Advanced TMP Editor (ATE)


Modern web-based TMP editor for Tiberian Sun & Red Alert 2 modding.


Advanced TMP Editor is a high-performance, professional-grade tool built to handle everything related to the complex .TMP terrain format, focusing on speed, metadata accuracy, and a non-destructive workflow.

Links:
Online URL: https://www.cncreloaded.com/ATE
Github Repository: https://github.com/FS-21/Advanced-TMP-Editor

Key Features:

  • Tabbed Interface: Open and edit multiple TMP files simultaneously in a browser-like tab system for fast asset comparison and cross-file transfers.
  • Generate Z-Data from Image: Advanced procedural tools to automatically create accurate depth (Z-buffer) maps based on the visual image content or geometric patterns (Slopes, Peaks, Valleys).
  • Visualization Modes: Toggle between Normal (Game Rendering), Z-Data (Depth Map), and Placeholder (Boundary/Collision) views.
  • Multi-Cell Batch Editing: Modify Shared Properties like Terrain Type, Ramp, Height, and Flags for multiple tiles at once.
  • Asset Management: Seamlessly move, clone, and copy tiles or "Extra Data" (Images/Z-Data) between different files or within the same template.
  • Palette Management: Sophisticated menu to import and persist game palettes (TS, RA2, YR) using local storage.
  • Standalone & Portable: Works 100% offline. Use the single-file standalone build or install it as a PWA app.
  • Fully Localized: Available in English, Spanish, Russian, German, French, Portuguese, and Chinese.



You can also download it HERE.

Advanced SHP Editor (ASE)


Modern SHP web-based editor for Tiberian Sun & Red Alert 2 modding.


Advanced SHP Editor is a high-performance tool designed for the community, ensuring the C&C modding scene remains accessible on any modern operating system without relying on aging legacy software.

Links:
Online URL: https://www.cncreloaded.com/ASE
Github Repository: https://github.com/FS-21/Advanced-SHP-Editor

Key Features:

  • Professional Layer-Based Editing: Multi-layer support per frame with groups, visibility toggles, and alpha-blending modes.
  • Advanced Toolset: Pencil, Brush, Spray, Bucket Fill (with tolerance), and Magic Wand selection.
  • Pixel-Art Resampling: Resize canvases using specialized algorithms: Smart (Area Average), Nearest Neighbor, xBR 4x, HQ4x, OmniScale, xBRZ, and ScaleFX.
  • Shadow Automation: Specialized tools to fix invalid shadow pixels and seamlessly convert shadow formats between TS and RA2.
  • Sequence Managers: Integrated tools for Infantry and Vehicle sequences, with automatic exports for art.ini and artmd.ini.
  • Dual-Pane Interface: Transfer frames between different SHP files easily using a split view with drag-and-drop.
  • Palette Management: Support for all game palettes (units, buildings, anims) with persistence in browser local storage.
  • Standalone & Portable: Works 100% offline. You can use the PWA version or the single-file standalone build.
  • Fully Localized: Available in English, Spanish, Russian, German, French, Portuguese, and Chinese.



You can also download it HERE.

Hello, ladies and gentlemen! This year I am starting a bit slower, I know. It has been 2026 for a couple of days already. But it is never too late, in the name of the Project Perfect Mod community, to wish everyone a very happy 2026! We wish a healthy, peaceful, and resourceful year for every visitor. It is being tough to keep pace with this place for ... errmmm. ... job. That and a terrible backlog I have placed on myself. I mean, getting OS SHP Builder to write TMP (TS) files is quite a challenge. And I have failed at that so far. I am having a hard time getting focused these days because I am involved with countless projects at the same time. It is not healthy, I guess. But I won't give up to finish this new version of OS SHP Builder.


2025 for the PPM Community:


Grids for OS SHP Builder was just a tiny part of an iceberg in terms of news for the projects hosted here.
- Heads up to Tiberian Odyssey that finally has public releases. Congratulations for all releases since last April, my friends!
- Another mod that has evolved a lot was The Dawn of the Tiberium Age. Their latest release at the end of November has brought, among many things, a deadly AI that analyzes your troops and builds proper counters instead of some random units.
- Tiberian Sun Client 7.06 has received several improvements on the CnCNet Client, maps, user interface, among other things.
- Fading Dusk 2025's Anniversary Edition was released with several missions!
- And, of course, Project Phantom 1.1 which was posted here before.

Other than this, heads up for CnC World Altering Editor and Phobos that have been granted countless features and bug fixes over the last year.


Future Plans for PPM Community:

And here we go over and over again. We still understand that the PPM community relies on user-created content to keep it fresh, alive, and kicking. The massive news creation allows me to contribute, but this is not enough. We need your posts, created assets, mods, feedback, doubts, etc. So, it is time to update our plans for the PPM Community for the next year and beyond with minor changes. Note that these items do not follow any priority order.


Content:

-> Improve the internal news creation tool to quickly allow the creation of other types of news posts: It would be fun if we had a weekly resume of the attractive SHP, Voxel, 3D, maps, etc. that were submitted in the forums. Also, we need to figure out means to facilitate the conversion of certain external news posts and to import news from Discord, which is quite complicated, to say the least.

-> Create more content for Project Perfect Game: PPG's content needs to cover the game engines that its news posts are covering. Right now, we only have a subset of the content of PPM on it, but the idea is that it will eventually grow into its own thing. We already have the infrastructure to do that. It also needs its own art, buttons, and a few things that will give its own identity.

-> Create Generative AI technologies: Use generative AI to create assets and allow users to generate assets with the restrictions of the games we cover in mind. We should add this kind of tool to Voxel Section Editor III, OS SHP Builder, and other tools.

-> Context-based post content: We plan to add a BB code to allow parts of a forum post to be visible only on forums or only on PPM, PPG, RA2 PPM, TS PPM, or C&C PPM.... or a mix of them. With the creation of the PPM subsites and PPG, we are in dire need of this feature. I'm still trying to figure out the best way to do that without compromising our RSS feeds.


Forums:

-> Re-plan the use of the forum keywords by the users: Right now, when you create a post, you have the option to write some keywords for it. They will only show up if a moderator/admin approves it. But this is definitely a terrible way to use it because keywords will only be useful if they follow some standards. And this is a task for those who organize the forums. So, our idea is to have a fixed set of keywords in each forum that should be allowed to be used, which should affect its organization. I.e., If you want to report a bug from a project, you could highlight the "#Bug" keyword in your topic. If a moderator of the forum eventually fixes your reported bug, it could add a #Fixed to your topic or any other keyword that fits. Then, you could view all topics with #Bug in the forum if you hit the highlighted word at the top of the forum view. Things like that could also be helpful in reducing the number of forums here. Let's say you have a mod. Instead of having a forum for each faction, you could replace it with the use of keywords #GDI, #Nod, #Forgotten, etc. The possibilities are countless.

-> Modernize the forums' user interface: We want to make it become more friendly to browse it with mobile devices. Also, we want to allow posting, editing, and other common tasks to be faster and as comfortable as a chat in Discord. We also plan to bring friendly URLs, HTML5 support, etc...

-> Add reactions to forum posts like what you have in the most modern chat programs.

-> Add multiple participants for Private Messages, transform it into a conversation, and Report this Post to a Moderator: Right now, you can only PM a single person, and this is quite unattractive when you have Discord, Whatsapp and so many other better messaging options. A Report this Post to a Moderator feature requires PMs to multiple participants. Otherwise, the best thing we can do is Report this Post to Banshee. We also need a better mechanism to warn when a PM receives a response.

-> Allow users to create communities in PPM forums that are detached from PPM's forum organization: We want to eventually allow any forum user to create forums without my interference. However, these forums would not show up on the ppmforums.com index, although they would still be publicly accessible if desired by the owner of the community. So, if you have a project, instead of requesting hosting here, you would simply create a forum for it. If it is good enough, we will promote it in our index. Otherwise, it would be ok. Of course it is something that our current infrastructure is not ready to run, and when it becomes available, it would also require a lot of attention in terms of content, security issues, and bugs. This is a long-term plan.


PPM and Subsites:

-> Modernize the sites and subsites: While most of our plans for site and subsites modernization have been implemented, there is one thing left: The ability to show news as we scroll and have each news with a friendly URL that the search engines can crawl.


Modding Tools:

-> Progress with my doctorate project to transform low poly pixel art into highly detailed images: The scope of my Ds.C. thesis is broader than that, but a super-sampling application of it would help us to convert our SHP files into something that could be used in other games and projects.

-> Add Python support: Make sure the existing community tools support Python to extend their functionalities with AI and plugins.

-> Add plugin support: Make sure the existing community tools support external command line tools to extend their functionalities.

-> Add TMP support for OS SHP Builder: One graphic editor to rule them all!

-> Progress with VXLSE III's 3D model export feature: This is important if we plan to become a community that modifies or develops 3D games. We have many voxel assets that would be very useful in newer games if we are able to convert them. Don't expect this to be finished at any time soon since I have a doctorate to finish first, and my thesis will be used on this solution (being a small but significant part of it). VXLSE III could also receive a different interface to allow the user to model voxel models in a similar fashion that is done with CAD modelers.

-> Allow OS .BIG Editor to load multiples types of packages in one, receive third-party plugin support, CLI support, API support, etc.


And that's all for now. I hope you have a great 2026!

Hello, everyone! Today, the good people over ModDB has written an article about the 30 years of the Command & Conquer franchise and its modding community. Assassin, the writer of the article is the leader of Tiberian Sun Rising and he also ran CnC-Source for a decade. It is someone who lived, felt, and contributed to the C&C community for many decades. Here's the press release from ModDB about it:



Quote:
Earlier this year, Command & Conquer celebrated 30 years. To mark the occasion and end 2025, we've prepared a feature showcasing the top 30 mods across all eras and iterations of the franchise.

--

Melbourne, Australia: Dec 30, 2025 - In 2025, Command & Conquer turned 30. It is a rare milestone in gaming and a testament to the enduring power of strategy, storytelling, and community. What began in 1995 with Westwood Studios’ Command & Conquer, retroactively known as Tiberian Dawn, reshaped PC gaming forever. Building on the innovations of Dune II, Westwood introduced a bold new formula: real-time warfare, cinematic cutscenes, iconic factions, and a world teetering on the brink of order and chaos. It didn’t just define a genre. It ignited a movement.

Westwood Studios was founded by Brett Sperry and Louis Castle in 1985 and went on to create hundreds of games, earning a Guinness World Record for selling 30 million copies of Command & Conquer. In 2003, Westwood Studios and Westwood Pacific (EA Pacific) were merged into EA Los Angeles, which continued developing Command & Conquer titles until 2010. The studio was later reorganised into Victory Games, which closed in 2013 following the cancellation of the free-to-play C&C Generals 2.

Across the decades, the series grew far beyond its Tiberium roots. The Red Alert timeline explored alternate history through time travel and experimental weapons, while Generals brought a modern military lens to large-scale conflict. Across more than a dozen games and expansions, Command & Conquer became a pillar of competitive real-time strategy and a launchpad for creative expression through modding.

In 2020, Electronic Arts partnered with Petroglyph Games and veteran community members to release the Command & Conquer Remastered Collection. It revived the classics with authenticity and polish. Then in 2025, EA took another bold step by open-sourcing the code for Tiberian Dawn, Red Alert, Renegade, Generals, and its Zero Hour expansion under the GPLv3 non-commercial license. This act preserved a legacy and passed the tools of creation to a new generation.

To celebrate, the C&C community came together throughout September 2025 for its 30th Anniversary Community Showcase. Every day featured a new project update, livestream, tournament, or retrospective. It became a living timeline of innovation, dedication, and shared memory.

This article is not just a list. It is a tribute to the modders, creators, artists, engineers, and fans who, as a community, shaped thirty years of Command & Conquer history. These are the projects that defined an era and the people and teams who kept the series alive when no one else could.

These 30 mods are not ranked. They are grouped by game and engine to reflect the evolution of C&C modding over the past 30 years. After reviewing hundreds of projects, these selections earned their place through influence, longevity, quality, innovation, or technical achievement.



And here is the article. Enjoy it!

Project Phantom v.1.1 Update Released
December 17, 2025 - 17:46


Project Phantom v1.1 update is now out!

Download:https://projectphantom.net/download

Overview of changes from 1.0
Full changelog available at: https://projectphantom.net/info/changelog/#v1-1

• Significant number of bugfixes.
• Major balance changes to units & buildings, especially to Experimental Units.


• Tweaks and balance changes to support powers.



• Additional features to jet aircraft like support for guard & waypoint mode and new buildable jets for all three factions.


• Cleanup of mercenary faction arsenals and new additions.




• New and overhauled game lobby options.


• A new Challenge map to tackle.

 
• A number of new Standard maps to play on.
[img]https://media.moddb.com/cache/images/mods/1/16/15997/thumb_620x2000/new-maps-v11.png]/img]

• Support for playing custom missions through the client.


• Chinese localization option.



And more! Read the full changelog on PP website for full list of changes.

Future
Project Phantom development will continue beyond version 1.1. Plan is to get first campaign missions out in the next non-patch release and address any bugs and major balance issues in patch release(s) much quicker than it took 1.1 to come out.

Happy birthday to PPM! 25 years old!
October 01, 2025 - 01:17
One vision, one birthday, ladies and gentlemen! The purpose of this news post is to celebrate our birthday, which happens on September 30th. PPM is now 25 years old! Yes, 25, and we are still alive! It is hard to see C&C community sites alive and active these days. Some of them still are, others lives in death!

Our story started 25 years ago when a group of people got together to create a mod for Tiberian Sun called PPM: Final Dawn. We have seen many things being released here, except PPM: Final Dawn. Don't worry, one day, it's still in our plans.

Then, we arrive at the moment when I usually recap everything that happened this year. I am not going to do that this time due to real-life time constraints. This year has been tough because I have a job, I need to pay my bills, and sometimes we have some distressing events with strict deadlines to solve. It just happened to happen in these recent weeks. To make things worse, recent denial-of-service attacks on this server did not help things at all.

However, it is worth mentioning the beautiful celebration of the 30th anniversary of the Command & Conquer franchise conducted by the people from CnCSaga and all mods and community sites that took part in it. Browse them to find many mod releases, and even an interview with Louis Castle. Although it is worth mentioning that the event is over right now.







So, I have at least 4 items on my backlog, and I want to release at least one of them in the next 30 days as a gift to celebrate this date:

1) An TMP Editor with a new way to paint terrains for TD, RA1, TS and RA2.
2) One or more tools to make a more realistic render of voxels from TS and RA2.
3) A MIX editor for C&C Remastered Collection
4) A new completely original tool to rule them all. The others are not exactly original. No more tips here.



This is no myth!


At least one of them will emerge in the next 30 days, since the strict deadline problem should be gone by October 20th (and I hope nothing absurd shows up after that, but it is beyond my control).


And we cannot end this news post with our birthday cake....



















A stealth cake #Tongue. I just couldn't resist the joke!

Phobos Build 48 has been released!
September 10, 2025 - 11:34
One vision, one purpose! Phobos Build 48 has been released by Starkku moments ago. For your information, Phobos extends the modding features from Red Alert 2: Yuri's Revenge and, unlike Ares, is completely open-source. The changes from Phobos Build 48 were announced with the following words:

Quote:
Disclaimer: development builds are inherently unstable and may contain improvements that will be changed and adjusted before the stable release (as well as bugs), with less stability guarantees.

Phobos development build 48 is up!

Changes compared to build 47:

Migration info:

  • IsSimpleDeployer units now obey deploying facing constraint even without deploying animation. To disable this, set DeployDir (defaults to [AudioVisual] -> DeployDir) to -1.
  • Vertical=true projectiles now default to completely downwards initial trajectory/facing regardless of if their projectile image has Voxel=true or not. This behavior can be reverted by setting VerticalInitialFacing=false on projectile in rulesmd.ini.
  • Vertical=true projectiles no longer move horizontally if fired by aircraft by default. To re-enable this behaviour set Vertical.AircraftFix=false on the projectile.
  • Weapons with Airstrike=true on Warhead will now check target eligibility for airstrikes regardless of weapon slot. Use AirstrikeTargets=all on Primary airstrike weapon Warhead to restore previous behaviour.
  • UseCenterCoordsWhenAttached has been replaced by enumeration key AttachedAnimPosition. Set AttachedAnimPosition=center to replicate effects of UseCenterCoordsWhenAttached=true.
  • Units' LaserTrails will no longer lag behind by one frame, so it needs to be repositioned (Previously, units with faster speeds may need to be positioned further ahead).

Note: This was originally introduced in Build 44 but no migration notice for it was ever put up and the functionality got bugfixes in this build

  • PowerUpNAnim is now used instead of the upgrade building's image file for upgrade animation if set. Note that displaying a damaged version will still require setting PowerUpNDamagedAnim explicitly in all cases, as the fallback to upgrade building image does not extend to it, nor would it be safe to add. PowersUpToLevel=-1 upgrades still do not work correctly PowerUpNAnim and such buildings should forgo using explicit upgrade animations.

New features:
Vanilla fixes:

  • Separated the AirstrikeClass pointer between the attacker/aircraft and the target to avoid erroneous overwriting issues (by NetsuNegi)
  • Fixed the bug that buildings will always be tinted as airstrike owner (by NetsuNegi)
  • Fixed an issue where computer players did not search for new enemies after defeating them or forming alliances with them (by FlyStar)
  • Fixed an issue where airstrike flare line drawn to target at lower elevation would clip (by Starkku)
  • Fixed the bug that damaged particle dont disappear after building has repaired by engineer (by NetsuNegi)
  • Projectiles with Vertical=true now drop straight down if fired off by AircraftTypes instead of behaving erratically (by Starkku)
  • When Speed=0 or the TechnoTypes cell cannot move due to MovementRestrictedTo, vehicles cannot attack targets beyond the weapon's range. Area Guard and Hunt missions will also become ineffective (by FlyStar)
  • Fixed an issue that barrel anim data will be incorrectly overwritten by turret anim data if the techno's section exists in the map file (by CrimRecya)
  • IsSimpleDeployer BalloonHover=true units with DeployToLand=false are no longer forced to land when hovering (by Starkku)
  • If DeployingAnim with Shadow=true is played for unit currently in air its shadow will now be drawn on ground (by Starkku)
  • DeployingAnim now supports both Normalized=true and Reverse=true (by Starkku)
  • DeployingAnim using unit drawer now also tint accordingly with the unit (by Starkku)
  • Jumpjets in air now can correctly spawn missiles (by TaranDahl)

Phobos fixes:

  • Fixed the bug that AllowAirstrike=no cannot completely prevent air strikes from being launched against it (by NetsuNegi)
  • Fixed an issue that FireAngle was not taken into account when drawing barrel in TurretShadow (by CrimRecya)
  • Fixed a bug that sometimes caused weapon/warhead detonations from features such as ExtraWarheads, animation damage or Crit.Warhead to unintentionally move from its intended position (by Starkku)
  • Fixed the bug that armor multiplier of new attacheffect will have extra take effect once if restricted warheads (by NetsuNegi)
  • Fixed an issue that units' LaserTrails will always lags behind by one frame (by CrimRecya)
  • Fixed customized WarpAway anim's wrong definition (by Ollerus)
  • Fixed PowersUpToLevel=-1 upgrades potentially displaying wrong animations (by Starkku)
  • Fixed ForceWeapon.InRange not working when target is not TechnoType (by CrimRecya)
  • Fixed parsing of DropPodTrailer from INI (by Starkku)
  • Fixed issue with ReturnWeapon not always firing off correctly (by CrimRecya)
  • Fixed animation damage logic applying invoker/owner inconsistently between weapon & warhead (by Ollerus & Starkku)
  • Fixed an edge-case issue with Phobos' selection handling code crashing with Veinholes (by Starkku)
  • Fixed AmbientDamage.Warhead not working for waves (by Starkku)
  • Fixed SkirmishUnlimitedColors not being checked if Phobos runs without Ares active (by Starkku)
  • Fixed number of *.ApplyFirepowerMult options  (f.ex anim damage, crit) ignoring veterancy firepower modifier (by Starkku)
  • Misc. code optimizations & fixes (by CrimRecya, Ollerus, NetsuNegi, Kerbiter, Uranusian & Starkku)
  • Misc. documentation improvements (by DeathFishAtEase & Kerbiter)

Fixes / interactions with other extensions:

  • Convert.Deploy displays 'NoDeploy' cursor if the new type is not allowed to move to the cell due to SpeedType etc. (by Starkku)
  • Fixed an issue that Ares' Type Conversion not resetting barrel's direction by FireAngle (by TaranDahl)


You can find more information about Phobos by visiting the Topic at PPM Forums, Official Website, and Discord Channel at C&C Mod Haven. Download the latest version of Phobos Here. That's all, folks! Stay tuned at PPM for more news coverage on Phobos!

The state of the world remains dangerously unknown, but the little new information that exists on it is revealed to you through Mental Omega Development Log videos — the third of which was released just last week.

It's been a while - the Mental Omega DevLog #3 (August '25) is here! Introducing new units, changes to some features you already know, a big new skirmish/multiplayer mode and.. MOre. From the revisions of Foehn Spinblade and Blast Furnace systems, to the entirely new special units that you will see in unique game modes, but also very likely in the upcoming missions - this DevLog has it all for our players.




But, if you missed them, we've released two other DevLogs with many more units for Allies, Soviets, Yuri and the Foehn Revolt. We also continue to showcase crucial quality-of-life changes brought to the players by the programmers working on the Phobos Engine Extension DLL, and we make further use of the good things Ares Expansion DLL has already made possible for the Red Alert 2 Yuri's Revenge modders.




Among the most notable additions are new features such as the ability to set waypoints or put aircraft built on airfields into guard mode, queue buildings in the sidebar, use a dedicated left-hand sidebar for superweapons and key support powers, and - finally - place any structure freely on trees. With Phobos no more manual deforestation will be needed, these terrain obstacles will no longer hinder base building.




To see all the newest units that will be available in the next version of Mental Omega, check out the Development Logs we are regularly posting on our YouTube Channel or images in the ModDB Gallery.

We're not done yet. Stay tuned for even MOre.