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  Topic: Cliff Passable by Hover Unit
Mig Eater

Replies: 15
Views: 389

Post Posted: Thu May 16, 2019 11:09 am    Subject: Cliff Passable by Hover Unit
Forum:  Modding Central » Red Alert 2 Editing Forum
[Ice] type terrain is unused in RA2 so it can be used for new custom terrain with special movement. When some types of units pass over ice it will spawn the water wake anime though.
  Topic: Cliff Passable by Hover Unit
Mig Eater

Replies: 15
Views: 389

Post Posted: Tue May 14, 2019 10:05 pm    Subject: Cliff Passable by Hover Unit
Forum:  Modding Central » Red Alert 2 Editing Forum
In the rules under [Rock] change Hover=100% then hover units will be able to move over cliffs. As mentioned above the units will jump up & down the cliffs in an odd manner though & the they ma ...
  Topic: Cliff Passable by Hover Unit
Mig Eater

Replies: 15
Views: 389

Post Posted: Sat May 11, 2019 7:05 pm    Subject: Cliff Passable by Hover Unit
Forum:  Modding Central » Red Alert 2 Editing Forum
I cant remember the exact height but if it's below a specific level it will be considered a ground unit & will be targeted accordingly. The same thing happens in reverse when ground units are para ...
  Topic: Cliff Passable by Hover Unit
Mig Eater

Replies: 15
Views: 389

Post Posted: Sat May 11, 2019 1:12 pm    Subject: Cliff Passable by Hover Unit
Forum:  Modding Central » Red Alert 2 Editing Forum
Jumpjet unit with a low flight level?
  Topic: How does TS aircraft work?
Mig Eater

Replies: 7
Views: 238

Post Posted: Sun May 05, 2019 10:59 pm    Subject: How does TS aircraft work?
Forum:  Modding Central » Red Alert 2 Editing Forum
Built aircraft cant be made to fly in from off screen like in TS. the logic was changed in RA2 & aircraft now require an empty pad to be built.

Even if you remove AirportBound you would need t ...
  Topic: Ideas & suggestions
Mig Eater

Replies: 629
Views: 51960

Post Posted: Thu May 02, 2019 7:26 pm    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
My bad, I double checked & I forgot to add Powered=yes to the test building, which enables low power & EMP deactivation. However PoweredBy= still doesn't work which is what I'm mainly interest ...
  Topic: Ideas & suggestions
Mig Eater

Replies: 629
Views: 51960

Post Posted: Sat Apr 27, 2019 2:07 am    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
You can add any fan made missions under the official ones by just renaming the map files & editing the battle.ini.
  Topic: Ideas & suggestions
Mig Eater

Replies: 629
Views: 51960

Post Posted: Fri Apr 26, 2019 10:44 am    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
You can use the [url=http://ares-developers.github.io/Ares-docs/ui-features/campaignlist.html]Campaign List to make individual missions playable.
  Topic: AllowParallelAIQueues=no and how AI build aircraft.
Mig Eater

Replies: 7
Views: 247

Post Posted: Wed Apr 24, 2019 10:29 am    Subject: AllowParallelAIQueues=no and how AI build aircraft.
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Add more AI scripts using differing amounts of aircraft. For the AI in D-day I use different scripts for each difficulty with the amount of aircraft increasing with each level (easy 1, med 2, hard 4). ...
  Topic: Ideas & suggestions
Mig Eater

Replies: 629
Views: 51960

Post Posted: Tue Apr 23, 2019 3:45 pm    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Cant remember if I've mentioned this before, but cloning structures currently dont required power to work. So they can't be disabled when a player has low power, by using PoweredBy & they are immu ...
  Topic: Ares 3.0 Development
Mig Eater

Replies: 25
Views: 1784

Post Posted: Tue Apr 23, 2019 3:06 pm    Subject: Ares 3.0 Development
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
WOW lots of great new features Smile I especially look for to using the new refinery docking locations, I'll be able to add a bit of extra variety to the different sides buildings in D-day. Nice to see t ...
  Topic: I got D-Day to work on CnCNet
Mig Eater

Replies: 3
Views: 379

Post Posted: Mon Apr 22, 2019 10:43 pm    Subject: Re: I got D-Day to work on CnCNet
Forum:  Featured Projects » D-Day
Hopefully Mig Eater will use it in an official release later on.

Because of demand I'm planning to use CnCNet in the next release. I haven't really looked into it yet though as I'm concentrating on ...
  Topic: IronCurtain.Flash tag is not working?
Mig Eater

Replies: 4
Views: 224

Post Posted: Mon Apr 22, 2019 2:48 pm    Subject: IronCurtain.Flash tag is not working?
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
You're using it wrong, IronCurtain.Flash doesn't go on the warhead of the weapon causing the IronCurtain but instead other weapons.

So for example if you add IronCurtain.Flash=no to the Grizzly Ta ...
  Topic: Late edition: Ares 2.0 has been released (long ago)
Mig Eater

Replies: 8
Views: 549

Post Posted: Sun Apr 21, 2019 10:11 pm    Subject: Late edition: Ares 2.0 has been released (long ago)
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Great to see another release, thanks for your continued work.
  Topic: E:BFD Dust Scout Audio
Mig Eater

Replies: 2
Views: 318

Post Posted: Sun Apr 21, 2019 3:27 pm    Subject: E:BFD Dust Scout Audio
Forum:  Modding Central » Media Hut » Sounds
It means "Emperor: Battle for Dune"

BTW you can use [url=https://forum.dune2k.com/files/file/66-bagtoolzip/]this tool to extract the sound files from EBFD if anyone else is interested.
  Topic: How to Build Jumpjet Vehicle from Airfield
Mig Eater

Replies: 8
Views: 309

Post Posted: Sun Apr 21, 2019 10:32 am    Subject: How to Build Jumpjet Vehicle from Airfield
Forum:  Modding Central » Red Alert 2 Editing Forum
Thanks I might use this for D-day.
  Topic: New Construction Options: C&C Remaster Art Preview!
Mig Eater

Replies: 59
Views: 2587

Post Posted: Sat Apr 20, 2019 11:34 pm    Subject: New Construction Options: C&C Remaster Art Preview!
Forum:  PPM Zone » PPM News Network
Is this like resident evil 2 or starcraft 1
AFAIK The same people that helped make the starcraft 1 remake are also helping with this so I'd expect it to be similar.
  Topic: UnitsGainSelfHeal for Aircraft.
Mig Eater

Replies: 2
Views: 146

Post Posted: Fri Apr 19, 2019 1:02 pm    Subject: UnitsGainSelfHeal for Aircraft.
Forum:  Modding Central » Red Alert 2 Editing Forum
Don't airfields slowly repair aircraft anyway?
  Topic: Need help making AA building
Mig Eater

Replies: 5
Views: 150

Post Posted: Thu Apr 18, 2019 7:01 pm    Subject: Need help making AA building
Forum:  Modding Central » Red Alert 2 Editing Forum
The media hut is for posting art work & not code related questions, so topic moved to RA2 editing (You didn't specify what game you are modding though so I can only presume this is for RA2)

Ple ...
  Topic: Blender templates [TD/RA & TS & RA2]
Mig Eater

Replies: 137
Views: 35965

Post Posted: Wed Apr 17, 2019 5:59 pm    Subject: Blender templates [TD/RA & TS & RA2]
Forum:  Modding Central » Media Hut
The only program that uses green for the shadows is XCC Mixer, when it's converting a SHP into individual frames. Everything else uses dark blue for shadows (like the game).

The actual colour doesn ...
  Topic: RA2 Swimable Dogs
Mig Eater

Replies: 22
Views: 1213

Post Posted: Sat Apr 13, 2019 7:59 pm    Subject: RA2 Swimable Dogs
Forum:  Modding Central » Media Hut » SHPs
The Giant Squid's primary weapon uses limbo launch to grab enemy ships.
  Topic: Is it possible for units to build structures?
Mig Eater

Replies: 10
Views: 405

Post Posted: Fri Apr 12, 2019 8:40 pm    Subject: Is it possible for units to build structures?
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Not possible.
  Topic: Remappable RA2 Gates
Mig Eater

Replies: 11
Views: 647

Post Posted: Thu Apr 11, 2019 9:18 am    Subject: Remappable RA2 Gates
Forum:  Modding Central » Media Hut » SHPs
Need to fix the shadow on the flipped version.
  Topic: [Ares] RA3 Bullfrog w/ Water image
Mig Eater

Replies: 8
Views: 803

Post Posted: Wed Apr 10, 2019 9:04 am    Subject: [Ares] RA3 Bullfrog w/ Water image
Forum:  Modding Central » Media Hut » Voxels
It's a recolor of [url=https://ppmforums.com/viewtopic.php?t=22137]DaFool's Bullfrog. Because DaFool publicly released this voxel (& in an incomplete state I might add) then editing & posting ...
  Topic: RA2 demake on TS engine
Mig Eater

Replies: 30
Views: 898

Post Posted: Tue Apr 09, 2019 6:33 am    Subject: RA2 demake on TS engine
Forum:  Modding Central » Tiberian Sun Editing Forum
Buildable concrete can be done in vanilla RA2 & EMP damage can be done with Ares.
  Topic: Converting things to Command & Conquer from other games
Mig Eater

Replies: 9
Views: 503

Post Posted: Mon Apr 08, 2019 4:24 pm    Subject: Converting things to Command & Conquer from other games
Forum:  Modding Central » Red Alert 2 Editing Forum
The Wolfenstin gfx are so simple that they are pretty easy to recreate in 3D...
  Topic: Theme(md).ini mechanic problem
Mig Eater

Replies: 3
Views: 161

Post Posted: Wed Mar 27, 2019 2:59 am    Subject: Theme(md).ini mechanic problem
Forum:  Modding Central » Red Alert 2 Editing Forum
When using side specific music the order of the songs in the [Themes] list has to be organized relative to the sides listed in the [Sides] list. So the GDI songs have to be listed first & ThirdSid ...
  Topic: AI avoiding Ares' Prerequisite.Negative tag
Mig Eater

Replies: 17
Views: 472

Post Posted: Fri Mar 22, 2019 7:42 pm    Subject: AI avoiding Ares' Prerequisite.Negative tag
Forum:  Modding Central » Red Alert 2 Editing Forum
Wait, are you telling me I can create triggers for the AI to build structures?
No, he is saying you can make the triggers fire when the AI owns a specific structure. Then depending on which of the tw ...
  Topic: AI avoiding Ares' Prerequisite.Negative tag
Mig Eater

Replies: 17
Views: 472

Post Posted: Thu Mar 21, 2019 5:59 pm    Subject: AI avoiding Ares' Prerequisite.Negative tag
Forum:  Modding Central » Red Alert 2 Editing Forum
It's not possible to make the AI randomly chose between the two. The best option is to make the AI only build one of them.
  Topic: Ideas & suggestions
Mig Eater

Replies: 629
Views: 51960

Post Posted: Sat Mar 16, 2019 1:46 pm    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
As cxtian said you can make the AI use SW spawned units just like any other. You just need to make the trigger gather the units from the AI's unit pool instead of making a new team. I'd recommend givi ...
  Topic: [RA2]Chinese Type15 Light tank
Mig Eater

Replies: 5
Views: 919

Post Posted: Thu Feb 28, 2019 2:55 pm    Subject: [RA2]Chinese Type15 Light tank
Forum:  Modding Central » Media Hut » Voxels
i like it... what about buggy in first screen ?

It looks like it might be a recolour of the [url=https://ppmforums.com/viewtopic.php?t=16573]M12 Warthog I made over a decade ago.
  Topic: TMP Editor issue
Mig Eater

Replies: 14
Views: 502

Post Posted: Mon Feb 25, 2019 1:37 pm    Subject: TMP Editor issue
Forum:  Modding Central » Media Hut
What I do:

Create new tile.
Resize.
Insert 1 cell & then copy an image & the correct Z-data.
Add the rest of the tiles (the first cell will be cloned with the same image & Z-data) &a ...
  Topic: Ideas & suggestions
Mig Eater

Replies: 629
Views: 51960

Post Posted: Wed Feb 20, 2019 9:38 pm    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
To make more bridge types work you would also need a new map editor that would let you place them correctly...
  Topic: Tib storage and Refinery anims
Mig Eater

Replies: 2
Views: 174

Post Posted: Wed Feb 20, 2019 9:27 pm    Subject: Tib storage and Refinery anims
Forum:  Modding Central » Red Alert 2 Editing Forum
Ares re-enables [url=http://ares-developers.github.io/Ares-docs/new/tiberium/storage.html]storage logic. You need to use ActiveAnim, ActiveAnimTwo, ActiveAnimThree & ActiveAnimFour for the differe ...
  Topic: TMP Editor issue
Mig Eater

Replies: 14
Views: 502

Post Posted: Wed Feb 20, 2019 9:21 pm    Subject: TMP Editor issue
Forum:  Modding Central » Media Hut
Just saving the file isn't enough, you also need to close it & then reopen it for the changes to take effect.
  Topic: TMP Editor issue
Mig Eater

Replies: 14
Views: 502

Post Posted: Wed Feb 20, 2019 12:04 am    Subject: TMP Editor issue
Forum:  Modding Central » Media Hut
After closer inspection it seems to flat-out refuse to save the added cells at all, even when adding them 1-by-1 and saving / reopening in between.

Did you resize the tile (right click, bottom opti ...
  Topic: TMP Editor issue
Mig Eater

Replies: 14
Views: 502

Post Posted: Mon Feb 18, 2019 10:12 pm    Subject: TMP Editor issue
Forum:  Modding Central » Media Hut
If you add an extra image to a tile that didn't have one before you need to save the file & reopen it before changes the X/Y settings are kept. The bug that G-E mentioned can also be "fixed&q ...
  Topic: XCC TMP Editor Palette Issue
Mig Eater

Replies: 3
Views: 418

Post Posted: Fri Feb 15, 2019 12:27 pm    Subject: XCC TMP Editor Palette Issue
Forum:  Modding Central » Tiberian Sun Editing Forum
TMP Editor reads the pal files from the cache.mix file. So You can change them to whatever you want (after making a backup) to make the program automatically load the new pal files.
  Topic: PCX cameos not appearing
Mig Eater

Replies: 5
Views: 194

Post Posted: Fri Feb 08, 2019 11:41 pm    Subject: PCX cameos not appearing
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
You have to put the file extension too BTW so; CameoPCX=UNITICON.PCX etc
  Topic: Ideas & suggestions
Mig Eater

Replies: 629
Views: 51960

Post Posted: Sun Feb 03, 2019 6:46 pm    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
AFAIK Alex wont work on any more vehicle image changing/switching, it would exponentially complicate things to much.
  Topic: About Animation Damage
Mig Eater

Replies: 5
Views: 195

Post Posted: Sat Jan 26, 2019 10:27 am    Subject: About Animation Damage
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
You need to add Damage= to the animation.
  Topic: About superweapons
Mig Eater

Replies: 5
Views: 262

Post Posted: Thu Jan 17, 2019 10:19 pm    Subject: About superweapons
Forum:  Modding Central » Red Alert 2 Editing Forum
The only way is making multiple clones of the buildings & their superweapons, then use Ares Prerequisite.Negative= to switch between them.
  Topic: v3.7 Bugs
Mig Eater

Replies: 11
Views: 13378

Post Posted: Tue Jan 15, 2019 8:46 am    Subject: v3.7 Bugs
Forum:  Featured Projects » D-Day
I've never heard of this issue before but it does sound like Windows rendering problem.

I suggest trying the [url=https://github.com/CnCNet/cnc-ddraw/releases]ddraw dill if you aren't already. It c ...
  Topic: Issues with black dots on my new voxel
Mig Eater

Replies: 10
Views: 519

Post Posted: Tue Jan 15, 2019 8:32 am    Subject: Issues with black dots on my new voxel
Forum:  Modding Central » Media Hut
There are gaps in the voxels surface, so when rendered ingame you can see through the unit & to the voxels on to the other side, which are a lot darker thus the "black dots".
  Topic: Final alert 2
Mig Eater

Replies: 8
Views: 356

Post Posted: Thu Jan 10, 2019 1:54 pm    Subject: Final alert 2
Forum:  Modding Central » Red Alert 2 Editing Forum
Open FA2, press F1 & read the tutorials...
  Topic: Miggy's models
Mig Eater

Replies: 54
Views: 11638

Post Posted: Mon Jan 07, 2019 3:50 am    Subject: Miggy's models
Forum:  Featured Projects » D-Day
Thanks, before this I had my stuff spread over three rooms (one of which was in a different building) & only an tiny computer desk to work on. Having everything at hand in one room & having th ...
  Topic: Burning Fury heavy anti-ship bomber
Mig Eater

Replies: 7
Views: 1455

Post Posted: Sun Jan 06, 2019 10:16 pm    Subject: Burning Fury heavy anti-ship bomber
Forum:  Modding Central » Media Hut » Voxels
The basic design is aerodynamically plausible & wouldn't need any fancy tech to work. The large split exhausts are interesting tho, maybe some sort of aerospike engine...
  Topic: "shield" on buildings using pip slot
Mig Eater

Replies: 17
Views: 361

Post Posted: Thu Jan 03, 2019 2:41 pm    Subject: "shield" on buildings using pip slot
Forum:  Modding Central » Red Alert 2 Editing Forum
I presume it's done with dummy occupants that need to be killed before the building will take damage?

Interesting but what you've done is just add a one time health boost. Unless you plan to make t ...
  Topic: Miggy's models
Mig Eater

Replies: 54
Views: 11638

Post Posted: Thu Jan 03, 2019 8:47 am    Subject: Miggy's models
Forum:  Featured Projects » D-Day
More model stuff from miggy, I've spent the last few months slowly making a new custom made desk & moving all my model making stuff into a new room.

http://migeater.net/models/desk01.jpg

ht ...
  Topic: plane not working
Mig Eater

Replies: 3
Views: 191

Post Posted: Tue Jan 01, 2019 12:38 pm    Subject: plane not working
Forum:  Modding Central » Red Alert 2 Editing Forum
If the cameo is missing then the game cant find it & the unit crashing when being built can be caused by missing/corrupt hva files. So double check that they are in the mix file correctly, you can ...
 
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