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  Topic: Quasimodo IFM (RA2/YR)
geof101

Replies: 8
Views: 2065

Post Posted: Sun Jun 12, 2016 4:51 pm    Subject: Quasimodo IFM (RA2/YR)
Forum:  Modding Central » Media Hut » Voxels
You can use ShadowIndex=x, check the voxel number of the torso (which is the largest part of the voxel).

Correct me if I'm wrong.
  Topic: Trans_C's Random WIP stuff
geof101

Replies: 215
Views: 18727

Post Posted: Sun May 15, 2016 12:55 pm    Subject: Trans_C's Random WIP stuff
Forum:  Modding Central » Media Hut
That is a freaking nice looking dragoon there mate
  Topic: Yuri's Rail Cannon [RA2/YR]
geof101

Replies: 15
Views: 3514

Post Posted: Sun Jan 03, 2016 4:47 am    Subject: Yuri's Rail Cannon [RA2/YR]
Forum:  Modding Central » Media Hut » Voxels
but why do I have the feeling if it shoots its giant cannon, the tank will tilt backward?
  Topic: Few Question
geof101

Replies: 7
Views: 870

Post Posted: Mon Apr 06, 2015 2:55 pm    Subject: Few Question
Forum:  Modding Central » Red Alert 2 Editing Forum
use workaround? add a deploy seq to the medic (for example a tent), and add it as a secondary weap? just my wild idea. but i think, i would have many bugs.
  Topic: Alternative Tib and Gems [Request]
geof101

Replies: 6
Views: 524

Post Posted: Wed Feb 18, 2015 3:47 pm    Subject: Alternative Tib and Gems [Request]
Forum:  Modding Central » Media Hut
do i need to install the mod? or is there a extracted assest already?

-oh nevermind. thanks again GD
  Topic: Alternative Tib and Gems [Request]
geof101

Replies: 6
Views: 524

Post Posted: Wed Feb 18, 2015 12:50 pm    Subject: Alternative Tib and Gems [Request]
Forum:  Modding Central » Media Hut
Thank you GD ^^
  Topic: Alternative Tib and Gems [Request]
geof101

Replies: 6
Views: 524

Post Posted: Wed Feb 18, 2015 6:03 am    Subject: Alternative Tib and Gems [Request]
Forum:  Modding Central » Media Hut
is it public? i thought he didn't release it
  Topic: Alternative Tib and Gems [Request]
geof101

Replies: 6
Views: 524

Post Posted: Wed Feb 18, 2015 5:33 am    Subject:   Alternative Tib and Gems [Request]
Forum:  Modding Central » Media Hut
Is there any public asset for alternate Tib and Gems? Responses are very much appreciated. Thank you.
  Topic: Helipad [Request]
geof101

Replies: 9
Views: 1096

Post Posted: Fri Feb 13, 2015 1:01 pm    Subject: Helipad [Request]
Forum:  Modding Central » Media Hut
this should be not here
  Topic: Allied Avenger Tank
geof101

Replies: 6
Views: 3975

Post Posted: Mon Oct 13, 2014 12:33 pm    Subject: Allied Avenger Tank
Forum:  Modding Central » Media Hut » Voxels
All hail the necromancer
  Topic: Old GP02A (RA2)
geof101

Replies: 7
Views: 2483

Post Posted: Fri Aug 01, 2014 3:25 pm    Subject: Old GP02A (RA2)
Forum:  Modding Central » Media Hut » SHPs
i think i saw that already at star craft gundam century, i think that was a gundam version of the ghost.
  Topic: [RA2/YR]Warning!Chinese YanWang Fighting Vehicle!
geof101

Replies: 11
Views: 3035

Post Posted: Mon Jul 14, 2014 4:56 pm    Subject: [RA2/YR]Warning!Chinese YanWang Fighting Vehicle!
Forum:  Modding Central » Media Hut » Voxels
or a battle fortress
  Topic: Delay firing for shp vehicle unit?
geof101

Replies: 18
Views: 1433

Post Posted: Wed Jul 02, 2014 11:37 am    Subject: Delay firing for shp vehicle unit?
Forum:  Modding Central » Red Alert 2 Editing Forum
would the firing anim also resets when your unit fire weapon 2?
  Topic: SC2 SHPs for download
geof101

Replies: 64
Views: 11117

Post Posted: Fri May 02, 2014 6:38 am    Subject: SC2 SHPs for download
Forum:  Modding Central » Media Hut » SHPs
I hope you'll make a Terran Marine sometime

i think terran units would fit better in ra/yr than zerg, except if you have a plan on making a new factions for zerg^^
  Topic: [YR] [TX] Highway Assault (2-8)
geof101

Replies: 4
Views: 2066

Post Posted: Tue Jan 21, 2014 7:38 am    Subject: [YR] [TX] Highway Assault (2-8)
Forum:  Modding Central » Red Alert 2 Editing Forum » Map Archive
resized
  Topic: [YR] [TX] Highway Assault (2-8)
geof101

Replies: 4
Views: 2066

Post Posted: Tue Jan 21, 2014 7:35 am    Subject: [YR] [TX] Highway Assault (2-8)
Forum:  Modding Central » Red Alert 2 Editing Forum » Map Archive
yeap, it is supposed to be a deathmatch, 4v4, the rush distance is only divided by a highway
  Topic: [YR] [TX] Highway Assault (2-8)
geof101

Replies: 4
Views: 2066

Post Posted: Mon Jan 20, 2014 7:14 am    Subject: [YR] [TX] Highway Assault (2-8)
Forum:  Modding Central » Red Alert 2 Editing Forum » Map Archive
i dont know why, but i cant upload the preview
  Topic: [YR] [TX] Highway Assault (2-8)
geof101

Replies: 4
Views: 2066

Post Posted: Mon Jan 20, 2014 7:05 am    Subject:   [YR] [TX] Highway Assault (2-8)
Subject description: Tried to make a map :)
Forum:  Modding Central » Red Alert 2 Editing Forum » Map Archive
Update:
Ramdom Weather Storm.
GI and Conscript reinforcements (attacks players)

Terrain Expansion needed.

Good for a ruh deathmatch game.
  Topic: Humanoid or creature like Aliens?
geof101

Replies: 136
Views: 17778

Post Posted: Sun Jul 14, 2013 3:25 am    Subject: Humanoid or creature like Aliens?
Forum:  Modding Central » Media Hut
i say, they are more like humanoid aliens. some of your units are pure aliens, and some are humanoids, so, i guess, your faction are aliens that are humanoids^^
  Topic: Yuri Mobile ICBM Launcher Voxels
geof101

Replies: 15
Views: 13465

Post Posted: Tue Apr 02, 2013 7:19 am    Subject: Yuri Mobile ICBM Launcher Voxels
Forum:  Modding Central » Media Hut » Voxels
ohh alright^^
  Topic: Yuri Mobile ICBM Launcher Voxels
geof101

Replies: 15
Views: 13465

Post Posted: Sun Mar 31, 2013 8:21 am    Subject: Yuri Mobile ICBM Launcher Voxels
Forum:  Modding Central » Media Hut » Voxels
i guess i'm right afterall ^^ it's still nice to share it nimo. ^^
  Topic: Yuri Mobile ICBM Launcher Voxels
geof101

Replies: 15
Views: 13465

Post Posted: Sat Mar 30, 2013 3:35 am    Subject: Yuri Mobile ICBM Launcher Voxels
Forum:  Modding Central » Media Hut » Voxels
there are some voxels from TS that is still in the RA2 mix files. i'll check it again later
  Topic: Tanks approaching target to melee range?
geof101

Replies: 2
Views: 408

Post Posted: Fri Mar 29, 2013 11:37 am    Subject: Tanks approaching target to melee range?
Forum:  Modding Central » Red Alert 2 Editing Forum
nope,diffrent kinds of movementzone, but all vehicle types behaves this way, even helicopters
  Topic: Yuri Mobile ICBM Launcher Voxels
geof101

Replies: 15
Views: 13465

Post Posted: Fri Mar 29, 2013 11:19 am    Subject: Yuri Mobile ICBM Launcher Voxels
Forum:  Modding Central » Media Hut » Voxels
i thought i saw this voxel somewhere in the RAMD.mix if i'm not mistaken
  Topic: Tanks approaching target to melee range?
geof101

Replies: 2
Views: 408

Post Posted: Wed Mar 27, 2013 8:36 am    Subject:   Tanks approaching target to melee range?
Forum:  Modding Central » Red Alert 2 Editing Forum
hey guys, need your help. i have this problem about the AI, when tanks or other vehicle type unit attacks, it is just fine, but when it comes to retaliating, they approach the attacker to melee range. ...
  Topic: T-80 on the move
geof101

Replies: 18
Views: 1596

Post Posted: Sun Mar 03, 2013 3:43 am    Subject: T-80 on the move
Forum:  Modding Central » Media Hut
are you going to release this shin? it's awesome
  Topic: [RA2] Athena cannon
geof101

Replies: 21
Views: 7484

Post Posted: Mon Jan 28, 2013 9:32 am    Subject: [RA2] Athena cannon
Forum:  Modding Central » Media Hut » Voxels
spotlight material, don't you think?
  Topic: Turrets
geof101

Replies: 7
Views: 891

Post Posted: Wed Oct 03, 2012 8:47 am    Subject: Turrets
Forum:  Modding Central » Red Alert 2 Editing Forum
AFAIK, IsChargeTurret=yes can't co-exist with IsGattling=yes. Correct me if I'm wrong
  Topic: Question (NpatchExt)
geof101

Replies: 7
Views: 1038

Post Posted: Fri Sep 21, 2012 12:18 am    Subject: Question (NpatchExt)
Forum:  Modding Central » Red Alert 2 Editing Forum
i've check it yesterday, and it still begets IE, here's the new except and the DEBUG. all aircrafts don't have explodes=yes. but ei still occurs
  Topic: Question (NpatchExt)
geof101

Replies: 7
Views: 1038

Post Posted: Thu Sep 20, 2012 9:02 am    Subject: Question (NpatchExt)
Forum:  Modding Central » Red Alert 2 Editing Forum
thanks mouse, i guess it is on the hornets of the carriers, cause this inly happens when there is allied naval ships
  Topic: Force Field
geof101

Replies: 12
Views: 1251

Post Posted: Thu Sep 20, 2012 8:30 am    Subject: Force Field
Forum:  Modding Central » Red Alert 2 Editing Forum
is there any way to hide the health bar of the force field?
  Topic: Question (NpatchExt)
geof101

Replies: 7
Views: 1038

Post Posted: Tue Sep 18, 2012 2:16 pm    Subject: Question (NpatchExt)
Forum:  Modding Central » Red Alert 2 Editing Forum
can't seem to find the problem at the arts of the allied naval. Il check it again later. Thanks man
  Topic: Question (NpatchExt)
geof101

Replies: 7
Views: 1038

Post Posted: Mon Sep 17, 2012 9:31 am    Subject: Question (NpatchExt)
Forum:  Modding Central » Red Alert 2 Editing Forum
maybe it's number 3, i'll check it later. but, it means, the problem lies at the artmd?
  Topic: Question (NpatchExt)
geof101

Replies: 7
Views: 1038

Post Posted: Mon Sep 17, 2012 8:51 am    Subject:   Question (NpatchExt)
Forum:  Modding Central » Red Alert 2 Editing Forum
i'm getting this weird ie, it always happen when allied naval units are in game play. when starting skirmish, it's ok for about 5mins, then, ie occurs. maybe it is a npatchext bug. EIP=90909090. i for ...
  Topic: Chain Lightning
geof101

Replies: 18
Views: 3665

Post Posted: Thu Sep 13, 2012 2:54 pm    Subject: Chain Lightning
Forum:  Modding Central » Red Alert 2 Editing Forum
sorry GD, im not that familiar about terms, abre or other modifications. anyway, so it really can't be done.
  Topic: Chain Lightning
geof101

Replies: 18
Views: 3665

Post Posted: Thu Sep 13, 2012 6:27 am    Subject: Chain Lightning
Forum:  Modding Central » Red Alert 2 Editing Forum
possible with GZ only.set the projectile to arcing to make the delay effect

gz?? about the delay method, i used Inviso=no to the projectile and used a dummy image for it. what i can't fix is it can ...
  Topic: Nod Laser Fence [YR Ares]
geof101

Replies: 36
Views: 9893

Post Posted: Wed Sep 12, 2012 7:37 am    Subject: Nod Laser Fence [YR Ares]
Forum:  Modding Central » Media Hut » SHPs
Turns out Starkku had a good idea! I combined a few things, and this produces the Anim effect geof101 was looking for!


[NAFNCE]
Image=NAFNCE
Remapable=yes
Foundation=1x1
Height=2
New ...
  Topic: Nod Laser Fence [YR Ares]
geof101

Replies: 36
Views: 9893

Post Posted: Sun Sep 09, 2012 1:05 pm    Subject: Nod Laser Fence [YR Ares]
Forum:  Modding Central » Media Hut » SHPs
i've got some problem,is the powered animation for the fence enabled in ares? cause, it doesn't appear, it looks like it is unpowered even if it is powered.
  Topic: Restoring Boris' Old Airstrike Flare. [Ares Optional]
geof101

Replies: 15
Views: 4132

Post Posted: Sun Sep 09, 2012 8:15 am    Subject: Restoring Boris' Old Airstrike Flare. [Ares Optional]
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
IIRC FireOnce on Flare Gun gives IE when Migs fly over the target.

i've already tried it, and it doen's give an ie, only that it changes the target if ever an enemy is in sight or range like noodle ...
  Topic: Restoring Boris' Old Airstrike Flare. [Ares Optional]
geof101

Replies: 15
Views: 4132

Post Posted: Sat Sep 08, 2012 9:14 am    Subject: Restoring Boris' Old Airstrike Flare. [Ares Optional]
Forum:  Modding Central » Red Alert 2 Editing Forum » Tutorials Vault
wouldn't it be better to change the sequence? put SecondaryFire=305,12,12 so it will play the unused flare gun for it? it is commented out there at the artmd.ini. correct me if i'm worng
  Topic: voxel debris
geof101

Replies: 2
Views: 510

Post Posted: Mon Sep 03, 2012 9:20 am    Subject: voxel debris
Forum:  Modding Central » Red Alert 2 Editing Forum
oh yeah, s0rry f0r that. I f0rgot ab0ut that, i used to use that tag bef0re using debristype. And for the maxdebris, im looking f0r ways to add also the b0dy parts for the debris, like separated chasi ...
  Topic: Question(s)
geof101

Replies: 35
Views: 3342

Post Posted: Sun Sep 02, 2012 9:54 am    Subject: Question(s)
Forum:  Modding Central » Red Alert 2 Editing Forum
so i could just use even 3 caracters only?
  Topic: voxel debris
geof101

Replies: 2
Views: 510

Post Posted: Sun Sep 02, 2012 9:48 am    Subject:   voxel debris
Forum:  Modding Central » Red Alert 2 Editing Forum
a little tip for new modders, adding a voxel debris to tanks, so when they are destroyed, they'll somewhat "throws" or leave debris flying in the air. Debris like their turret or body parts. ...
  Topic: Question(s)
geof101

Replies: 35
Views: 3342

Post Posted: Sun Sep 02, 2012 9:34 am    Subject: Question(s)
Forum:  Modding Central » Red Alert 2 Editing Forum
for me, i use the names of tank or codes for teams, like when the teams are composed of tesla tanks, i use [TESLTANK-A] for task force, B for scripts, and C for team. that way, it's not that confusing ...
  Topic: Question(s)
geof101

Replies: 35
Views: 3342

Post Posted: Fri Aug 31, 2012 7:45 am    Subject: Question(s)
Forum:  Modding Central » Red Alert 2 Editing Forum
do you mean that, for example, the allied construction yard is 1=GACNST on the [BuildingList], you must put in [ID]
0=58,0

and when you want the ai attack the soviet construction yard and is 58=NA ...
  Topic: the game cant see it
geof101

Replies: 7
Views: 695

Post Posted: Tue Aug 28, 2012 3:52 pm    Subject: the game cant see it
Forum:  Modding Central » Red Alert 2 Editing Forum
Check your [BuildingTypes], maybe the id number that you gave your building already exists, xxx=ASMS
  Topic: cyro
geof101

Replies: 17
Views: 1045

Post Posted: Sun Aug 26, 2012 1:17 pm    Subject: cyro
Forum:  Modding Central » Red Alert 2 Editing Forum
Both, AFAIK. how? i thought it's only for sw

oh, wait, is it for ares? i thought they're talking about npae, my bad
  Topic: cyro
geof101

Replies: 17
Views: 1045

Post Posted: Sun Aug 26, 2012 12:36 pm    Subject: cyro
Forum:  Modding Central » Red Alert 2 Editing Forum



Well until AE is released for Ares... your stuck with that. From what little info I can muster about AE, you can use it to create weapons that can make a unit less/more Armor,Damage & Speed. ...
  Topic: Big alpha shield
geof101

Replies: 23
Views: 3872

Post Posted: Thu Aug 23, 2012 7:49 am    Subject: Big alpha shield
Forum:  Modding Central » Media Hut
No, it isn't good idea unless you want use it as marker. here a stealthed base, attack here!!!

as it as alpha won't be hidden so face palm worthy idea there.

Rolling Eyes

you could make it to a ne ...
  Topic: Big alpha shield
geof101

Replies: 23
Views: 3872

Post Posted: Wed Aug 22, 2012 7:52 am    Subject: Big alpha shield
Forum:  Modding Central » Media Hut
don't you think it is also good for an anim for a stealth generator?
 
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