- File Name
- C&C3 Mod SDK 5.0 by Mighty BOB!
- Submitted
- 23 August 2007 - 01:56 PM
- Last Updated
- 22 December 2007 - 08:09 PM
- File Size
- 103.64MB (Estimated Download Times)
- Views
- 26076
- Downloads
- 2427
- File Version
- 5.00
- File Author
- EA
This is the Mod SDK for C&C3. With this toolset you can change pretty much anything in the game that isn't hard-coded or unreachable.
You MUST have patch 1.09 or later installed before you can use the SDK
VISTA USERS UPDATING FROM A PREVIOUS SDK VERSION - In order to install the new Mod SDK version correctly, please remove the old version first by using the add/remove function from the Control Panel. Once you have completely removed the Mod SDK, please proceed to install the new version. This will ensure you install correctly on Windows Vista.
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Command & Conquer 3 Tiberium Wars
Mod SDK 5.00 notes
There is only one major new feature and that is a fix to the Civilian Asset issue. This fixes up references to assets that are only located in our World Builder stream. This issue prevented modders from being able to use these assets in their own maps. You can now use these assets in your own maps after they are compiled using the new "BuildModCivAsset.bat" program included in the new version of the Mod SDK. You can also modify existing civilian assets or use the existing art assets to create new things for your mod. None of this was possible before.
HOW TO USE BuildModCivAsset.bat
BuildModCivAsset is used in the same way as Buildmod.bat, it takes the name of the mod to build as an argument. It should only be used to build mods that depend on assets that are in the worldbuilder stream. These assets are referenced from the worldbuilder.xml file in the cnc3xml folder. If you are creating civilian assets which use the art from existing civilian assets, you will need to use BuildModCivAsset rather than the normal BuildMod.
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Command & Conquer 3 Tiberium Wars
Mod SDK 4.00 notes
It has updated XML/XSD files for Patch 1.09, updated global and static manifest files, updated TacticalHud UI screen, and a new HUDReplayControlPanel screen, the tool have also been recompiled so they work with the latest schema, lua, etc. The new 4.0 SDK also includes enhanced documentation, with updates to the Common Issues page, Building a Mod, and new pages for Audio and Defines. These are definitely a MUST READ for all C&C modders out there.
Please be advised: You must have Patch 1.09 installed in order for the Mod SDK to function correctly.
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Command & Conquer 3 Tiberium Wars
Mod SDK 2.00 notes
We have updated our Mod SDK to version 2.0 with a host of technical fixes and enhancements based on critical community feedback received. The changes in version 2.0 are geared towards advanced modders, however, even if you are just learning how to mod for Command & Conquer 3, we highly encourage you download the new Mod SDK version 2.0 to ensure you have the latest files. Simply download the new version, install, and it should automatically overwrite the original files. NOTE: this should not affect any modding work you have already done.
The following changes have been made in version 2.0:
---Updated the generated BuildMod.bat file to include the building of Low LOD.
---Updated XML, and XSD files to match Patch 1.08.
---Updated Manifest files to Patch 1.08
---Scipts.lua now installed into the LUA folder for modders to update.
---Inteldb.xml now installed into the ArtIntelDB folder.
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Command & Conquer 3 Tiberium Wars
Mod SDK 1.00 notes
The Installer for the Mod SDK currently consists of these pieces:
*3DS Max plugins
*W3XViewer
*BuildMOD.bat
*Sample Mod
*Support documentation
3DS Max plugin
There are 2 sets of 3DS Max plugins included in this package. One requires that you have 3DS Max 9 and the other, 3DS Max 7 with service pack 1 or 3DS Max 8 installed.
To install, copy the contents of "3dsmax7_plugin" found in your Mod SDK folder into their respective folders in the "3dsmax7" install directory. Similarly, copy the contents of "3dsmax9_plugin" into the respective folders for 3dsmax9.
This will copy the actual plugin, several useful MaxScripts and shaders that can be used in Max to configure materials. See the 3DSMax section in the documentation for more info.
W3XViewer
The W3XViewer can be launched from anywhere, and does not need to be copied. If you have all your art files (W3X files and textures) in one directory W3XView can find them all together; however, the game file structure layout is different:
*W3X files, by default, need to be in a directory "Art\XX\" where XX is the first two letters of the file name. That directory needs to be below your installed Mod SDK directory. So a full path might be "C:\MOD SDK\Art\GB\GB_Conyard01.w3x"
*Further Details on how art works can be found in the section detailing how the Sample Mod was created in the documentation.
Typically our artists create W3X files and textures for one unit or structure in a single directory, and then copy over the final files into the W3X and texture directories that the game needs.
BuildMOD.bat
The Mod SDK installer creates a .bat file in the root of your install directory. To build your mod simply run this from a command prompt and pass it one parameter which is the name of your mod. You can test this on the Sample Mod by running BuildMOD.bat SampleMOD from the command line. This will create and generate a .big file for you. Once youâve successfully built your mod, the big file for your mod will be located in the BuiltMODs\MODs folder. In the case of the Sample Mod this will be samplemod.big. The .bat file will also automatically copy this file to the My Documents\Command & Conquer 3 Tiberium Wars\mods\<mod name> folder. This is where your completed mods should be placed to be run in the game. The only step left to getting your mod to appear in the game is the creation of a Skudef file and will be covered in the section labeled "Completing the mod" under Sample Mod in the documentation.
Further documentation
Additional documentation in HTML format can be found in the Documentation directory. This includes documents about the various parts of the 3DS Max plug-in, the W3DViewer and further art creation rules (eg how to set up house coloring). There is also the sections detailing how the Sample Mod was created.
IMPORTANT
*Keep in mind that the Mod SDK has some required applications.
*The newest WorldBuilder needs to be downloaded to work with the Mod SDK.
Mod to your hearts content,
EALA Command & Conquer Team

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