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  Topic: Tiberian Sun: WarZone
Lin Kuei Ominae

Replies: 50
Views: 956

Post Posted: Sat May 18, 2019 12:52 am    Subject: Tiberian Sun: WarZone
Forum:  Modding Central » Tiberian Sun Editing Forum
the gif is cut only a few times, maybe in real time taking 3 or 4 times as long. The edited tree flames actually did quite some damage.
If you would've send a group of infantry through a few of those ...
  Topic: Custom units
Lin Kuei Ominae

Replies: 6
Views: 295

Post Posted: Fri May 17, 2019 6:46 am    Subject: Custom units
Forum:  Featured Projects » Dawn of the Tiberium Age
look at the DTA bike again. The first frame isn't exactly north (A quirk of the TS engine 32 facing hack).
Your shadows wobble and don't fit to the unit.

If you want the unit remappable, you have ...
  Topic: Tiberian Sun: WarZone
Lin Kuei Ominae

Replies: 50
Views: 956

Post Posted: Wed May 15, 2019 4:24 pm    Subject: Tiberian Sun: WarZone
Forum:  Modding Central » Tiberian Sun Editing Forum
I think... considering how poorly the forest fire 'effect' works in TS? This is a major improvement.
I think this is mostly due to the very poor original maps, which scarcely use trees in the first p ...
  Topic: Tiberian Sun: WarZone
Lin Kuei Ominae

Replies: 50
Views: 956

Post Posted: Tue May 14, 2019 1:26 pm    Subject: Tiberian Sun: WarZone
Forum:  Modding Central » Tiberian Sun Editing Forum
yeah, Rate=0 can help.

However when I started creating and experimenting with all the TI anim shenanigans, i often found anims not working at all without an image. IIRC there was also a problem wit ...
  Topic: Tiberian Sun: WarZone
Lin Kuei Ominae

Replies: 50
Views: 956

Post Posted: Tue May 14, 2019 10:56 am    Subject: Tiberian Sun: WarZone
Forum:  Modding Central » Tiberian Sun Editing Forum
Such a dummy anim isn't even necessary, you can just use Image=none and the animation will work just fine.
no,  you need it for anything which should play for more than 1 frame
e.g. timer, dumm ...
  Topic: Tiberian Sun: WarZone
Lin Kuei Ominae

Replies: 50
Views: 956

Post Posted: Mon May 13, 2019 8:03 pm    Subject: Tiberian Sun: WarZone
Forum:  Modding Central » Tiberian Sun Editing Forum
No clue. It was just a graphics test and never made it into TI as a final weapon.

Dealing with cliffs, the projectile would be most likely stopped while the railgun passes through.
  Topic: Unit design
Lin Kuei Ominae

Replies: 7
Views: 255

Post Posted: Mon May 13, 2019 9:07 am    Subject: Unit design
Forum:  Miscellaneous Forums » Game Chat
that person has a fine taste for RTS: C&C, Dune, Z, Dark Reign.
  Topic: Tiberian Sun: WarZone
Lin Kuei Ominae

Replies: 50
Views: 956

Post Posted: Sun May 12, 2019 3:00 pm    Subject: Tiberian Sun: WarZone
Forum:  Modding Central » Tiberian Sun Editing Forum
Once in a PS (particlesystem) you can't get out of it again. You can't spawn any rules.ini object or art.ini object (anim, debris) from them.
PS also use the SHP directly. A graphic assigned to them ...
  Topic: Tiberian Sun: WarZone
Lin Kuei Ominae

Replies: 50
Views: 956

Post Posted: Sun May 12, 2019 11:40 am    Subject: Tiberian Sun: WarZone
Forum:  Modding Central » Tiberian Sun Editing Forum
I fear you have to remove all the spark anims.
Many players experience extreme lag when lots of particles are shown.
One of the exe disassembling pros once wrote, that each particle is like a full b ...
  Topic: Two Explosion animation with air waves
Lin Kuei Ominae

Replies: 8
Views: 440

Post Posted: Sat May 11, 2019 5:48 pm    Subject: Two Explosion animation with air waves
Forum:  Modding Central » Media Hut » SHPs
BlueHighExp
frames 118 to 149 can be removed, they are empty
YellowHighExp
frames 86 to 118 can be removed

half the number of frames would work too and stress less the render engine. Explosions ...
  Topic: Tiberian Sun: WarZone
Lin Kuei Ominae

Replies: 50
Views: 956

Post Posted: Sat May 11, 2019 5:35 pm    Subject: Tiberian Sun: WarZone
Forum:  Modding Central » Tiberian Sun Editing Forum
you can use a dummy to spawn instantly multiple debris.
[T_EXP]
Start=0
End=1
TrailerAnim=DUMMY
TrailerSeperation=1

[DUMMY]
Image=CLRANIM ;SHP with 10 empty frames and 1x1pixel canvas size
E ...
  Topic: Tiberian Sun: WarZone
Lin Kuei Ominae

Replies: 50
Views: 956

Post Posted: Sat May 11, 2019 3:03 pm    Subject: Tiberian Sun: WarZone
Forum:  Modding Central » Tiberian Sun Editing Forum
i don't like the delay between destroyed tree and beginning of debris spawn and how the debris are spawned over several frames, instead of all of them at the same time.
Show the important code bit of ...
  Topic: Cliff Passable by Hover Unit
Lin Kuei Ominae

Replies: 15
Views: 354

Post Posted: Sat May 11, 2019 1:37 pm    Subject: Cliff Passable by Hover Unit
Forum:  Modding Central » Red Alert 2 Editing Forum
Jumpjet unit with a low flight level?
can it be made to be still considered a ground target, avoiding AA shooting it?
  Topic: Cliff Passable by Hover Unit
Lin Kuei Ominae

Replies: 15
Views: 354

Post Posted: Sat May 11, 2019 9:02 am    Subject: Cliff Passable by Hover Unit
Forum:  Modding Central » Red Alert 2 Editing Forum
that would only make the unit able to move on cells with Land=cliff, but it would not allow it to move across the height difference. Only fly locomotor can do this IIRC.
  Topic: Two Explosion animation with air waves
Lin Kuei Ominae

Replies: 8
Views: 440

Post Posted: Sat May 11, 2019 6:56 am    Subject: Two Explosion animation with air waves
Forum:  Modding Central » Media Hut » SHPs
all 3 uploads are corrupt
the zip is 0 bytes
  Topic: getting sonic projectile to work from an aircraft-vehicle
Lin Kuei Ominae

Replies: 7
Views: 266

Post Posted: Fri May 10, 2019 7:09 am    Subject: getting sonic projectile to work from an aircraft-vehicle
Forum:  Modding Central » Red Alert 2 Editing Forum
I'd prefer http://lko.ppmsite.com/Public/SHPs/Animations/protoningame.png
  Topic: Tiberian Sun: WarZone
Lin Kuei Ominae

Replies: 50
Views: 956

Post Posted: Thu May 09, 2019 9:37 pm    Subject: Tiberian Sun: WarZone
Forum:  Modding Central » Tiberian Sun Editing Forum
maybe it would be better to use Overlays instead.
-they can be made passable Land=clear
-they can be made crushable (might look cool if a tank can run them over)
-using CellAnim they can get an ani ...
  Topic: Tiberian Sun: WarZone
Lin Kuei Ominae

Replies: 50
Views: 956

Post Posted: Thu May 09, 2019 1:03 pm    Subject: Tiberian Sun: WarZone
Forum:  Modding Central » Tiberian Sun Editing Forum
Dummy building as tree?
Yeah, buildings block Floater projectiles in their path. A bit different than TerrainTypes, which simply let them move through.

I don't think you can do anything to make th ...
  Topic: Tiberian Sun: WarZone
Lin Kuei Ominae

Replies: 50
Views: 956

Post Posted: Thu May 09, 2019 9:58 am    Subject: Tiberian Sun: WarZone
Forum:  Modding Central » Tiberian Sun Editing Forum
projectiles explode, when warheads have Conventional=no, which is default setting.
Only with Conventional=yes on the warhead, a projectile would cause a splash in water.

art.ini debris when they h ...
  Topic: Tiberian Sun: WarZone
Lin Kuei Ominae

Replies: 50
Views: 956

Post Posted: Thu May 09, 2019 6:56 am    Subject: Tiberian Sun: WarZone
Forum:  Modding Central » Tiberian Sun Editing Forum
LegalTarget=no
Bib=yes ;though that makes it passable for everything
Immune=yes
can help. Not sure if after the hack (applied to TS Client and mods), the unselected mouse over healthbar can be disa ...
  Topic: Tiberian Sun: WarZone
Lin Kuei Ominae

Replies: 50
Views: 956

Post Posted: Wed May 08, 2019 2:44 pm    Subject: Tiberian Sun: WarZone
Forum:  Modding Central » Tiberian Sun Editing Forum
Hey, guys quick question.

1 Animated tree's - Can we add frames to the tree for wind swinging?

2 Force tib tree and blue tib tree use normal light?

- I mean I retextured my tib trees into cri ...
  Topic: In game music not working
Lin Kuei Ominae

Replies: 3
Views: 151

Post Posted: Tue May 07, 2019 11:07 am    Subject: In game music not working
Forum:  Featured Projects » Dawn of the Tiberium Age » Support & Feedback
When you open ingame the music menu, can you actually see all the songs and they just don't play (music volume setting not set on 0)
or
do you see no songs at all? Then you might have to download t ...
  Topic: Tiberian Sun: WarZone
Lin Kuei Ominae

Replies: 50
Views: 956

Post Posted: Sun May 05, 2019 9:37 pm    Subject: Tiberian Sun: WarZone
Forum:  Modding Central » Tiberian Sun Editing Forum
that's the projectile code
add to the weapon code
ProjectileRange=8
usually you set it 1 or 2 cell higher than what you have on Range.

RetargetAccuracy is useless. This is for Airburst/Splits lo ...
  Topic: Tiberian Sun: WarZone
Lin Kuei Ominae

Replies: 50
Views: 956

Post Posted: Sun May 05, 2019 8:29 pm    Subject: Tiberian Sun: WarZone
Forum:  Modding Central » Tiberian Sun Editing Forum
That's some pretty nice art.ini magic. well done.

in the biggest problem with this mod is the load/save feature crashing.
I've spent some considerable time looking into the matter and have narrow ...
  Topic: Custom units
Lin Kuei Ominae

Replies: 6
Views: 295

Post Posted: Sat May 04, 2019 12:05 am    Subject: Custom units
Forum:  Featured Projects » Dawn of the Tiberium Age
They are in the wrong format (unit not centered, no separate shadow frames) and in the wrong palette to work in DTA.
Extract a unit from DTA and look how it is done. Then change your SHP accordingly. ...
  Topic: Multiple issues with GDI Mission 9:Flight
Lin Kuei Ominae

Replies: 4
Views: 203

Post Posted: Thu May 02, 2019 8:37 pm    Subject: Multiple issues with GDI Mission 9:Flight
Forum:  Featured Projects » Twisted Insurrection » Your Input
There's no easy way for me to get screenshots, but I might be able to.
you can use the inbuild screenshot function using the keyboard shortcut CTRL+C
you then find the images in the "Screenshot ...
  Topic: Colonize new island (naval maps)
Lin Kuei Ominae

Replies: 1
Views: 116

Post Posted: Thu May 02, 2019 7:20 pm    Subject: Colonize new island (naval maps)
Forum:  Featured Projects » Dawn of the Tiberium Age
[url=https://ppmforums.com/viewtopic.php?t=46108]answered in this topic
and
[url=https://ppmforums.com/viewtopic.php?t=40882]this one
Wink
  Topic: 32 facings HUGE polar bear
Lin Kuei Ominae

Replies: 6
Views: 514

Post Posted: Tue Apr 30, 2019 10:37 pm    Subject: 32 facings HUGE polar bear
Forum:  Modding Central » Media Hut » SHPs
^^simpletons http://lko.ppmsite.com/Public/Emoticons/nonono.gif

@kenosis:
The low-polyness is quite visible at this size.
How about using a simple "Hair and Fur" modifier on all separat ...
  Topic: Naval Warfare
Lin Kuei Ominae

Replies: 2
Views: 220

Post Posted: Mon Apr 29, 2019 10:05 pm    Subject: Naval Warfare
Forum:  Modding Central » Tiberian Sun Editing Forum
Look at DTA, it has fully working naval yards, including AI using them.
  Topic: About the Allied Hind
Lin Kuei Ominae

Replies: 4
Views: 337

Post Posted: Mon Apr 29, 2019 3:21 pm    Subject: About the Allied Hind
Forum:  Modding Central » Media Hut
If you're talking about your OpenRA RA1 mod, where you also de-americanize stuff,
i would say something less advanced like a Black Hawk would be nice.
Hind and Apache are too advanced/high-tech for ...
  Topic: Add the "pan camera" feature.
Lin Kuei Ominae

Replies: 19
Views: 432

Post Posted: Sat Apr 27, 2019 7:09 pm    Subject: Add the "pan camera" feature.
Forum:  Featured Tools » Voxel Section Editor III » Suggestions
then give me the download link.
  Topic: [RA2/YR] Prism Tank, Robot Tank, MCV
Lin Kuei Ominae

Replies: 12
Views: 776

Post Posted: Sat Apr 27, 2019 7:02 pm    Subject: [RA2/YR] Prism Tank, Robot Tank, MCV
Forum:  Modding Central » Media Hut » Voxels
Some also create plain colored tiles for this. 5min job of creating the single tmp, adding the new tileset to the game and creating a testmap with it.
  Topic: New Construction Options: C&C Remaster Art Preview!
Lin Kuei Ominae

Replies: 58
Views: 2393

Post Posted: Thu Apr 25, 2019 7:27 am    Subject: New Construction Options: C&C Remaster Art Preview!
Forum:  PPM Zone » PPM News Network
your TD powerplants and barracks are gorgeous Katz
hope you don't mind me creating another mockup using them
  Topic: (RA1/OpenRA) M4 Sherman Tank
Lin Kuei Ominae

Replies: 6
Views: 527

Post Posted: Wed Apr 24, 2019 3:05 pm    Subject: (RA1/OpenRA) M4 Sherman Tank
Forum:  Modding Central » Media Hut » SHPs
You should decide that when you have most other tanks done as well.
Especially when the biggest tanks you want to replace are done.
If those big tanks go way beyond the cell foundation, then you sho ...
  Topic: (RA1/OpenRA) M4 Sherman Tank
Lin Kuei Ominae

Replies: 6
Views: 527

Post Posted: Wed Apr 24, 2019 6:50 am    Subject: (RA1/OpenRA) M4 Sherman Tank
Forum:  Modding Central » Media Hut » SHPs
2 pixel wide would surely look stubby and unfitting for this small caliber cannon.

If you want to make this really good, you could render it 2 times. One with anti-aliasing off, one time with AA on ...
  Topic: New Construction Options: C&C Remaster Art Preview!
Lin Kuei Ominae

Replies: 58
Views: 2393

Post Posted: Wed Apr 24, 2019 6:42 am    Subject: New Construction Options: C&C Remaster Art Preview!
Forum:  PPM Zone » PPM News Network
...and being paid for this work and having time to work 8 hours a day on it
  Topic: (RA1/OpenRA) M4 Sherman Tank
Lin Kuei Ominae

Replies: 6
Views: 527

Post Posted: Tue Apr 23, 2019 9:42 pm    Subject: (RA1/OpenRA) M4 Sherman Tank
Forum:  Modding Central » Media Hut » SHPs
Details and model look really good. The style also fits nice into classic TD/RA1

When using a single pixel thick barrel, it's better to use a canvas (render setup) with an uneven size. Then the can ...
  Topic: [2] [TS] [FS] Dirty Sweep
Lin Kuei Ominae

Replies: 5
Views: 390

Post Posted: Tue Apr 23, 2019 6:29 am    Subject: [2] [TS] [FS] Dirty Sweep
Forum:  Modding Central » Tiberian Sun Editing Forum » Map Archive
What do you mean "Expand" at the left?
as described and clearly shown in the image, make the passage wider, broader, bigger, larger, "expandier".
  Topic: New Construction Options: C&C Remaster Art Preview!
Lin Kuei Ominae

Replies: 58
Views: 2393

Post Posted: Mon Apr 22, 2019 5:30 pm    Subject: New Construction Options: C&C Remaster Art Preview!
Forum:  PPM Zone » PPM News Network
I like the conyard too. It looks very close to the ingame version and how it was shown in the FMVs.
I'm especially looking forward of having realtime ingame graphics as nice as the rendered FMVs back ...
  Topic: New Construction Options: C&C Remaster Art Preview!
Lin Kuei Ominae

Replies: 58
Views: 2393

Post Posted: Sat Apr 20, 2019 2:00 pm    Subject: New Construction Options: C&C Remaster Art Preview!
Forum:  PPM Zone » PPM News Network
it doesn't touch the main hangar in the TD version either.
It only looks like it, because of the dark shadow, cast by the separate fan box and the perspective (not isometric) camera. But there is a p ...
  Topic: New Construction Options: C&C Remaster Art Preview!
Lin Kuei Ominae

Replies: 58
Views: 2393

Post Posted: Sat Apr 20, 2019 8:00 am    Subject: New Construction Options: C&C Remaster Art Preview!
Forum:  PPM Zone » PPM News Network
The fans are the same position.
Only the N64 version is different.
https://www.myabandonware.com/media/screenshots/c/command-conquer-2r7/command-conquer_5.jpg
  Topic: (TS) Ion collectors as Oil derricks (like RA2)
Lin Kuei Ominae

Replies: 11
Views: 667

Post Posted: Thu Apr 18, 2019 10:10 am    Subject: (TS) Ion collectors as Oil derricks (like RA2)
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Discussion
Yes, the Spawn houses now work on Triggers/Events too.
  Topic: POLL | What does the community want?
Lin Kuei Ominae

Replies: 23
Views: 996

Post Posted: Thu Apr 18, 2019 7:00 am    Subject: POLL | What does the community want?
Forum:  Featured Projects » Tiberian Odyssey
3 to 10 MP maps would be perfectly fine, to show what's possible. If players enjoy the game, you might this way even find people who create new maps for TO and thus reduce the workload of the staff.
  Topic: Dynamic Piff effects and casing
Lin Kuei Ominae

Replies: 15
Views: 628

Post Posted: Wed Apr 17, 2019 9:27 pm    Subject: Dynamic Piff effects and casing
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
no, unfortunately not possible with an actual projectile.
Only the instant hit weapons can go "through" a cliff/slope.
  Topic: Dynamic Piff effects and casing
Lin Kuei Ominae

Replies: 15
Views: 628

Post Posted: Wed Apr 17, 2019 10:05 am    Subject: Dynamic Piff effects and casing
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
-main damage on the center cell by a single debris that is timed with the falling nuke
-secondary area damage by the debris causing the flames
-tertiary area damage by the chem clusters

It's all ...
  Topic: Dynamic Piff effects and casing
Lin Kuei Ominae

Replies: 15
Views: 628

Post Posted: Wed Apr 17, 2019 6:36 am    Subject: Dynamic Piff effects and casing
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
in short;
-invisible missile explodes in midair (Airburst)
-on that midair location a dummy anim A is spawned which starts the whole additional impact animation logic for flames and chem capsules
- ...
  Topic: Dynamic Piff effects and casing
Lin Kuei Ominae

Replies: 15
Views: 628

Post Posted: Tue Apr 16, 2019 8:27 pm    Subject: Dynamic Piff effects and casing
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
check out WeldingSys

on the weapon add
UseSparkParticles=yes
AttachedParticleSystem=MuzzleFlashSys

https://www.ppmsite.com/forum/files/facingalpha_680.png


For some inspiration of other ef ...
  Topic: Dynamic Piff effects and casing
Lin Kuei Ominae

Replies: 15
Views: 628

Post Posted: Tue Apr 16, 2019 7:24 pm    Subject: Dynamic Piff effects and casing
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
Nice to see someone utilizing the power of art.ini debris and anims. Approved!

Though i fear all the transparent anims could cause some serious lag in online games, when several units fire at the ...
  Topic: No fog of war on TS CnCNet
Lin Kuei Ominae

Replies: 5
Views: 255

Post Posted: Tue Apr 16, 2019 6:18 am    Subject: No fog of war on TS CnCNet
Forum:  Modding Central » Tiberian Sun Editing Forum
FoW has always caused crashes. It's not fixed yet afaik. FoW is disabled to avoid crashes.
  Topic: Deamericanising Red Alert
Lin Kuei Ominae

Replies: 23
Views: 879

Post Posted: Mon Apr 15, 2019 8:58 pm    Subject: Deamericanising Red Alert
Forum:  Modding Central » OpenRA Editing Forums
when creating sprites, you usually let the camera rotate around it (the lights attached to the camera so they follow)
This way things like backwards moving effects like dust don't need to be suddenly ...
 
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