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  Topic: Test Explosion
ApolloTD

Replies: 3
Views: 320

Post Posted: Sun Jul 15, 2018 12:10 pm    Subject: Test Explosion
Forum:  Modding Central » Media Hut » SHPs
You shoulda made own palette than use the one from my old pack so suffer less visual loss.
  Topic: Building is Offset and bugged! can't fix
ApolloTD

Replies: 6
Views: 231

Post Posted: Thu Jun 28, 2018 5:05 pm    Subject: Building is Offset and bugged! can't fix
Forum:  Modding Central » Red Alert 2 Editing Forum
You can't use non-flat airfield/helipad design to dock as the aircraft will be created/land on the ground level and in this case, inside the building (instead of on top)  even when you correct the sh ...
  Topic: How can i fix this Problem?
ApolloTD

Replies: 4
Views: 193

Post Posted: Thu Jun 28, 2018 2:16 pm    Subject: How can i fix this Problem?
Forum:  Modding Central » Red Alert 2 Editing Forum
Make sure you keep the normal frames and shadow frames amount EQUAL with every additions or you will see issues with the shadow as well.
  Topic: Name for XWIS-only Ares (Mars now. Unless other ideas?)
ApolloTD

Replies: 52
Views: 1895

Post Posted: Tue Jun 26, 2018 10:25 am    Subject: Name for XWIS-only Ares (Mars now. Unless other ideas?)
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Like I said: retail GAMEMD fails to work properly (if at all) on todays' systems, including my own. I try to provide a fix for and be useful for once to YOU and I get this response.

Huh? Retail ori ...
  Topic: Name for XWIS-only Ares (Mars now. Unless other ideas?)
ApolloTD

Replies: 52
Views: 1895

Post Posted: Mon Jun 25, 2018 10:33 am    Subject: Name for XWIS-only Ares (Mars now. Unless other ideas?)
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Why am I not surprised, all this fuss about XWIS ARES which hardly very few even care for when it works for all other distributions so the reason is using XWIS YR with ARES to deliver stand-alone on t ...
  Topic: Requesting xuetianyi's Power Plant.
ApolloTD

Replies: 24
Views: 1026

Post Posted: Mon Jun 18, 2018 4:57 am    Subject: Requesting xuetianyi's Power Plant.
Forum:  Modding Central » Media Hut
Nimostar, if you tried contributing to the forum you'd get access instead of just trying to leech assets without giving anything back which is already an issue in chinese scene and why that system is ...
  Topic: A SHP vehicle with 8 facing how to make face all directions
ApolloTD

Replies: 21
Views: 498

Post Posted: Mon Jun 11, 2018 6:07 am    Subject: A SHP vehicle with 8 facing how to make face all directions
Forum:  Modding Central » Red Alert 2 Editing Forum
Well, if your really desperate enough, you could 'make' the missing facings by rotating the art but that is a lot of work and it won't be too super, then there is the pain of aligning it to building g ...
  Topic: Editing an aura-like anim . . .
ApolloTD

Replies: 8
Views: 522

Post Posted: Sat May 26, 2018 1:59 pm    Subject: Editing an aura-like anim . . .
Forum:  Modding Central » Media Hut
Yeah, could suffice for an shockwave but really many things to learn here, like skinning(erasing) the unwanted pixels out and making a new palette, trying fit these into anim.pal is just ruining all q ...
  Topic: Requesting xuetianyi's Power Plant.
ApolloTD

Replies: 24
Views: 1026

Post Posted: Sat May 26, 2018 1:55 pm    Subject: Requesting xuetianyi's Power Plant.
Forum:  Modding Central » Media Hut
Maybe you should have just put up the files so anyone could check if your files corrupted  than have to go fetch from there but I see no problems or looked at wrong files...
  Topic: [REQUEST] Apollo's Improved RA2 VPL
ApolloTD

Replies: 2
Views: 285

Post Posted: Sun May 20, 2018 8:43 am    Subject: [REQUEST] Apollo's Improved RA2 VPL
Forum:  Modding Central » Media Hut
http://ppmforums.com/viewtopic.php?t=37530
  Topic: Neither Mechanical nor Organic
ApolloTD

Replies: 1
Views: 234

Post Posted: Sun Apr 22, 2018 12:20 pm    Subject: Neither Mechanical nor Organic
Forum:  Modding Central » Red Alert 2 Editing Forum
No, Ares has no exception to this and by default all units are given this effect.
  Topic: What is the best best render mode?
ApolloTD

Replies: 4
Views: 975

Post Posted: Sat Mar 17, 2018 12:55 pm    Subject: What is the best best render mode?
Forum:  Modding Central » Tiberian Sun Editing Forum
DDrawCompat yields best performance for me in W10 on full screen, 2nd TS-DDRAW and windowed dxwnd is good.

But like said, systems differ and you have to try it, it's certain thing default won't wor ...
  Topic: Help
ApolloTD

Replies: 8
Views: 484

Post Posted: Thu Mar 08, 2018 12:24 pm    Subject: Help
Forum:  Modding Central » Media Hut
Falling color? Think you need to be more specific to the problem.

I guess the purple is unwanted from unintentional remaps or just not happy with how the final colors result is as after all its lim ...
  Topic: Area Spread Mind Control
ApolloTD

Replies: 9
Views: 688

Post Posted: Tue Mar 06, 2018 9:24 am    Subject: Area Spread Mind Control
Forum:  Modding Central » Red Alert 2 Editing Forum
Should have mentioned just incase that only permanent mind control can use such coding, ordinary one will cause crash instantly given the links, in any case this yields certain radius from the cluster ...
  Topic: Something that annoys me.
ApolloTD

Replies: 12
Views: 842

Post Posted: Mon Mar 05, 2018 3:56 pm    Subject: Something that annoys me.
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Iron Curtain/Chronosphere AI targeting is misleading in a way, as it actually doesn't literally target anything, rather it just activates the superweapon for the very specific taskforce of units if it ...
  Topic: Voxel File Format Research
ApolloTD

Replies: 11
Views: 3187

Post Posted: Mon Feb 26, 2018 6:32 pm    Subject: Voxel File Format Research
Forum:  Featured Tools » Voxel Section Editor III
Has anyone tried moving it somehwere else in the VPL ?

I have tried that during VPL research wayyy back, changing the defined remap indexes in VPL has zero effect.
  Topic: Where to find Dig anim.shp
ApolloTD

Replies: 4
Views: 332

Post Posted: Mon Feb 26, 2018 6:02 am    Subject: Where to find Dig anim.shp
Forum:  Modding Central » Red Alert 2 Editing Forum
Solution is obvious, get it from Tiberian Sun as it is not used/included in RA2 files.
  Topic: Voxel File Format Research
ApolloTD

Replies: 11
Views: 3187

Post Posted: Mon Feb 26, 2018 5:56 am    Subject: Voxel File Format Research
Forum:  Featured Tools » Voxel Section Editor III
The remap indexes are the same for every voxel thus the value can be used as default safely without even parsing it from the vxl itself.
  Topic: Tib Sun to YR Jump Jet
ApolloTD

Replies: 5
Views: 442

Post Posted: Sun Feb 25, 2018 6:04 am    Subject: Tib Sun to YR Jump Jet
Forum:  Modding Central » Red Alert 2 Editing Forum
I have no idea why you even want the exact TS system as it requires you to babysit the infantry constantly or it lands in middle of enemy once its current target is dead (and you not reissue a new tar ...
  Topic: movin and teleporting chrono unit
ApolloTD

Replies: 12
Views: 1313

Post Posted: Sun Feb 25, 2018 6:00 am    Subject: movin and teleporting chrono unit
Forum:  Modding Central » Red Alert 2 Editing Forum
I knew someone would say that, but Test it dude. If its not valid movementzone- then having an invalid movement zone allows movement across all terrain types (except water) I am not lying about the ef ...
  Topic: movin and teleporting chrono unit
ApolloTD

Replies: 12
Views: 1313

Post Posted: Sat Feb 24, 2018 12:44 pm    Subject: movin and teleporting chrono unit
Forum:  Modding Central » Red Alert 2 Editing Forum
Teleporter is not a movementzone key and rather what you put is invalid and frankly since has no valid movementzone, it does not limit movement in anyway as the purpose of that is to limit movement to ...
  Topic: ICBM rocket flies away
ApolloTD

Replies: 9
Views: 621

Post Posted: Thu Feb 01, 2018 6:49 am    Subject: ICBM rocket flies away
Forum:  Modding Central » Red Alert 2 Editing Forum


Huh? what do you mean? the missile is already custom.

How about you read the manual and figure it out FFS and stop asking stupid question. Rolling Eyes

How about you say that to my face? you'll be ...
  Topic: ICBM rocket flies away
ApolloTD

Replies: 9
Views: 621

Post Posted: Wed Jan 31, 2018 5:45 am    Subject: ICBM rocket flies away
Forum:  Modding Central » Red Alert 2 Editing Forum


Huh? what do you mean? the missile is already custom.

How about you read the manual and figure it out FFS and stop asking stupid question. Rolling Eyes
  Topic: About big units visual-wise.
ApolloTD

Replies: 24
Views: 788

Post Posted: Mon Jan 01, 2018 6:13 am    Subject: About big units visual-wise.
Forum:  Modding Central » Red Alert 2 Editing Forum
That bug has been around since E:BfD, whose W3D Engine was the predecessor to Generals', C&C3's, RA3's and the game-that-shall-not-be-named.

And the fact that none of those games fixed it shows ...
  Topic: Image Shaper
ApolloTD

Replies: 82
Views: 7629

Post Posted: Sat Dec 23, 2017 12:22 pm    Subject: Image Shaper
Forum:  Featured Tools » Community Tools

Have you checked if the resultant SHP is not affecting position in game
relative to its selection box? It should be safe in all conditions like a
structure would be having more than a single shp ...
  Topic: [Request] Starcraft remastered images
ApolloTD

Replies: 6
Views: 1931

Post Posted: Tue Nov 21, 2017 6:23 pm    Subject: [Request] Starcraft remastered images
Forum:  Miscellaneous Forums » Game Chat » Starcraft Chat
Are the "old" graphics the recreated assets rendered in lower res or the original old graphics with the new bad compression?


I thought I made it clear, they are the original old graphic ...
  Topic: [Request] Starcraft remastered images
ApolloTD

Replies: 6
Views: 1931

Post Posted: Tue Nov 21, 2017 11:16 am    Subject: [Request] Starcraft remastered images
Forum:  Miscellaneous Forums » Game Chat » Starcraft Chat
Sadly the old graphics are more pixelated in SCR as they texture compressed the old 256 color arts again for the newer render engine so the comparison is slightly off vs the very original game.
Ther ...
  Topic: Red parts that aren't remap.
ApolloTD

Replies: 8
Views: 705

Post Posted: Tue Nov 14, 2017 8:47 am    Subject: Red parts that aren't remap.
Forum:  Modding Central » Media Hut
I also wouldn't trust these hand made schemes to find the best matching alternative color over some color replacement algorithm when using special palettes for import/conversion.

Yeah the stock sch ...
  Topic: Big Nuke explosion
ApolloTD

Replies: 6
Views: 1376

Post Posted: Mon Nov 06, 2017 9:17 am    Subject: Big Nuke explosion
Forum:  Modding Central » Media Hut » SHPs
This would need lots of improvement, you have wayyy too much of single color white making up bulk load of it, should have light yellows etc to variate it where possible as now you just clipped it most ...
  Topic: Request: Apollo&Starkku Anims Pack & GreenEyes M107 Howitzer
ApolloTD

Replies: 7
Views: 1127

Post Posted: Mon Nov 06, 2017 8:35 am    Subject: Request: Apollo&Starkku Anims Pack & GreenEyes M107 Howitzer
Forum:  Modding Central » Media Hut
Not sure why people want that my and starkku old pack honestly, it's quite awful quality converts to be honest (bad conversion methods...) and why its been taken down from my space and ideally if had ...
  Topic: C&C TD beta video
ApolloTD

Replies: 3
Views: 466

Post Posted: Mon Oct 23, 2017 1:09 pm    Subject: C&C TD beta video
Forum:  Miscellaneous Forums » Game Chat » Command & Conquer Chat
Hmm that flame tank is probably about mostly full remap, than really GDI I suppose so they changed to whiteish holding tanks. Should probably ask Nyerguds for first C&C stuff if someone has it, it ...
  Topic: Option for fixed CX and CY
ApolloTD

Replies: 7
Views: 2177

Post Posted: Sun Oct 22, 2017 3:56 pm    Subject: Option for fixed CX and CY
Forum:  Featured Tools » OS SHP Builder » Suggestions
If problem is division as 39 is not proper divide, you only need to add 1 pixel line more to height of most frames(?) to fix it maybe.

Well, I used to have will's shp editor in past but I don't kno ...
  Topic: Option for fixed CX and CY
ApolloTD

Replies: 7
Views: 2177

Post Posted: Sun Oct 22, 2017 3:04 pm    Subject: Option for fixed CX and CY
Forum:  Featured Tools » OS SHP Builder » Suggestions
Whoops.mistook this for ra1...

Given this TS shp..thats odd one... could use non-compression type like the old will's shp editor so it not change size at all, but issue is very strange.
  Topic: [Q] Chrono Area effect
ApolloTD

Replies: 9
Views: 718

Post Posted: Tue Oct 17, 2017 5:37 am    Subject: [Q] Chrono Area effect
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
No, Temporal=yes does not support cellspread so chrono erasing units in a radius is not a possible presently. Your free to do visually usual damaging chrono bomb but it won't have any characteristic o ...
  Topic: SellUnit SW
ApolloTD

Replies: 6
Views: 380

Post Posted: Sun Oct 08, 2017 12:07 pm    Subject: SellUnit SW
Forum:  Modding Central » Red Alert 2 Editing Forum
If I recall correctly, when you misclick with it a non-valid target or blank, game will crash so I don't wonder why its not used if still has same issues or else broken.
  Topic: railgun color
ApolloTD

Replies: 10
Views: 1190

Post Posted: Sun Oct 01, 2017 6:22 am    Subject: railgun color
Forum:  Modding Central » Tiberian Sun Editing Forum

I haven't experienced any lag for railguns. Does it heavily depend on number of units using railgun logic?

Missed this, anyway as you guessed, number of units means always gradually more lag the ...
  Topic: railgun color
ApolloTD

Replies: 10
Views: 1190

Post Posted: Mon Sep 25, 2017 4:56 am    Subject: railgun color
Forum:  Modding Central » Tiberian Sun Editing Forum
TI uses shp railgun for performance reasons instead of native engine railgun particles which lags terribly unlike ARES YR fixed version.

You can change the middle laser color easily in the system p ...
  Topic: Can train logic work on normal vehicle?
ApolloTD

Replies: 3
Views: 380

Post Posted: Wed Sep 20, 2017 5:51 am    Subject: Can train logic work on normal vehicle?
Forum:  Modding Central » Red Alert 2 Editing Forum
It's just not possible how you want it for player controllable unit, the train logic you enabled (which only provides crush obstacles part) does not provide any kind of linking several units into each ...
  Topic: Mastermind with psiwave issue
ApolloTD

Replies: 7
Views: 558

Post Posted: Tue Aug 29, 2017 5:22 pm    Subject: Mastermind with psiwave issue
Forum:  Modding Central » Red Alert 2 Editing Forum
Be aware of one fundamental issue just like Yuri Clones.
When it is mind controlling anything, it will not be able to use the psiwave deploy.
  Topic: Field Mechanic
ApolloTD

Replies: 4
Views: 495

Post Posted: Sun Aug 13, 2017 5:33 pm    Subject: Field Mechanic
Forum:  Other Projects » Pre-Alpha Projects » Colony Wars » Alliance » Infantry
Meh, recolors are easy even in paint shop pro which I use.
Main thing is rather set yourself a customized conversion palette so you don't screw up the remaps and background index when apply palette ...
  Topic: Downtown Warfare
ApolloTD

Replies: 12
Views: 1593

Post Posted: Mon Jul 24, 2017 2:31 pm    Subject: Downtown Warfare
Forum:  Featured Projects » Dawn of the Tiberium Age » Maps
It would be possible, yes.
Though then each player would need a buildable vehicle hijacker infantry, which is more likely used against approaching enemy tanks than civilian cars. (can't be restricted ...
  Topic: Implications of GDI Missions 4-5
ApolloTD

Replies: 8
Views: 1725

Post Posted: Mon Jul 24, 2017 1:57 pm    Subject: Implications of GDI Missions 4-5
Forum:  Featured Projects » Twisted Insurrection » Your Input

-One way to make the story clearer and more plausible is have Nod fight non-GDI/GloboTech enemies such as the Russians and European Union (Nod deploys most of its troops against these guys)

I ass ...
  Topic: New Chemical Spray
ApolloTD

Replies: 6
Views: 1430

Post Posted: Sun Jul 16, 2017 4:39 am    Subject: New Chemical Spray
Forum:  Modding Central » OpenRA Editing Forums
You could just recolor it to green me thinks as one option.
  Topic: Grinding=yes bugs InfantryAbsorb,UnitAbsorb
ApolloTD

Replies: 8
Views: 1082

Post Posted: Fri Jul 14, 2017 1:48 pm    Subject: Grinding=yes bugs InfantryAbsorb,UnitAbsorb
Forum:  Modding Central » Red Alert 2 Editing Forum
You probably got lucky that worked(?) for cloning vat as the keys were not written with grinding in mind.

Assuming every function relates to another is something you'll find not always apply in thi ...
  Topic: Voxel Editor Issue
ApolloTD

Replies: 13
Views: 1366

Post Posted: Wed Jun 28, 2017 6:06 am    Subject: Voxel Editor Issue
Forum:  Modding Central » Red Alert 2 Editing Forum
Eh? Only difference I see is different zoom (since the other voxel is done by doubled resize), you could just right click and choose magnification to increase the size of visible squares for more conv ...
  Topic: Ore Mining Facility
ApolloTD

Replies: 13
Views: 1604

Post Posted: Mon Jun 19, 2017 10:25 am    Subject: Re: build
Forum:  Modding Central » Red Alert 2 Editing Forum
BTW THIS IS MY CODE... and also that picture is also mine..it can make resources but not GROWING SPREAD... i dunno what to do with that
or maybe i missed something..




Your code is copied off ...
  Topic: Ares 0.D Engineer Repairer?
ApolloTD

Replies: 15
Views: 1401

Post Posted: Wed Jun 14, 2017 9:35 am    Subject: Ares 0.D Engineer Repairer?
Forum:  Modding Central » Red Alert 2 Editing Forum
Engineer can not use any weapons even if it is healing weapon in its default form, engineer logic conflicts this, only bypass might be deploy but its simpler to make dedicated medic/mechanic.
  Topic: Airburst and Splits logic help needed please
ApolloTD

Replies: 6
Views: 1002

Post Posted: Sat May 27, 2017 5:01 am    Subject: Airburst and Splits logic help needed please
Forum:  Modding Central » Red Alert 2 Editing Forum
Looks like somebody needs to look at the manual/clustermissile code again as its all wrong literally. Rolling Eyes

AroundTarget is not supposed to be used like that either.
  Topic: Nomad Galaxy
ApolloTD

Replies: 36
Views: 5333

Post Posted: Wed May 24, 2017 3:58 pm    Subject: Nomad Galaxy
Forum:  Modding Central » Public Project Announcements
Yeah, Graphic card memory isn't unlimited and having a model with texture that spinned (ora dev idea...) would be tad more efficient than 200(?) rotating frames memory wise.
  Topic: vehicles used to have structure selection boxes
ApolloTD

Replies: 11
Views: 2365

Post Posted: Mon May 15, 2017 10:48 am    Subject: vehicles used to have structure selection boxes
Forum:  Modding Central » Tiberian Sun Editing Forum
Curiously no one mention the side effect of EMP immunity with that key on stock game so may not be as advisable apart from hack that takes it out as not always desirable.
 
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