:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::
Do you want to advertise at Project Perfect Mod. Find out how to do it HERE.

Search found 187 matches
 Forum index » Search
Page 1 of 4 [187 Posts]   Goto page: 1, 2, 3, 4 Next
Author Message
  Topic: Twisted Insurrection - Killing Fields [Frank Klepacki Remix]
Aro

Replies: 0
Views: 254

Post Posted: Sun Dec 11, 2016 2:09 am    Subject:   Twisted Insurrection - Killing Fields [Frank Klepacki Remix]
Subject description: Another new addition to our soundtrack by the man himself!
Forum:  PPM Zone » PPM News Network
We are proud to announce that Frank Klepacki has once again kindly taken the time to contribute to Twisted Insurrection with a brand new remix of our own 'Killing Fields'! For Westwood and RTS fans al ...
  Topic: Twisted Insurrection Version 0.6 Has Been Released!
Aro

Replies: 2
Views: 234

Post Posted: Sat Nov 19, 2016 1:17 pm    Subject:   Twisted Insurrection Version 0.6 Has Been Released!
Subject description: Read here for download links and more information.
Forum:  PPM Zone » PPM News Network
Hello everybody. Today we are pleased to announce the release of both Twisted Insurrection Version 0.6 and Volume 6 of our Original Soundtrack! Both have been uploaded here to ModDB and can be downloa ...
  Topic: Pumpkin Bomb from Marvel Green Globin
OverWatch

Replies: 2
Views: 656

Post Posted: Fri Oct 28, 2016 12:48 pm    Subject:   Pumpkin Bomb from Marvel Green Globin
Forum:  Modding Central » Media Hut » Voxels
and here is a cute proj,too.
the pumpkin bomb was an idea from MARVEL Green Goblin.
  Topic: Twisted Insurrection: October Newscast
Aro

Replies: 3
Views: 457

Post Posted: Wed Oct 26, 2016 10:48 am    Subject:   Twisted Insurrection: October Newscast
Forum:  PPM Zone » PPM News Network
Hello everybody. There has been quite a lot of progress on Twisted Insurrection 0.6 this week so instead of posting individual images per day, I thought I'd round them up into one big update here. Our ...
  Topic: Twisted Insurrection 0.6 Trailer
Aro

Replies: 0
Views: 327

Post Posted: Wed Oct 12, 2016 5:12 pm    Subject:   Twisted Insurrection 0.6 Trailer
Forum:  PPM Zone » PPM News Network
  Topic: Twisted Insurrection: End of September Newscast
Aro

Replies: 0
Views: 271

Post Posted: Sat Oct 08, 2016 2:52 pm    Subject:   Twisted Insurrection: End of September Newscast
Subject description: (Copied via TI Announcements Forum)
Forum:  PPM Zone » PPM News Network
Hello everybody! First of all, it's good to be back! A lengthy hiatus from myself unfortunately meant that Twisted Insurrection updates weren't going to be as frequent as they were back in March, howe ...
  Topic: Fixed Wing Aircraft Movement
206UE

Replies: 0
Views: 190

Post Posted: Thu Oct 06, 2016 10:09 pm    Subject:   Fixed Wing Aircraft Movement
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
Putting a fixed wing aircraft into the game is unusual for Tiberian Sun.

You can make a copy of the Orca, or Harpy.

Then use tags like :

Rollangle=70
Pitchangle=2


If you make it into a ...
  Topic: Batmobile Tumbler
Natit_Titan

Replies: 2
Views: 669

Post Posted: Mon Sep 26, 2016 1:47 pm    Subject:   Batmobile Tumbler
Forum:  Modding Central » Media Hut » Voxels
have fun  Very Happy
  Topic: Twisted Insurrection: July Newscast
Crimsonum

Replies: 4
Views: 835

Post Posted: Sat Jul 16, 2016 12:59 am    Subject:   Twisted Insurrection: July Newscast
Forum:  PPM Zone » PPM News Network
http://www.twistedinsurrection.net/images/logo.png

Good day everyone, welcome to the July Newscast.
Since the blast of activity in late March, we've been rather quiet in the radar.
As unfortunate ...
  Topic: XCC Utilities (PPM's Distribution) is now available!
Banshee

Replies: 10
Views: 1078

Post Posted: Sun Jun 26, 2016 7:36 am    Subject:   XCC Utilities (PPM's Distribution) is now available!
Subject description: Your contributions will not go to the waste or to the depths of our huge forum database.
Forum:  PPM Zone » PPM News Network
Hello everyone. Once in a while, a random member of this forum updates a tool from tomsons26lv has released Blade has edited [url=http://www.ppmforums.com/viewtopic.php?t=42154]XCC Mixer to encode SHP ...
  Topic: A special deal for all of you, in the next hours.
Banshee

Replies: 9
Views: 2457

Post Posted: Fri Apr 01, 2016 11:01 pm    Subject:   A special deal for all of you, in the next hours.
Subject description: Be online in the next hours and reply our next news quickly... for a revolution!
Forum:  PPM Zone » PPM News Network
Hello everyone! In order to celebrate the date, we will post a special invitation to a new project that will speed up your modding skills in a scale you've never seen before, at least in terms of grap ...
  Topic: New Addition to Twisted Insurrection OST
Aro

Replies: 1
Views: 658

Post Posted: Sun Mar 27, 2016 11:18 pm    Subject:   New Addition to Twisted Insurrection OST
Subject description: Plus a some fresh screenshots because why not?
Forum:  PPM Zone » PPM News Network
There are quite a lot of new tracks in the works for 'Disturbance', which also replaces the old and obsolete score 'Sandstorms'. This new piece was composed by TI staff members Bobisfaction and Swirek ...
  Topic: Twisted Dawn Nod campaign progress from Twisted Insurrection
Banshee

Replies: 0
Views: 666

Post Posted: Fri Mar 18, 2016 6:39 am    Subject:   Twisted Dawn Nod campaign progress from Twisted Insurrection
Subject description: One vision, one purpose. Your next set of missions, in the name of Kane!
Forum:  PPM Zone » PPM News Network
Aro, mod leader from http://ti.ppmsite.com/Public/1603a.pnghttp://ti.ppmsite.com/Public/1603b.pnghttp://ti.ppmsite.com/Public/1603c.pnghttp://ti.ppmsite.com/Public/1603d.pnghttp://ti.ppmsite.com/Publi ...
  Topic: Tiberian Sun Client updated to 4.06
Banshee

Replies: 0
Views: 459

Post Posted: Fri Mar 18, 2016 5:48 am    Subject:   Tiberian Sun Client updated to 4.06
Subject description: The latest directives from the Brotherhood have been reassessed.
Forum:  PPM Zone » PPM News Network
A couple of days ago, on March 10th, ^Rampastein has announced the release of the version 4.06 of the http://rampastring.cncnet.org/ts/skirmish.png
This screenshot from a previous version of the Tibe ...
  Topic: Twisted Insurrection feat. Frank Klepacki
Aro

Replies: 6
Views: 1112

Post Posted: Sat Mar 05, 2016 12:26 am    Subject:   Twisted Insurrection feat. Frank Klepacki
Subject description: A new addition to the TI soundtrack and other news!
Forum:  Featured Projects » Twisted Insurrection » Updates & Announcements
We are thrilled to unveil this new track, a remix of Space Echo by none other than Frank Klepacki himself! Frank Klepacki is the mastermind behind the majority of the C&C music selection, among ma ...
  Topic: Rumors and progress on new "Command & Conquer" games.
Banshee

Replies: 26
Views: 4366

Post Posted: Sun Feb 21, 2016 8:24 pm    Subject:   Rumors and progress on new "Command & Conquer" games.
Subject description: I've seen the future! A tiberium future! And not from EA.
Forum:  PPM Zone » PPM News Network
If you've recently visited our friends over Come and join an exciting team that’s redefining mobile development at EA. Collaboration, gameplay and rapid iteration are what makes us tick as we push to ...
  Topic: Tiberian Sun Client 4.01 has been released.
^Rampastein

Replies: 1
Views: 731

Post Posted: Sun Jan 24, 2016 3:13 pm    Subject:   Tiberian Sun Client 4.01 has been released.
Forum:  PPM Zone » PPM News Network
A new update for the

Version 4.01 (January 24, 2016):
Added: LAN multiplayer support (Credits: Rampastring)
Fixed: Units will no longer aggressively chase enemy units automatically (Credits: Ale ...
  Topic: TS Client: Unique MCVs and ConYards (*****)
Bittah Commander

Replies: 12
Views: 2030

Post Posted: Mon Sep 14, 2015 12:47 am    Subject:   TS Client: Unique MCVs and ConYards (*****)
Subject description: Exclusively works with the client's TS build
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
The Dawn of the Tiberium Age has had 4 well-functioning factions with separate MCVs and Construction Yards for a good while already and the work-arounds for this implementation have also improved over ...
  Topic: SHP Formats
Zaaz

Replies: 2
Views: 1441

Post Posted: Fri Nov 29, 2013 8:41 am    Subject:   SHP Formats
Forum:  Modding Central » Media Hut » Tutorials
I've read Vlado's paper on the TD SHP Format, and I redacted it a bit.
I also made a small paper about TS SHP Format, and because I didnt see
any anywhere, this is why I'm posting this here.

I'm ...
  Topic: How to attach triggers to triggers (**)
Team Black

Replies: 0
Views: 904

Post Posted: Mon Nov 18, 2013 4:47 pm    Subject:   How to attach triggers to triggers (**)
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Tutorials Factory
This tutorial requires basic knowledge of http://www.ppmsite.com/forum/files/daisy_chain_185.png

Next, go Edit > Tag Editor, and delete all the tags for the triggers you just made, EXCEPT for th ...
  Topic: Adding text strings to your map (**)
Team Black

Replies: 11
Views: 1821

Post Posted: Fri Nov 15, 2013 5:29 pm    Subject:   Adding text strings to your map (**)
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Tutorials Factory
This tutorial requires basic knowledge of http://www.ppmsite.com/forum/files/text_trigger_447.png

-You'll notice each string is attached to a number; this is how Final Sun finds & assigns them. ...
  Topic: Colors revisited
E1 Elite

Replies: 2
Views: 1912

Post Posted: Mon Jul 08, 2013 7:31 am    Subject:   Colors revisited
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
Colors section in rules.ini:

Color definition under [Colors] section are typically used for remapable SHPs and Voxels
(Playing Side color, tiberium, chemical missile voxel etc.). Color values are ...
  Topic: Multiple triggers on a single object
SuperJoe

Replies: 9
Views: 1775

Post Posted: Tue Jun 04, 2013 1:16 pm    Subject:   Multiple triggers on a single object
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Tutorials Factory
This was something that had puzzled me for a while now. I wasn't exactly sure how the attached trigger thing in map triggers was supposed to work. My goal was to attach 3 triggers to a single object u ...
  Topic: Mech Bot Tutorial (Voxel) (***)
Zero18

Replies: 0
Views: 1992

Post Posted: Fri May 10, 2013 8:24 pm    Subject:   Mech Bot Tutorial (Voxel) (***)
Forum:  Modding Central » Media Hut » Tutorials
http://i416.photobucket.com/albums/pp242/Starecon/MechbotTutorial_zps4d064d25.png

Ever want to make your own mechbots? Not good with SHP or doesn't have the skill in making it? But your good with v ...
  Topic: Multiple MCVs, con.yards and factions (*****)
SuperJoe

Replies: 70
Views: 20868

Post Posted: Sat Mar 23, 2013 3:26 pm    Subject:   Multiple MCVs, con.yards and factions (*****)
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
This tutorial allows you to have separate MCV / Construction yard for every faction, and it will allow you to add a 3rd (or more) factions into the game. All of these things work with the AI as well. ...
  Topic: Near perfect sub-factions
SuperJoe

Replies: 18
Views: 5214

Post Posted: Mon Jan 28, 2013 4:15 am    Subject:   Near perfect sub-factions
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
Got the final things ironed out from a method that allows you to have sub-factions in TS, without making the player take all sorts of weird actions. The only input required from the player is doing th ...
  Topic: Airtransports on maps
SuperJoe

Replies: 15
Views: 2511

Post Posted: Sun Jan 20, 2013 4:06 pm    Subject:   Airtransports on maps
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Tutorials Factory
Found a way to add fully working airtransports into maps using the discoveries made in
[ORCATRAN]
Landable=no        ; Fixes the air transport bug (kinda)


N ...
  Topic: Sidebar Templates PSD & Creation Information [TS]
Aro

Replies: 11
Views: 3294

Post Posted: Wed Jan 09, 2013 8:03 pm    Subject:   Sidebar Templates PSD & Creation Information [TS]
Subject description: Photoshop only.
Forum:  Modding Central » Media Hut » Tutorials
Along with the Tabs.shp: This SHP consists of 3 frames. The first frame being the button on the top left of your screen, the second frame being the miscellaneous decor which connects the first and thi ...
  Topic: Repopulating map with tiberium life (**)
SuperJoe

Replies: 3
Views: 1565

Post Posted: Fri Dec 21, 2012 10:43 pm    Subject:   Repopulating map with tiberium life (**)
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Tutorials Factory
Here's something that can be used to keep spawning limited number of tiberium life to a map. Usually the neutral tiberium lifeforms die sooner or later, with this new ones will appear to replace the d ...
  Topic: (*) BalloonHover workaround
Lin Kuei Ominae

Replies: 3
Views: 2441

Post Posted: Thu Dec 13, 2012 10:31 am    Subject:   (*) BalloonHover workaround
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
I found a workaround in TS for the BalloonHover key which is known from RA2.

Way 1:
Just set the speed of an air unit to 3 or lower. Then it isn't able to land anymore.
With this low value, it ca ...
  Topic: (**) Light Towers (GASPOT) explained
Lin Kuei Ominae

Replies: 0
Views: 2130

Post Posted: Thu Dec 13, 2012 10:21 am    Subject:   (**) Light Towers (GASPOT) explained
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory

Originally posted by EnsignRed:

--------------------------------------------------------------------------------------------------------------

I searched for this myself and didn't quite find ...
  Topic: (***) how to create SHP units with 3dsmax
Lin Kuei Ominae

Replies: 0
Views: 2820

Post Posted: Thu Dec 13, 2012 10:14 am    Subject:   (***) how to create SHP units with 3dsmax
Subject description: now with building foundation example
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
This is a tutorial showing how i create SHP units.
It's probably not the best way but the result is still good.

\EDIT
This is a faster way that IcySon55 told me. For this you need Step Nr1: Crea ...
  Topic: (**) Primary/SecondaryFireFLH, TurretOffset & PBarrelLength
Lin Kuei Ominae

Replies: 1
Views: 2514

Post Posted: Thu Dec 13, 2012 9:53 am    Subject:   (**) Primary/SecondaryFireFLH, TurretOffset & PBarrelLength
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory

After you've created a new voxel and gave it some cool new weapons in rules.ini, you surely noticed that the bullets don't start from the same point where the barrel ends.

This tutorial will show ...
  Topic: (*****) Editing GAME.exe and Language.dll - The basics
Lin Kuei Ominae

Replies: 0
Views: 2034

Post Posted: Thu Dec 13, 2012 9:45 am    Subject:   (*****) Editing GAME.exe and Language.dll - The basics
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory

Originally posted by Creagor:

--------------------------------------------------------------------------------------------------------------

Well, In the light of the recent topic I decided to ...
  Topic: (**) How to add downloaded units,buildings and graphics
Lin Kuei Ominae

Replies: 0
Views: 3363

Post Posted: Thu Dec 13, 2012 9:39 am    Subject:   (**) How to add downloaded units,buildings and graphics
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
This Tutorial is for all those who want to add new graphics to the game, like those which are made public here in the Don't use TibEd, Sun2k or any other ini editor! Because they tend to mess up your ...
  Topic: ( ) All Palettes for XCC Mixer
Lin Kuei Ominae

Replies: 1
Views: 3381

Post Posted: Thu Dec 13, 2012 9:32 am    Subject:   ( ) All Palettes for XCC Mixer
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
This is a short tutorial that shows you how to give XCC Mixer every palette from all C&C games, without the need for having them all installed.

This way has some slight advantages over the inbu ...
  Topic: (**) The Palette
Lin Kuei Ominae

Replies: 0
Views: 1797

Post Posted: Thu Dec 13, 2012 9:28 am    Subject:   (**) The Palette
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory

Originally posted by denmon0728:

--------------------------------------------------------------------------------------------------------------

This is the beginning of a couple of Tiberian su ...
  Topic: Make your maps load faster (*)
Lin Kuei Ominae

Replies: 0
Views: 932

Post Posted: Thu Dec 13, 2012 8:57 am    Subject:   Make your maps load faster (*)
Subject description: and show up on top of the list!
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Tutorials Factory

Author: DvD

First, how to make your maps load faster.
It's good to understand a bit better how TS finds maps to add to the maps list. There are two ways to make TS find your maps:

1) Put the ...
  Topic: Cliff Errors, and how to fix 'em. (*)
Lin Kuei Ominae

Replies: 0
Views: 1095

Post Posted: Thu Dec 13, 2012 8:52 am    Subject:   Cliff Errors, and how to fix 'em. (*)
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Tutorials Factory
Author: Wiziwig

Cliff errors are tricky lil buggers. Most begining mappers don't notice them, but as soon as they post them, someone notices.

This tutorial, allthough basic, will show you common ...
  Topic: Proper use of lightposts in maps (**)
Lin Kuei Ominae

Replies: 0
Views: 989

Post Posted: Thu Dec 13, 2012 8:46 am    Subject:   Proper use of lightposts in maps (**)
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Tutorials Factory

Author: Me!

This tutorial is rated 2 (**) stars, not because it isn't easy, but because it requires some time to get used to and not everybody thinks it's that easy.

Lightposts, this is just s ...
  Topic: FS bug fix-Several tutorials on certain Actions (*)
Lin Kuei Ominae

Replies: 0
Views: 1978

Post Posted: Thu Dec 13, 2012 8:20 am    Subject:   FS bug fix-Several tutorials on certain Actions (*)
Subject description: lists of sounds and movies with correct index
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Tutorials Factory

Author: Me!

Okay, I was working on a campaign map and I got tired of the stupid bugs in FinalSun. The bugs I always encountered were:

-Text action didn't work
-Multiple sound actions didn't ...
  Topic: How to create a fully working train transport (**)
Lin Kuei Ominae

Replies: 0
Views: 925

Post Posted: Thu Dec 13, 2012 7:58 am    Subject:   How to create a fully working train transport (**)
Subject description: with working passenger wagons
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Tutorials Factory

During a short excursion of mine into mapping to see the capabilities of this kind of modding, i gave myself a try at scripting a working train using the already existing tutorial How to create a wo ...
  Topic: How to add a moving train to your map (****)
Lin Kuei Ominae

Replies: 0
Views: 1233

Post Posted: Thu Dec 13, 2012 7:51 am    Subject:   How to add a moving train to your map (****)
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Tutorials Factory
How to enable a moving train by AmonRa

I think alot of people are having truoble with trains so i thought it should be posted in the modding tuts forum i dont know who made this tut but
I think i ...
  Topic: Advanced debris logic
SuperJoe

Replies: 3
Views: 2284

Post Posted: Sun Sep 30, 2012 4:07 am    Subject:   Advanced debris logic
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
If you've ever tried to create some sort of weapon using art.ini debris, you've probably noticed how completely random it can be. You can only define the max amount of debris to spawn with the SpawnCo ...
  Topic: Oil Derricks in TS (New way)
SuperJoe

Replies: 38
Views: 7381

Post Posted: Sun Sep 02, 2012 10:04 pm    Subject:   Oil Derricks in TS (New way)
Forum:  Modding Central » Tiberian Sun Editing Forum » Mapping Tutorials Factory
Alright, here's the new oil derrick logic for TS. I haven't found any exploits or flaws in this method yet, and it is quite easy and clean to implement. Few things to note:

- You need to take over ...
  Topic: Howto use the ICBM as deployable SW-Missle Launcher (*)
MrTweek

Replies: 3
Views: 2535

Post Posted: Sat Aug 11, 2012 10:08 pm    Subject:   Howto use the ICBM as deployable SW-Missle Launcher (*)
Subject description: it works =)
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
Hi it is my first tutorial. so im keeping it simple. You know in one SP-mission in TS/FS you must destroy the ICBM-Launchers thats fireing a Missle. In this case (it worse Yesterday Night xD) im got a ...
  Topic: Space Marine Voice [Audio Tutorial]
Atomic_Noodles

Replies: 4
Views: 3574

Post Posted: Thu Jul 19, 2012 9:12 am    Subject:   Space Marine Voice [Audio Tutorial]
Subject description: Via Audacity...
Forum:  Modding Central » Media Hut » Tutorials
So thought i'd try teaching people the trick to making the Space Marine Voice.

1) Record/get a voice. If you will Record a voice make sure to record  a few seconds of "silence".

2 ...
  Topic: How to simulate CellSpread in TS
Lin Kuei Ominae

Replies: 15
Views: 4685

Post Posted: Wed Jun 06, 2012 10:35 am    Subject:   How to simulate CellSpread in TS
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
This Tutorial will show you a simple way to simulate the RA2 CellSpread key in the TS engine.

The key to this is the Web logic.

1. Create a new ParticleSystem and Particle. This will deal the da ...
  Topic: Making civilian vehicles stay still (*)
SuperJoe

Replies: 8
Views: 2959

Post Posted: Sun Apr 29, 2012 12:12 pm    Subject:   Making civilian vehicles stay still (*)
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
Here's a pretty simple way to remove the "ghost drivers" from seemingly empty civilian vehicles. It makes use of a fake weapon since unarmed vehicles try to espace when fired upon. You need ...
  Topic: Side-specific MCV / Con.yard (***)
SuperJoe

Replies: 4
Views: 3450

Post Posted: Sun Feb 05, 2012 3:34 pm    Subject:   Side-specific MCV / Con.yard (***)
Forum:  Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
This will allow you to get rid of the dreaded BuildConst limitation for TS, allowing each faction to have their own MCV / construction yard. Some things you need to consider before applying this logic ...
 
Page 1 of 4 [187 Posts]   Goto page: 1, 2, 3, 4 Next
 Forum index » Search
Jump to:  


Powered by phpBB © phpBB Group

[ Time: 0.4208s ][ Queries: 16 (0.0698s) ][ Debug on ]