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#1095236 Custom map thread.

Posted by Starkku on 25 December 2018 - 01:22 PM

If anybody knows how I can make my map have a Mental Omega style rendered preview, I'd very much appreciate if a step-by-step tutorial was made. I tried CNC Maps renderer, and also tried converting a rendered picture to preview format with XCC and manually pasting it in the map file, but the previews are either huge (take about 3-5 times the disk space official maps do) or have very poor quality or both.


Official maps use separate images (same location and name as map but with PNG extension) for the preview in the client. These are the full-sized map renders that have been resized to 15% of their original size and indexed to a 256-color palette to save on file sizes. Maps themselves do not have custom embedded previews, using ones generated by map editor to my knowledge.


Now the client would be able to load the separate previews for custom maps as well, if it wasn't for a small bug that causes it to try and load them from an incorrect path. Although it probably wouldn't work with the map transfer feature, assuming that even works at all for MO or in general. So as it stands, your best bet is probably making a full size render, resizing it to 15% and using that XCC method to embed it in the map itself. That is guaranteed to increase the map size, though, and I am unsure if it will produce results that are 1:1 with the official map previews.

#1054099 MO 3.3 // Game Bugs

Posted by Starkku on 13 March 2017 - 12:03 PM

Unlike other structures, Phantasm MLRS will attack enemy Mercury Uplink automatically (it is super ineffective!).


It's not just Phantasm, it's everything that can attack structures and automatically acquire targets. As a note for devs in case they are not aware, this happens to buildings with weapons (even if it only fires through SW) and non-zero value for ThreatPosed.

#1038060 Mercenary Factions & Unit Showcases (PP News #2)

Posted by Starkku on 08 September 2016 - 04:04 PM

Time for the second Project Phantom semi-regular newspost.
Those that follow Project Phantom in Facebook, Twitter or ModDB might be aware of the recent unit showcase videos, with first parts of the Hero Spotlight and Experimental Weapons Test series both available for view at both Youtube and ModDB, focusing on three of the total of nine hero infantry and experimental units respectively. While all of the heroes were shown in the previous newspost, this time you get to see them in action and as a bit of a teaser for future parts of Hero Spotlight, some of the heroes have had some changes to them during the couple of months.

Hero Spotlight Part 1

Experimental Weapons Test Part 1

While the updates on the faction structures/units pages have been delayed a bit in favour of the unit showcase videos, a new page has been added under Miscellanneous section, detailing the so-called Mercenary Factions in the mod. These factions are not playable per-se, mostly serving as a neutral force on the maps with few things for players to capture and make use of. The currently included factions are Fist of Titans, a loosely associated group of mercenaries and guerilla fighters primarily operating in the Eastern Europe and Crimson Crown, a large industrial corporate group with ruthless reputation specializing in mining, technology and vehicle manufacturing as well as security business.
Of particular note is Crimson Crown's Technology Vault, which besides giving access to Prototype Disruptor Tower support power, also allows construction of one of the three faction specific tier 3 units (or all of them if you happen to have factory and technology lab of each of the three factions).
Coalition Equalizer Missile System is a premium anti-air unit that can also disable ground vehicles using EMP. Dominion Svarog Ironcaster uses a special chemical compound called Iron Skin to shield your own vehicles from any damage. Phantom Hyperion Plasma Cannon is a powerful siege unit that can teleport across the battlefield and annihilate structures with it's plasma cannon.

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#1031608 Heroes and Experimentals (PP News #1)

Posted by Starkku on 04 June 2016 - 06:22 PM

First in series of (semi)regular media and progress updates, detailing progress as the mod moves towards it's eventual public release.

Coalition Structures page has been online for a while now. Further structure and unit descriptions will appear there as well over time, so keep an eye out for those.

(Click for full size)
Hero infantry are something of a staple of Command & Conquer. While Project Phantom departs from C&C lore- & setting-wise, it still pays homage to it on several aspects. Hero infantry are one of those things, with each faction having their own - with a small twist. Each of the three factions has three heroes available, but only one can be present on the battlefield at a time under ownership of a single player. This introduces an element of choice where you need to make a decision on what type of infantry you want to use at any particular time. On a side note, computer opponents will quite happily disregard this one out of three rule and should you choose to let AI run it's course without restraints by enabling AI Cheats, will even somehow manage to bring in clones of the heroes.
(Blue eye icon is an indicator icon for detector unit. Wave icon means amphibious movement)
Blastwave, Starfire and Soundburst | Khan, Tokamak and Sweeper | Pariah, Ontos and Poltergeist
coalition_heroes.png dominion_heroes.png phantom_heroes.png
(Blastwave original model by ImP_RuLz and Starfire, Khan, Sweeper and Poltergeist by Holy_Master)
Backgrounds of the heroes (yes, they are characters despite the generic codenames) will be explored in future lore updates as well as the website faction infantry pages.
Another element present in original Red Alert 2 and Yuri's Revenge that returns in Project Phantom is ability to spy enemy laboratory structures and acquire stolen technology which unlocks new units. In Project Phantom, these units are referred to as Experimental Units. These powerful units require you to acquire stolen technology from enemy laboratory structure and vehicle factory, as well as own your own factions' vehicle factory, laboratory and tier 4 support structure. These ludicrous requirements counterweigh the fact that experimental units are extremely powerful and can only be constructed in quantities of one of each at a time, and come with considerable price tags. They alone won't win games for you, but combining them with your other units gives you significant advantage over your enemies, especially considering each of these weapons has been designed keeping in mind the strengths and weaknesses of your faction as well as the one you stole the technology from.
For now, you can have a peek at three of the nine experimental units, all of which are acquired by stealing technology from Western Coalition.
Durandal Satellite Laser | Typhoon Blast System | Helios Fusion Cannon
exp_durandal.png exp_typhoon.png exp_helios.png
(Durandal base by SaneDisruption, Typhoon body by Lefthand)
Those who have followed the mod for a while might be aware that Project Phantom replaces the terrain graphics with new ones and also adds new terrain pieces to use on the map. Currently this includes three theaters, Temperate, Desert and Tundra. Recently, tiles in temperate and desert theaters have gotten some minor facelifting whilst tundra got a significant overhaul and brand new, bare & rocky aesthetic. Some of these terrain enhancements and additions can be seen in a large montage image provided below.
(Click for full size)

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#1029439 Mental Omega News Bulletin #23 (27/04/2016)

Posted by Starkku on 27 April 2016 - 01:01 PM

9/10 it's okay.

#1029060 Return from the Shadows

Posted by Starkku on 20 April 2016 - 05:26 PM

Project Phantom is officially back in the business. While never quite dead, it did have a lengthy development hiatus and even after that was over, not much noise was made until fairly recently when some people were alerted to the fact that it is alive, mostly on ModDB, Facebook and Twitter. Now it's time to convince the rest as well. First of all, let me represent this.

In 1952, a cataclysmic event of unexplainable origin caused appearance of new elements that shifted the course of history & science. These events cause NATO to reconstitute itself as Western Defense Coalition, and rise of a new superpower in form of Eurasian Dominion via aid of technology that can be used to control people's thoughts. War between the two nearly brought the world to the brink of ruin in 90's, and threatens to do so again when the unstable equilibrium is disturbed by an enigmatic organization known as the Phantom Project, that approaches Coalition leaders with a plan to defeat Dominion for once and for all. Project's intentions behind such an offer, however, might be worth questioning. Whatever the outcome might be, it will change the fate of the world, once more.

Yes, this does mean that Project Phantom is no longer set in same universe/timeline as any of the existing Command & Conquer games, something I was hinting towards in description of a promo image from while back posted on ModDB & Facebook. This gives more freedom to work with things, especially considering PP already strayed from things quite a bit. Some might find certain similarities to familiar aspects of Command & Conquer history, although not many of those are intentional.
On another note, new Project Phantom website is now properly online, although it does not have a lot of content available - yet. Keep your eyes open as information on structures and units of the three factions as well as neutral structures & vehicles as well as gamemodes etc. become available gradually in near future, which will be made known at least on Facebook and Twitter, potentially ModDB as well. And people who want to try and help with development of the modification, the recently refreshed Recruitment page could be something to check out.
Oh, and there won't be three years of silence again until you see another one of these. I promise.
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#1017553 Project Phantom, where art thou?

Posted by Starkku on 29 October 2015 - 01:01 PM

I did not abandon it. I lost interest and capability to work on the mod for a long time, it took equally long for me to sort stuff out and regain interest. I never publicly announced this and when I came back to it, I felt it was too late to just return after such a long time with only words to show for it. It's been 8 years, more or less, since I started working on the mod. It's been through two major iterations and changed quite a bit since then. When the time is right, hopefully sooner rather than later, the Project Phantom will come back into the light and you can see and experience the third, and most likely final major iteration of the mod.

#965033 Hecthor Doomhammer Livestreams

Posted by Starkku on 06 July 2014 - 08:50 AM

Sunday is 6th not 7th :p.

#926418 Project Phantom July 2013 Update

Posted by Starkku on 15 July 2013 - 12:29 AM

This time it's a media update plus a small status update as well.

Let's start on a less light note. As you might or might not have noticed, there hasn't been a lot of going on for Project Phantom in past few months. This is not without a reason. My motivation to work on the mod dropped dramatically a couple of months ago as a result of some circumstances that shall go unmentioned in this article and because playtesting of the mod revealed that the gameplay of the mod might require several, possibly very drastic reworks to put it back on it's track to perfecting the gameplay balance. Since then I've been taking a break of sorts from the development and most of the things you see me post below are in fact from March or early April. This was necessary, as continuing to work on a single project for years without a longer break in between might take it's toll on anybody.

Because things are not going to work themselves out by itself over a night and I want to take my time with this project to ensure that the end result will be as awesome as possible, it is entirely possible that the trend of a rather low public activity will be going on in the future as well, possibly for months. Related to this, I was planning to rework the content of Project Phantom website for the next public progress update to include most up-to-date information available so far, but because of high amount of changes expected to the mod, this has been delayed to indefinite future. I did, however, update the site layout of the site exactly as I planned to.

Once the development issues have been solved, it is likely that there shall be a surge of news released once again, likely accompanied by brand-new video footage of the mod. Time will tell, however.

Onto the actual content of this update, here are some new units/unit graphics, belonging to various factions. Click one of the small images to see a full-sized one.


Barracuda Gunboat body original voxel made by Daz, Allied Cargo Plane original by Mig Eater, Prominence Tank, Tyrant Flak Tank body, Slayer Tank body originals by Bu7loos and Reaper Buggy mortar mode turret by MadHQ.

Following is also a set of other, assorted updates.

A doodad addition - spotlights & spotlight towers. There are two sets of these structures, one where the spotlight won't rotate automatically (instead it is static and determined by the direction of the structure set in map editor) and another where the spotlight will automatically follow enemy units, with the tower only following ground units and the normal spotlight only following air units, respectively.


Other in-game content updates include new graphics for the capturable defenses, rework of the Conduit Tech Vault & new color scheme for the unique units available only from the Vault and two new defensive structures, one for the Eurasian Dominion and one for the Phantom Project.

newsturrets_thumb.png newsvault_thumb.png

Continuing on the long line of graphical reworks, here are the recently remastered versions of the faction logos for the three playable factions.


And to match the reworked logos, a new set of loading screens for skirmish & multiplayer had to be created.


Additionally, there is a remade version of the 3x3 faction logo grid image that was shown in last update in January, with the remastered faction logos and some other tweaks to match the more recent lore developments. Check out the description of the image on Project Phantom ModDB Image Gallery to see which logo belongs to which faction, if you didn't already know or wasn't able to guess. Lastly, there is a preview of new sidebar graphics for Allied Forces faction.

newsfactionsn_thumb.png newsasidebar_thumb.png

Until next time, farewell.

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#916421 [FOUND/SOLVED]3DS max/gmax/renx - SHP script

Posted by Starkku on 13 March 2013 - 10:05 PM

Here's also a bunch of 3dsmax scene files by DonutArnold that can basically serve the same purpose, just slightly different approach I guess.

#910738 Project Phantom January 2013 Update

Posted by Starkku on 14 January 2013 - 04:05 PM

And here is the long overdue Project Phantom progress update. Quite media-heavy this time, actually.

First of all, I'd like to announce that Project Phantom has successfully moved on to use Ares for enhancing the mod features.

Months ago when I revived Project Phantom Youtube Channel, it didn't have any new content on it. That issue has now been rectified with the video below, showing cityscape combat between Phantom Project forces and the Eurasian Dominion, featuring new & revamped units such as Dominion Eradicator Artillery that can spread radiation and hammer enemy structures, and Phantom Eclipse Projector that uses powerful weapon known as 'Black Sun' generator to hinder the movements of enemy forces and inflict damage.

And here comes the massive voxel showcase. Couple of these have been shown before, but some of those have either gone through tweaks or might've only reached ModDB audiences, which is why I am including them here now. Click one of the small images to see a full-sized one.


In the miscellanneous section, we have basic infantry for all factions, new Allied Demolisher bomb drone infantry that can plant bombs ala Crazy Ivan while staying cloaked and deploy into a mine and new Eurasian Dominion Airfield artwork. Also in the same picture with Demolisher are visible two other, fairly recent additions to Allied infantry arsenal: Field Medic & new Juggernaut Combat Suit, armed with missile launchers and hand mortar cannon.


One big thing I've been working on for past few months is new terrain. Currently only temperate theater is deemed fully complete, as it has been converted to custom palette and urban theatre tiles have also been integrated to it. Tundra theater, that replaces the old arctic theater, as well as desert and standard urban theaters are also mostly complete. Below are some previews of this work. Again, click on the images to view full-sized ones.


Quite a while ago I posted an image to PP ModDB Image Gallery, showing logos for all of the factions, both playable and unplayable that are included in the mod in one fashion or another. This image can also been seen below, click to see it in full size.


Aside from the playable factions (top three), the factions to logos belong to are listed below. From top to bottom, left to right.

Crimson Claw: A crime syndicate/private military company with ties to renegade, ex-Dominion officers and access to a large arsenal of WWIII-era technology. Mostly operates in Eastern & Central Asia.
Wasteland Patrol: A former Dominion military squad consisting mainly of 'scraps' and things that can survive in harsh environments like Desolators. Nowadays more of a some sort of Desolator cult led by someone named 'Azrael', with little to no interaction with main Dominion military command. WP equipment has been spotted in Caucasus, Middle Eastern & Central Asian areas.
Nova Squad: An elite fast-response taskforce of Phantom Project with a special penchant for stealth warfare. Recently went rogue and carried out a terrorist attack on Phantom HQ. According to the Phantom Director, their objective is to use Phantom technology to topple current governments and build a new world order.
Scavengers: A catch-all term for certain group of mercenaries that are mostly active in Eastern Europe & Middle East. In general, the said mercenaries harbor hatred towards both Allied Forces & Eurasian Dominion, although some of them are ready to bury their grudges if paid enough.
The Conduit: An underground circle of smugglers, informants, arms dealers, the list goes on. Kind of just appeared out of nowhere in late 80's. Not particularly organized either, and people who are known to be in the loop are usually on top of the wanted lists of various law enforcement organizations. Conduit activity hotspot is in Central Europe and nearby areas.

As for the question mark, that remains to be seen.

Last thing on the list is promotional artwork, a mock box cover for the mod and a new wallpaper featuring the capital ship of Phantom Project faction - Hades Cruiser. The wallpaper can be found in various sizes on website media page.

newsppboxart_thumb.png newshadeswp_thumb.png

Speaking of website, currently the content on Project Phantom website is mostly outdated. Due to the amount of time it consumes to prepare descriptions and pictures, it will only be brought up to date on a later date, likely in increments. Any major updates will probably be announced via Twitter & Facebook at very least.

That's all for this time folks.

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#883306 April 2012 media update!

Posted by Starkku on 14 April 2012 - 06:31 PM

Cool stuff. That new Volkov reminds me of something though. Siegfried seems pretty cool however. I guess the phase-out ability just racks up the armor of the units to insanely high levels, and lowers the speed to zero?

Nice voxels. Bored atm, will try to guess what each of those units belong to :p.

Allied generic: Battleship
USA: Warhawk
LC: Demolition Truck
Russia: Stalin's Fist
China: Bomb Jeep, Sentinel
PsiCorps: Basilisk
SC: Plague Splatter, Speeder Trike
Headquarters: Colossus

All that's left is Scorpion Cell and Pacific Front. Or is it?

Inb4 fourth faction.

#879838 Revora Logo Vectorized

Posted by Starkku on 18 March 2012 - 08:18 PM

Inspired by a request made a while ago I did a quick vector recreation of the Revora logo. It's not the real deal (compare and you'll see) but maybe someone will find it useful so I'll just drop it here. If somebody can tell me the exact font(s) used in the logo I could try to make version two which is more accurate in comparison to the actual thing.

Here are the download links (attachments do not work for these file extensions so :p).
Adobe Illustrator File Format
SVG File Format

#537106 Star's questions & problems thread.

Posted by Starkku on 15 November 2007 - 03:01 PM

Hello to everyone.

Well,i have been with my "project" for some weeks,making more or less success with it.
Also i noticed that it may be easier to do some things,when there are others helping.I do not force anyone to help,just if you want.Well i have one problem now,which i seek answer to.

I Noticed that my FourthSide miners do not automatically go to harvest ore when coming out of War Factory,like Chrono,War and Slave Miners usually do.

Posted Image

Like this,they just stand there,but will move and go off to harvest when you build something else off same factory (they have to get out of way)

Also,here is coding of unit.

Name=Robot Miner

Thanks for anyone who tries to help and sorry if my english is bad.