C&C:Reloaded 1.5.0 released!
June 04, 2020 - 20:20
C&C:Reloaded 1.5.0 available with latest CnCNet support and tons of changes.

The most noticeable changes of this release are:
- Rework of the Tiberian Sun terrain (new resize method).
- Rework of Tiberian Sun objects such as infantry, structures, etc (the same new resize method from above). Some examples:


- Now the dominant game resource in single player campaigns will be respected: Ore & Gems in RA2/YR missions and Tiberium in TS missions. Ore resource is optional in multiplayer maps:

- New basic GDI ship: the amphibious Paladin

- Rework of the GDI fleet & gameplay balance:

- CnCNet Players Online indicator in the Main screen:

- 54 new multiplayer maps.
- Better TS vs RA2 damage balance.
- Lots of fixes & adjustments.

It can be downloaded in the downloads section
Or at ModDB:
Official C&C:R ModDB page
If somebody is interested to read the full changelog, please visit here:
Official changelog

Hey there PPM!

Last weekend I released my megamod for C&C Tiberian Dawn. It's called C&C Dawn of Tomorrow, and has been 10 years in the making! This single-player adventure includes 6 playable factions, 2 new campaigns with fully voiced and animated cutscenes, and 30 diverse and challenging missions to complete.

With C&C Remastered just around the corner, I thought now was the perfect time to release my mod for the classic version of the game so you had something to tide you over until remaster unlocks very soon. Check out the trailer below!

You can learn more and download the mod from my website, kilkakon.com/c&c

The following download mirrors are also available:
- EXE: https://www.dropbox.com/s/jc6iti71tuivoax/c%26cdotsetup.exe?dl=0
- Zip: https://www.dropbox.com/s/znvdb4g47v16zrb/c%26cdot.zip?dl=0

Hello everyone! C&C: Remastered Collection will be released on June 5th and will be almost fully moddable. And we are quite excited about that, especially with the release of the source code of both TiberianDawn.dll and RedAlert.dll.

With that in mind, I've obviously taken the time to compile and analyze part of the code. And considering what I've seen, it was actually very easy to compile a tutorial on how to make a nuke tank without even seeing it in action or being able to play the game at all. Petroglyph has tested it exhaustively (or at least tested it) and they've documented the whole thing so well that we have been able to catch the whole step by step behind it.

So, we produly present our first tutorial:

-> Step by step on how to create Petroglyph's Nuke Tank {TD} **

For those wondering, yea, you will need Visual Studio and some C++ knowledge, but if you get used to it, it won'tb be much different from editing what you saw on INI files, except for few pointers that shows up once in a while.

Happy modding!

Hello everyone! We have recently opened the C&C: Remastered Collection Editing Forums at PPM.

For now, we have a place where you can improve your modding skills and get some help at the Editing Forums.

For those who wanna mess up with the game mechanics and code the DLL files run by the game, we recommend you to pay a visit at the DLL Editing Forum. Be aware that the source code for these DLLs was released recently by EA and we have a quick guide showing how to download it and compile it in a Visual Studio Community (which is free of charge if you are not a business).

If you already have Origin version and you have preloaded your map, you can already share your knowledge on how to map and help troubled users at the Mapping Discussion.

At the Tutorials Uplink you can share (or check) modding, map and coding tutorials.

And finally, the Mods and Maps Archives is where you can post your mods or wait your posted mod on the Steam Workshop to be fetched by our bot in less than 24 hours. You can post your opinions about the mods that get posted by the community. And the best of all, if people share their feedback there, we will be able to filter interesting material using our hashtags and our news system.

So, pay a visit, participate, and let's get a functional modding community. Welcome to Project Perfect Mod and its forums!


C&C: Remastered Collection will be released in June 5th and preloading for the game on both Steam and Origin stores were activated yesterday. While Steam users like me get a bunch of .csd and .csm files on depotcache directory, Origin users were able to access the .meg files that comes with the game and even the map editor, as the user FrostByteGER posted on reddit:

Exploring that same topic, Wilwheatonfan87 has posted the file structure of the game:

It is also worth nothing that the musics from MUSIC.MEG are in wav format, so it should be easy to manipulate and it is in a high quality, as expected.

If you have bought the game in Origin, please, share with us more information about the game, especially anything about this models.meg and all these textures and sfx2d meg files there. We wanna know how the graphics are stored for this game.

Hello everyone! One vision, one purpose! Some of our best agents managed to persuade Electronic Arts to share the source code of the C&C Remastered Collection game rules for Tiberian Dawn and Red Alert 1, which is the DLL files that they've promised to share.

The result has been shared at an ElectronicArts account on GitHub. It looks like you will need a C++ compiler compatible with the one that comes with Visual Studio 2019 (Toolkit 15.0) in order to compile the projects included there, according to the vcproj file there, although Visual Studio 2017 Community seems to be able to compile it without problems. I can't say if the DLL that was compiled with 2017 runs correctly since the game was not released yet.

We will create modding forums for C&C: Remastered Collection here, in PPM, today, so we can properly discuss this code and everything on it. Stay tuned!

For now, what we can say is...

Today we have good news for those who are interested in modding Renegade, Generals, Zero Hour, Lord of the Rings: Battle for Middle Earth 1 and 2. The crew over W3D Hub released a new version of their W3D Tools and 3Ds Max 2017 exporter. The version 1.6.0 fixes several bugs from previous versions, becoming a more reliable tool. Here's the changelog:


   Fix crash caused by some objects brought up from Max 8.
   Objects without mesh data (e.g.lights, dummies) no longer crash the exporter when they have "Export Geometry" checked.
   Exporting instanced meshes can now only export one mesh into the .w3d file instead of redundant copies.
       Requires "Export Transform (Bone)" to be checked on all instances!
       Requires "Eliminate duplicate reference meshes" to be checked in the export dialog.
   W3D export properties are now properly propagated between instances of the same mesh
   Fixed bug where cloning multiple nodes using Shift+Drag would jumble W3D export properties.
   Its now possible to edit the MaxScreenSize field via an edit box on the "W3D Tools" rollout.
       New default value is 1.0 for the new scripts 5.0 percent screen size LOD implementation.
   Remove "Student Version" message from max files.
   (The added "Export New AABTree" checkbox in the exporter does nothing as of yet.)

Download it at its own section on W3D Hub Forums.

It is worth mentioning that 3Ds Max 2017 is not free, nor a cheap tool. For those wondering if there is something similar for Blender, there is a W3D Plugin from OpenSage team. Its latest version is 0.4.6 that was updated about 5 weeks ago. Here's their changelog as well:

   apply modifiers to meshes on export
   handle export of 'multi-user' meshes
   default material type is now 'VERTEX_MATERIAL'
   Bugfix: handle free vertices correctly
   Bugfix: handle already applied file extensions by user
   Bugfix: check for referenced armature case insensitive

Head to their GitHub to download the latest version and their source code. And happy modding!

The upcoming Command & Conquer: Remastered Collection will be released for the public on June 5th, however, members of the famous Community Council have been playing and testing it for a long time already. And recently, they have started posting content on the Steam Workshop section for this game, as you can see in the pictures below (if you excuse my Brazilian Steam).

As you can see, most people (Tore, Neogrant, and few others) posted maps, except for CCHyper who posted mods that rename units and change the main menu user interface and pchote (aka Sleipnir) who posted his own DLL file that enables OpenRA/RA2-style wall placement. And honestly, the mods from Hyper and pchote are the ones that interest me the most, because they will be better samples of how to properly customize the game when Steam starts to allow us to download them. At the moment, we can only subscribe to eventually download them when the horde gets access to it.

And keep your heads up for PPM and remember that our tool OS .BIG Editor will allow you to browse and generate the .meg files that you will need to handle to create mods like the ones from CCHyper. We will have more updates for OS .BIG Editor in the next days to make your modding experience more confortable.