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  Topic: XCC Editor not working
Mig Eater

Replies: 14
Views: 179

Post Posted: Sun Jun 17, 2018 12:25 pm    Subject: XCC Editor not working
Forum:  Modding Central » Red Alert 2 Editing Forum
Then try a different installer, it was probably removed from the latest release because it's old & no longer supported.
  Topic: A SHP vehicle with 8 facing how to make face all directions
Mig Eater

Replies: 21
Views: 394

Post Posted: Sun Jun 17, 2018 10:06 am    Subject: A SHP vehicle with 8 facing how to make face all directions
Forum:  Modding Central » Red Alert 2 Editing Forum
You can find instructions on how to render in blender [url=http://lmgtfy.com/?q=how+to+render+images+in+blender]here
  Topic: XCC Editor not working
Mig Eater

Replies: 14
Views: 179

Post Posted: Sun Jun 17, 2018 9:54 am    Subject: XCC Editor not working
Forum:  Modding Central » Red Alert 2 Editing Forum
XCC Mod Creator...
  Topic: Name for XWIS-only Ares (Mars now. Unless other ideas?)
Mig Eater

Replies: 44
Views: 1022

Post Posted: Sun Jun 17, 2018 9:47 am    Subject: Name for XWIS-only Ares (Mars now. Unless other ideas?)
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
I thought it was common knowledge that XWIS is backed by EA as the official replacement for WOL.
  Topic: XCC Editor not working
Mig Eater

Replies: 14
Views: 179

Post Posted: Sat Jun 16, 2018 6:45 pm    Subject: XCC Editor not working
Forum:  Modding Central » Red Alert 2 Editing Forum
XCC Mod Creator/Launcher is separate & has nothing to do with the Mix Editor.
  Topic: XCC Editor not working
Mig Eater

Replies: 14
Views: 179

Post Posted: Sat Jun 16, 2018 7:51 am    Subject: XCC Editor not working
Forum:  Modding Central » Red Alert 2 Editing Forum
Hardly anyone uses XCC Mix Editor anymore, It's old, buggy & can corrupt your mix files.
  Topic: Debris and (W)LAN games
Mig Eater

Replies: 4
Views: 169

Post Posted: Thu Jun 14, 2018 8:07 am    Subject: Debris and (W)LAN games
Forum:  Modding Central » Red Alert 2 Editing Forum
I've never had any problems with large amounts of debris with D-day on LAN (haven't tried online). I haven't seen anyone else complaining about debris desyncs in a very long time either.
  Topic: Easy way to have tank trails?
Mig Eater

Replies: 12
Views: 310

Post Posted: Wed Jun 13, 2018 7:09 pm    Subject: Easy way to have tank trails?
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Yeah I would expect it to lag if several of them are on screen, why I thought using LineTrails would be better.
  Topic: A few OpenRA development topics
Mig Eater

Replies: 34
Views: 882

Post Posted: Wed Jun 13, 2018 6:54 pm    Subject: A few OpenRA development topics
Forum:  PPM Zone » PPM News Network
AFAIK the Allies already have the Apache as well as the Hind.
  Topic: C&C Mod Haven - a Discord PPM companion
Mig Eater

Replies: 3
Views: 240

Post Posted: Tue Jun 12, 2018 10:30 pm    Subject: C&C Mod Haven - a Discord PPM companion
Forum:  PPM Zone » PPM Discussion Zone
The server already has 126 members, which includes most of the prominent members of PPM.
  Topic: Easy way to have tank trails?
Mig Eater

Replies: 12
Views: 310

Post Posted: Tue Jun 12, 2018 10:02 pm    Subject: Easy way to have tank trails?
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
The issue is that you'd want the trailers to be on the sides of the unit under the wheels/tracks. Using next would make it spawn behind the unit & would still be on the center axis.

Edit: I did ...
  Topic: Easy way to have tank trails?
Mig Eater

Replies: 12
Views: 310

Post Posted: Tue Jun 12, 2018 9:18 pm    Subject: Easy way to have tank trails?
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Ok random thought, you could use Initial Payload to add dummy infantry to the unit, then make them auto fire dummy weapons with a FLH under the wheels/tracks, then use the firing anim for the dust clo ...
  Topic: Easy way to have tank trails?
Mig Eater

Replies: 12
Views: 310

Post Posted: Tue Jun 12, 2018 6:32 pm    Subject: Easy way to have tank trails?
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Trailers already work for vehicles but (like aircraft) they spawn from the center of the unit, so they are are only useful for motorbikes.
  Topic: how can i make a unit like The Sudden Transport from Ra3?
Mig Eater

Replies: 3
Views: 105

Post Posted: Tue Jun 12, 2018 12:38 pm    Subject: how can i make a unit like The Sudden Transport from Ra3?
Forum:  Modding Central » Red Alert 2 Editing Forum
You can only make a vehicle disguise itself as a terrain object such as a tree or light post etc & not another unit like the Sudden Transport.
  Topic: Unit remaining after defeat
Mig Eater

Replies: 13
Views: 213

Post Posted: Tue Jun 12, 2018 10:40 am    Subject: Unit remaining after defeat
Forum:  Modding Central » Red Alert 2 Editing Forum
As I attempted to imply in my previous post, it's currently not possible to do what you ask. You'll have to ask Alex to add it to Ares as a new feature.
  Topic: Command and Conquer: Rivals has been announced!
Mig Eater

Replies: 26
Views: 816

Post Posted: Tue Jun 12, 2018 10:35 am    Subject: Command and Conquer: Rivals has been announced!
Forum:  PPM Zone » PPM News Network
I feel like a lot of the negative feedback could have been avoided if they had downplayed Rivals as what it basically is, a small spin-off project specifically for casual gamers, i.e. not C&C fans ...
  Topic: Unit remaining after defeat
Mig Eater

Replies: 13
Views: 213

Post Posted: Tue Jun 12, 2018 9:44 am    Subject: Unit remaining after defeat
Forum:  Modding Central » Red Alert 2 Editing Forum
I'm presuming (based on a discussion we had else where) he wants a sides units to turn neutral & go into sleep mission after you have destroyed their base in short game, instead of them just blowi ...
  Topic: Unit remaining after defeat
Mig Eater

Replies: 13
Views: 213

Post Posted: Tue Jun 12, 2018 7:44 am    Subject: Unit remaining after defeat
Forum:  Modding Central » Red Alert 2 Editing Forum
You cant...
  Topic: Miggy's models
Mig Eater

Replies: 45
Views: 4877

Post Posted: Mon Jun 11, 2018 7:49 pm    Subject: Miggy's models
Forum:  Featured Projects » D-Day
I can print max 30x30x40cm which can easily fit a 1/72 model. My preference has changed to 1/35 scale now days, so the model would probably need to split up for that scale tho (it might fit diagonally ...
  Topic: Miggy's models
Mig Eater

Replies: 45
Views: 4877

Post Posted: Mon Jun 11, 2018 7:00 pm    Subject: Miggy's models
Forum:  Featured Projects » D-Day
If you remember I started designing a [url=https://ppmforums.com/viewtopic.php?t=36417]3D Mammoth tank model specifically for 3D printing. When it turned out it would cost hundreds of euros to get a c ...
  Topic: Miggy's models
Mig Eater

Replies: 45
Views: 4877

Post Posted: Mon Jun 11, 2018 3:45 pm    Subject: Miggy's models
Forum:  Featured Projects » D-Day
I decided to finally get my own 3D printer, so project Mammoth Tank is back on!
  Topic: Unit remaining after defeat
Mig Eater

Replies: 13
Views: 213

Post Posted: Mon Jun 11, 2018 10:55 am    Subject: Unit remaining after defeat
Forum:  Modding Central » Red Alert 2 Editing Forum
You cant...
  Topic: Command and Conquer: Rivals has been announced!
Mig Eater

Replies: 26
Views: 816

Post Posted: Sat Jun 09, 2018 10:47 pm    Subject: Command and Conquer: Rivals has been announced!
Forum:  PPM Zone » PPM News Network
If this was an throwaway spin-off/companion game like Tiberium Alliances was with the mainline C&C3 then it would be fine. But instead we now get the throwaway game as the main title, that's why p ...
  Topic: Command and Conquer: Rivals has been announced!
Mig Eater

Replies: 26
Views: 816

Post Posted: Sat Jun 09, 2018 7:54 pm    Subject: Command and Conquer: Rivals has been announced!
Forum:  PPM Zone » PPM News Network
This looks worse then the Chinese mobile game >.>
  Topic: New D-day website
Mig Eater

Replies: 8
Views: 274

Post Posted: Fri Jun 08, 2018 1:01 pm    Subject: New D-day website
Forum:  Featured Projects » D-Day » D-Day News
The image is #333 for me
  Topic: New D-day website
Mig Eater

Replies: 8
Views: 274

Post Posted: Fri Jun 08, 2018 12:28 pm    Subject: New D-day website
Forum:  Featured Projects » D-Day » D-Day News
I checked the rgb colours in your screen shot & the css part is correct but the png image is being darkened.
  Topic: New D-day website
Mig Eater

Replies: 8
Views: 274

Post Posted: Fri Jun 08, 2018 11:46 am    Subject: New D-day website
Forum:  Featured Projects » D-Day » D-Day News
hmm yes that is noticeable, however the colour matches in Firefox (as well as edge, chrome & opera) for me & several other people that I've asked. I made sure the rgb values for the html code ...
  Topic: Terrain Expansion files
Mig Eater

Replies: 25
Views: 1671

Post Posted: Fri Jun 08, 2018 8:16 am    Subject: Terrain Expansion files
Forum:  Modding Central » Media Hut
Add Morphable = true to the tile set.
  Topic: New D-day website
Mig Eater

Replies: 8
Views: 274

Post Posted: Thu Jun 07, 2018 9:51 am    Subject: New D-day website
Forum:  Featured Projects » D-Day » D-Day News
It looks ok here, what browser are you using? maybe also post a pic to show me what you mean.
  Topic: New D-day website
Mig Eater

Replies: 0
Views: 161

Post Posted: Wed Jun 06, 2018 10:40 am    Subject:   New D-day website
Subject description: 16th Anniversary
Forum:  PPM Zone » PPM News Network
Yep it's that day of the year again, June 6th! Today marks the 74th anniversary of the Allied amphibious landing in Northern France which led the way for the liberation of Western Europe from German o ...
  Topic: New D-day website
Mig Eater

Replies: 8
Views: 274

Post Posted: Wed Jun 06, 2018 10:40 am    Subject:   New D-day website
Subject description: 16th Anniversary
Forum:  Featured Projects » D-Day » D-Day News
Yep it's that day of the year again, June 6th! Today marks the 74th anniversary of the Allied amphibious landing in Northern France which led the way for the liberation of Western Europe from German o ...
  Topic: Ideas & suggestions
Mig Eater

Replies: 366
Views: 27034

Post Posted: Sun Jun 03, 2018 6:53 pm    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
I'm not sure what you mean with a radiation CellSpread? You can already make a radiation field as big or small as you want.
  Topic: Question about CellSpread.
Mig Eater

Replies: 3
Views: 199

Post Posted: Sun Jun 03, 2018 6:39 pm    Subject: Question about CellSpread.
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
You can use [url=https://www.modenc.renegadeprojects.com/Damage_calculation_over_area]PercentAtMax to make objects take less damage at the edge of the CellSpread.
  Topic: Question about CellSpread.
Mig Eater

Replies: 3
Views: 199

Post Posted: Sun Jun 03, 2018 4:59 pm    Subject: Question about CellSpread.
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
CellSpread.MaxAffect can limit the amount of times a building with a foundation greater then 1x1 can take damage. For example a 2x2 building hit by a weapon with damage 200 could take up to 800 in tot ...
  Topic: The next Ares
Mig Eater

Replies: 119
Views: 9084

Post Posted: Sat Jun 02, 2018 8:02 pm    Subject: The next Ares
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Nice, ReversedAs= should add a lot more options, recolour units to that factions colours or make funky hybrid units. Could also make an interesting game mode or side feature where you have to reverse ...
  Topic: The next Ares
Mig Eater

Replies: 119
Views: 9084

Post Posted: Sat Jun 02, 2018 3:17 pm    Subject: The next Ares
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
You can already make a weapon use 2 different warheads using Splits. Use one for targeting/damage & another for the AttachEffect.
  Topic: Train specialists opinions?
Mig Eater

Replies: 29
Views: 599

Post Posted: Wed May 30, 2018 11:30 am    Subject: Train specialists opinions?
Forum:  Modding Central » Red Alert 2 Editing Forum
Well truth be told I've only used them on one map so far, but they use most of the pieces & go on & off screen in multiple places (not over water with no connections tho).
  Topic: Boomers shoot at tree using torpedo?
Mig Eater

Replies: 13
Views: 282

Post Posted: Wed May 30, 2018 11:22 am    Subject: Boomers shoot at tree using torpedo?
Forum:  Modding Central » Red Alert 2 Editing Forum
That's probably the best option.
  Topic: Boomers shoot at tree using torpedo?
Mig Eater

Replies: 13
Views: 282

Post Posted: Wed May 30, 2018 9:54 am    Subject: Boomers shoot at tree using torpedo?
Forum:  Modding Central » Red Alert 2 Editing Forum
Units will still use their primary weapon to attack trees even if the verses are 0% & Wood=no, they just wont do any damage.
  Topic: Train specialists opinions?
Mig Eater

Replies: 29
Views: 599

Post Posted: Wed May 30, 2018 9:42 am    Subject: Train specialists opinions?
Forum:  Modding Central » Red Alert 2 Editing Forum
After rereading the topic I see the problem (missed LKOs post), I'm not using the original track overlays entries (42 to 57) I have new sets at the top of the list overwriting the old RA1 entries. I h ...
  Topic: Boomers shoot at tree using torpedo?
Mig Eater

Replies: 13
Views: 282

Post Posted: Tue May 29, 2018 11:11 pm    Subject: Boomers shoot at tree using torpedo?
Forum:  Modding Central » Red Alert 2 Editing Forum
Trees are simple terrain objects with no special object handling, so units will default to attacking them with their primary weapon.
  Topic: Train specialists opinions?
Mig Eater

Replies: 29
Views: 599

Post Posted: Tue May 29, 2018 10:40 pm    Subject: Train specialists opinions?
Forum:  Modding Central » Red Alert 2 Editing Forum
I dont know what problems you are having but I have multiple multi-framed overlays (train tracks & other sets) that all work fine without any problems in FA2.
  Topic: Train specialists opinions?
Mig Eater

Replies: 29
Views: 599

Post Posted: Tue May 29, 2018 8:30 am    Subject: Train specialists opinions?
Forum:  Modding Central » Red Alert 2 Editing Forum
[url=https://ppmforums.com/viewtopic.php?t=41602]Here is an overlays list that shows what can & cant be edited/changed & also which ones (the blue entries) dont work with FA2's dropdown menu. ...
  Topic: OpenTopped aircraft carriers
Mig Eater

Replies: 6
Views: 206

Post Posted: Sun May 27, 2018 7:42 pm    Subject: OpenTopped aircraft carriers
Forum:  Modding Central » Red Alert 2 Editing Forum
I know that it works with V3 type missiles, I haven't seen it used on spawned aircraft tho, so I wasn't sure if they would be able to return to the OpenTopped unit & reload like normal?
  Topic: OpenTopped aircraft carriers
Mig Eater

Replies: 6
Views: 206

Post Posted: Sun May 27, 2018 5:18 pm    Subject:   OpenTopped aircraft carriers
Forum:  Modding Central » Red Alert 2 Editing Forum
It has been recently demonstrated that infantry inside an OpenTopped transport busy lazy to test myself)  

If so it could open up the possibilities of carriers being able to launch different types ...
  Topic: Need help determining the turret's location.
Mig Eater

Replies: 3
Views: 132

Post Posted: Wed May 23, 2018 5:05 pm    Subject: Need help determining the turret's location.
Forum:  Modding Central » Red Alert 2 Editing Forum
TurretAnimX/Y starts at the top corner of the building (center of the shp file) & is measured in pixels, so you just need to open the file in an image editor & count how many pixels it is from ...
  Topic: Looking for Pre-Release proc SHP
Mig Eater

Replies: 4
Views: 528

Post Posted: Tue May 22, 2018 8:06 am    Subject: Looking for Pre-Release proc SHP
Forum:  Modding Central » Media Hut
We're not interested that you need slave miners...
  Topic: The next Ares
Mig Eater

Replies: 119
Views: 9084

Post Posted: Mon May 21, 2018 7:52 pm    Subject: The next Ares
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
I'm still very interested in the AircraftDockIndex= we discussed awhile ago as a fix for Aircraft using BuildAt=. Any chance of that being added in the future?
  Topic: Removing rubble?
Mig Eater

Replies: 9
Views: 329

Post Posted: Sat May 19, 2018 6:58 pm    Subject: Removing rubble?
Forum:  Modding Central » Red Alert 2 Editing Forum
Do it yourself ya lazy bum #Tongue
  Topic: Removing rubble?
Mig Eater

Replies: 9
Views: 329

Post Posted: Fri May 18, 2018 2:30 pm    Subject: Removing rubble?
Forum:  Modding Central » Red Alert 2 Editing Forum
No. All you can do is change LeaveRubble=yes to no, so buildings wont spawn any rubble in the first place.
 
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