing some thing wrong. So it just does not ...
  Topic: Bridges in lunar temp? (YR)
MadHQ

Replies: 4
Views: 258

Post Posted: Sun Nov 05, 2017 1:53 am    Subject:   Bridges in lunar temp? (YR)
Forum:  Modding Central » Red Alert 2 Editing Forum
Do bridges work in lunar temp? [Yuri's revenge]
  Topic: Concept Psychic Dominator
MadHQ

Replies: 16
Views: 908

Post Posted: Mon Oct 09, 2017 3:25 am    Subject: Concept Psychic Dominator
Forum:  Modding Central » Media Hut
The bricks could do with a bump map to add some depth. It looks a bit dark over all IMO too. The pipes & "claw" look really good tho.

I can't make the bump map any stronger lol, but I ...
  Topic: firestorm expansion is a joke
MadHQ

Replies: 4
Views: 557

Post Posted: Sat Sep 30, 2017 8:27 pm    Subject: firestorm expansion is a joke
Forum:  Miscellaneous Forums » Game Chat
Thanks for giving us a thought on a game that is over 17 years old...  Confused
  Topic: KOMATSU 930E Truck
MadHQ

Replies: 22
Views: 1542

Post Posted: Wed Aug 30, 2017 10:36 pm    Subject: KOMATSU 930E Truck
Forum:  Modding Central » Media Hut » Voxels » Spotlighted Voxels
That voxel shows why the normal's system the game uses to render works great.
  Topic: MadHQ's Graveyard
MadHQ

Replies: 462
Views: 70756

Post Posted: Tue Aug 01, 2017 10:56 pm    Subject: MadHQ's Graveyard
Forum:  Modding Central » Media Hut


He who lived the past, owns the past.
http://zombapro.ppmsite.com/maps/mini/tralprk.pnghttp://zombapro.ppmsite.com/maps/mini/terrimp.png
http://zombapro.ppmsite.com/maps/mini/hckfreovr.pnghttp:/ ...
  Topic: Puppet Master
MadHQ

Replies: 33
Views: 1579

Post Posted: Sun Jul 23, 2017 11:47 pm    Subject: Puppet Master
Forum:  Other Projects » Pre-Alpha Projects » Colony Wars » The Syndicate » Units
Redunant voxels can make it lag, just remove the refunant voxels.

I really do not think this is true. I do not think the TS/RA2 engine real times the rendering of vxls in game, it would be way to e ...
  Topic: Puppet Master
MadHQ

Replies: 33
Views: 1579

Post Posted: Sun Jul 23, 2017 3:45 pm    Subject: Puppet Master
Forum:  Other Projects » Pre-Alpha Projects » Colony Wars » The Syndicate » Units
Smile
  Topic: MadHQ's Graveyard
MadHQ

Replies: 462
Views: 70756

Post Posted: Sat Jul 15, 2017 4:51 am    Subject: MadHQ's Graveyard
Forum:  Modding Central » Media Hut
lol...  Laughing

So much to Adjust...
  Topic: Unique Models
MadHQ

Replies: 15
Views: 986

Post Posted: Fri Jul 07, 2017 10:03 pm    Subject: Unique Models
Forum:  Modding Central » Media Hut
Dude, just, what? To make quality models, you don't need to place random meshes there and there. Look up some good tutorial videos and do every step they tell you to make. Don't cut corners, skip part ...
  Topic: MadHQ's Graveyard
MadHQ

Replies: 462
Views: 70756

Post Posted: Tue Jul 04, 2017 12:17 am    Subject: MadHQ's Graveyard
Forum:  Modding Central » Media Hut


I have released 4 new maps.

http://zombapro.ppmsite.com/maps/mini/pacfrim.pnghttp://zombapro.ppmsite.com/maps/mini/icypnch.png
http://zombapro.ppmsite.com/maps/mini/divconq.pnghttp://zombapro. ...
  Topic: Marooned II
MadHQ

Replies: 2
Views: 452

Post Posted: Sun Jul 02, 2017 2:11 am    Subject: Marooned II
Forum:  Featured Projects » Dawn of the Tiberium Age » Maps
I think was such an underappreciated map from RA. I do remember playing on this map quite a few times in RA years ago.

That remake looks good too.

I tried to make this for RA2... it did not tur ...
  Topic: need artist help to create new mod
MadHQ

Replies: 26
Views: 976

Post Posted: Sat Jul 01, 2017 8:17 pm    Subject: need artist help to create new mod
Forum:  Modding Central » Media Hut

I wasn't aware C&C 4 had a story!


The prologue takes place in the year 2062, 15 years after the Tiberium Wars (which led to the invasion and defeat of the Scrin), and 10 years after the en ...
  Topic: My Question regarding the PPM banner
MadHQ

Replies: 5
Views: 683

Post Posted: Sat Jun 17, 2017 3:39 am    Subject: My Question regarding the PPM banner
Forum:  Miscellaneous Forums » Game Chat » Command & Conquer Chat
I am just taking a guess... Cabal and The Forgotten?
  Topic: Damfoos' Armory
MadHQ

Replies: 33
Views: 2386

Post Posted: Tue Jun 13, 2017 10:51 pm    Subject: Damfoos' Armory
Forum:  Modding Central » Media Hut
Or... I could be a jerk and say no...

Not that anyone would listen or care...  Laughing
  Topic: Damfoos' Armory
MadHQ

Replies: 33
Views: 2386

Post Posted: Fri Jun 09, 2017 9:29 pm    Subject: Damfoos' Armory
Forum:  Modding Central » Media Hut
That is cute.  Razz
  Topic: West Germany
MadHQ

Replies: 11
Views: 2938

Post Posted: Fri Jun 09, 2017 2:28 am    Subject: West Germany
Forum:  Featured Projects » D-Day » D-Day News
Wow, no update for D-Day on D-day...

Mig your slipping...

Also this is new post is no longer on your web site.  Razz
  Topic: Edge Of War
MadHQ

Replies: 25
Views: 1876

Post Posted: Wed Jun 07, 2017 2:55 am    Subject: Edge Of War
Forum:  Modding Central » Public Project Announcements
A STORY IS WHAT STARTS A MOD

That's not really true.
  Topic: Trees are invisible ingame.
MadHQ

Replies: 23
Views: 1480

Post Posted: Mon Jun 05, 2017 11:47 pm    Subject: Trees are invisible ingame.
Forum:  Modding Central » Red Alert 2 Editing Forum
Correct me if I'm wrong, but aren't trees an overlay and should be .tmp, .sno, .urb, etc.?

This is true, also make sure there are art files for the tree theater you are working with.

http://medi ...
  Topic: Problem When Rendering YR Map
MadHQ

Replies: 10
Views: 972

Post Posted: Mon May 29, 2017 5:14 am    Subject: Problem When Rendering YR Map
Forum:  Modding Central » Red Alert 2 Editing Forum
Probably permissions then...

That is what it sounds like to me as well.
  Topic: Problem When Rendering YR Map
MadHQ

Replies: 10
Views: 972

Post Posted: Mon May 29, 2017 1:32 am    Subject: Problem When Rendering YR Map
Forum:  Modding Central » Red Alert 2 Editing Forum
I guess make sure its pointing to the correct folder.

Could be some thing like.
C:\...........\Command & Conquer Red Alert(tm) II\RA2
  Topic: Problem When Rendering YR Map
MadHQ

Replies: 10
Views: 972

Post Posted: Sun May 28, 2017 8:46 pm    Subject: Problem When Rendering YR Map
Forum:  Modding Central » Red Alert 2 Editing Forum
Is this a campaign from a mod?

Or is this a factory YR map?

I was able to render the 1st allied mission just fine.
  Topic: MadHQ's Graveyard
MadHQ

Replies: 462
Views: 70756

Post Posted: Sun May 28, 2017 8:01 pm    Subject: MadHQ's Graveyard
Forum:  Modding Central » Media Hut
https://www.reddit.com/r/MadMax/comments/4564rq/fury_road_official_map/?st=j394r19z&sh=06ff5933
  Topic: MadHQ's Graveyard
MadHQ

Replies: 462
Views: 70756

Post Posted: Sun May 28, 2017 3:16 pm    Subject: MadHQ's Graveyard
Forum:  Modding Central » Media Hut
Was that a hint guess?
  Topic: Is there a way to resize a voxel by decimal?
MadHQ

Replies: 12
Views: 1007

Post Posted: Sun May 28, 2017 4:49 am    Subject: Is there a way to resize a voxel by decimal?
Forum:  Modding Central » Media Hut
I am not sure what you mean by +1...

You can change the vxl scale to what ever you want...

Just modify the min/max (x,y,z) bounds.
  Topic: Problem When Rendering YR Map
MadHQ

Replies: 10
Views: 972

Post Posted: Sun May 28, 2017 4:07 am    Subject: Problem When Rendering YR Map
Forum:  Modding Central » Red Alert 2 Editing Forum


Is this the stock Yuri 'all01umd.map' campaign map?

If so, you will need the render to force YR engine, it looks like its trying to render with just RA2... Which means the renderer knows nothin ...
  Topic: MadHQ's Graveyard
MadHQ

Replies: 462
Views: 70756

Post Posted: Sat May 27, 2017 9:18 pm    Subject: MadHQ's Graveyard
Forum:  Modding Central » Media Hut
try again
 
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