Posted: Sat Jan 09, 2016 12:30 pm Post subject:
Red Alert 3 Editing Tools and Assets list
Here is a comprehensive guide for all tools you will need to modify Red Alert 3. The links will change as new files are added and mirrors are uploaded.
4 November 2018 - added Jonwil's files, resolved GameFront/ModDB and CNCNZ.com links
* Red Alert 3 Mod SDK Worldbuilder PPM | C&C Labs | GameFront | ModDB
Requires patch 1.12 specifically, but does not require the Mod SDK itself. Modders claim this is a superior version of the Worldbuilder. Can be installed simultaneously with the "smaller" Worldbuilder.
* Bibber's Mod SDK Worldbuilder Expansion Bibber.eu
Adds missing terrain, cloud and macro textures.
COMPATIBLE FILE EXPLORERS
* FinalBIG 0.4 Wagnerma.de | PPM
BIG/MEG editor by Matthias "Matze" Wagner. Cannot read cdata files. Use in tandem with C&C Asset Extractor (see below).
* OS BIG Editor PPM
Open-source BIG/MEG editor produced right here on PPM. Compatible even with newer titles by Petroglyph Games.
* XCC Utilities 1.47 XWIS
XCC Mixer, the legendary MIX editor by Olaf van der Spek, is able to open and extract files from BIG files as well, but like FinalBIG, cannot read cdata files. Use in tandem with C&C Asset Extractor (see below).
MOD SDK-S
* Red Alert 3 Mod SDK 3.0 PPM | CNCNZ.com | C&C Labs | GameFront | ModDB | Mediafire (C&C File Archive)
Official set of tools and some documentation released by EALA. Also comes with plugins for 3D Studio Max 7/8 and 9 (do not bother with any other version of 3DS Max, they will not work, period).
* Mod SDK extras Jonwil (PPM) and Jonwil (PPM - source)
Extra tools for use with the Mod SDK including tools for APT UI editing, extracting files from a .BIG file and displaying the contents of streams.
* WrathEd 1.07 Gamma PPM | Mediafire
The latest "stable" version of the community-made Mod SDK for Kane's Wrath. A powerful tool that lets you dig deep into the game's internal values. Comes with documentation and a sample mod. Also works with Tiberium Wars, Red Alert 3, Uprising and Tiberian Twilight.
More recent version from June 2014 available here on PPM.
BITS OF SOURCE CODE
* Official Uprising XML and Schema files Jonwil (PPM)
Official XML and XML schema files for RA3 Uprising. Also includes some campaign maps.
* Assorted source code for working with SAGE engine streams and assets Jonwil (PPM)
Various pieces of code useful to anyone wanting to write tools for working with the SAGE engine streamed files and the assets inside them. Written for C++ Builder and Borland Delphi but good as a reference no matter what you are working in
* EALayer3 decoding code Jonwil (PPM)
Code that allows you to feed EALayer3 audio data through the decoder inside BinaryAssetBuilder.AudioCompiler.dll from the Mod SDK.
OTHER IMPORTANT TOOLS
* C&C Asset Extractor Bibber.eu
This tool allows you to extract elements from within cdata streams. Works with Tiberium Wars and beyond.
* EALayer3 Asset Generator Bibber.eu | PPM
This tool does the opposite - it generates asset files that can be read by the game. For creating mods and scripted music.
* C&C String Editor Bibber.eu
Edits CSF and STR files.
* Official Mammoth Tank art source pack PPM | CNCNZ.com | C&C Labs | GameFront | ModDB | Mediafire (C&C File Archive)
The official art source pack for the Mammoth Tank unit that was shown on 1 April 2009 as an April Fool's joke from EALA (the unit was "announced" to come in a future patch). The art assets are based on the Mumakil from Battle for Middle-Earth II.
* Official UI screens art source pack PPM | CNCNZ.com | GameFront | ModDB | Mediafire (C&C File Archive): Part 1 | Part 2
Split to two parts to meet Mediafire's quota of 200 MB per file for free users. Do not change the file extensions and place both files in the same directory. Use WinRAR to extract.
* Ingame UI textures pack for RA3/Uprising Jonwil (PPM)
Contains all the textures used for unit portraits, action buttons and construction buttons for RA3 and Uprising.
* RA3 PathMusic information, tools and notes Jonwil (PPM)
Contains information, notes and data files related to the PathMusic data in RA3 which may be of use to those who want to try and figure out the formats involved.
* Bibber's 15 slots UI source code Bibber.eu
Asset necessary to increase the maximum sidebar slot count from 12 to 15 like in Uprising.
* Upheaval mod source code Bibber.eu | ModDB
Source code of Bibber's mod Red Alert 3: Upheaval, which brings Uprising units to the vanilla game. Credit him if you are to use it.
* C&C Labs homepage
Home to the C&C Labs team, creators of C&C All Stars, C&C 3: The Forgotten and The Red Alert. Hosts many relevant modding and mapping files, as well as their mods and maps.
* Bibber's website
Home to Bibber's tools for C&C modding. _________________ Administrator of CNCNZ.com and EVA Database, the C&C Wiki Last edited by Plokite_Wolf on Sun Nov 04, 2018 10:26 am; edited 13 times in total QUICK_EDIT
I always had the impression he was, as FinalSun and FinalAlert 2 (up to YR 1.01) were featured on Westwood's website and still stand on their FTP (when it's online) and he always stated legal disclaimers mentioning WW and EA. I wonder how he got the BIG/MEG file structure coding in 2003 if Generals was just out...
Just now noticed I can't find his name in the RA2 credits, removed the misplaced title now. _________________ Administrator of CNCNZ.com and EVA Database, the C&C Wiki QUICK_EDIT
Mirrors from the new GameFront owned by DBolical added for official EALA files. _________________ Administrator of CNCNZ.com and EVA Database, the C&C Wiki QUICK_EDIT
Added Jonwil's files, resolved GameFront/ModDB and CNCNZ.com links. _________________ Administrator of CNCNZ.com and EVA Database, the C&C Wiki QUICK_EDIT
Thanks for keeping these resources alive! I was scared to see only dead links and an empty forum when I arrived there, but I'm glad to see it isn't the case.
I actually arrived on this forum in the specific goal of making a RA3 mod, so I'm really grateful for these links. QUICK_EDIT
Also how can I change the unit's name that shows up in-game? My new unit (and the samplemod harbinger, for that matter...) has no name or descreption in-game, despite me referencing the Mod.str correctly. QUICK_EDIT
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