The community Mod SDK for Kane's Wrath. Also contains a viewer for packed and compiled files.

Download Wrath Ed

Among the downloads here on ModDB you can use alternative links on Thundermods.net:
WrathEd
WrathEd Mod Launcher

If you have problems or found bugs then please use the forum here or here, not the comments! Thanks.

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Sample Mod Main Menu The Mirage Model Test
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7 comments by Megumi on Aug 22nd, 2012

As with one of the latest version we created a fork to work on a completely new engine to drive the Mod SDK. WrathEd 0.x and 1.x was still pretty much experimental and was built for easy extensibility of the game definitions per xml.
2.x will feature a new attempt which should result in lower loading and compile times. Some of the algorithms have been rewritten to speed up loading of original game files, which were also implemented in the latest public version and made these actions 10 to 50 percent faster, depending on machine and file.
For 2.x I also added better configuration files that allows for much easier customization of settings. The user can now select where WrathEd should save the files it creates instead of dumping them into Documents\WrathEd. In addition a log will finally be implemented that gives better overview in case of an error. Error messages themselves will be trimmed down so the user just gets shown what he needs to know, everything else will be in the log. Another feature that was heavily missed in older versions were hot keys. These are now fully integrated.

In addition to all these changes we are currently focusing our efforts to create the first real Apt Editor to create custom screens more easily in an environment that also gives you a preview. It will also feature the scripting used. Though it will be a low level variant at first we will try to implement an editor that shows you the high level action script and gives you the ability to also write new script in that high level language.

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WrathEd 1.07 Gamma

WrathEd 1.07 Gamma

Apr 21, 2013 SDK 0 comments

This is a bundle of the Kane's Wrath Mod SDK, WrathEd, and some addtitional files and tools including a sample mod.

WrathEd Mod Launcher 1.08

WrathEd Mod Launcher 1.08

Apr 15, 2013 Full Version 1 comment

This is a launcher for Kane's Wrath mods and compiled maps created with WrathEd.

Kane's Wrath Sample Mod

Kane's Wrath Sample Mod

Jun 5, 2012 Full Version 1 comment

This is a sample mod for Command & Conquer 3 Kane's Wrath created with WrathEd.

Kane's Wrath Sample Mission

Kane's Wrath Sample Mission

Jun 5, 2012 Full Version 0 comments

This is a sample mission for Command & Conquer 3 Kane's Wrath created with WrathEd.

Global Conquest - Secondary Objectives Disabler

Global Conquest - Secondary Objectives Disabler

Nov 25, 2009 Patch 28 comments

Disables the secondary objectives in the Global Conquest game mode.

Post comment Comments  (0 - 10 of 351)
PurpleGaga27
PurpleGaga27 Jan 14 2013, 2:02pm says:

Any updates for the upcoming WrathEd 2.0, Megumi and Bibber?

+2 votes     reply to comment
Bibber
Bibber Jan 19 2013, 3:40pm replied:

It is being worked on.

+4 votes     reply to comment
Guest
Guest Jan 11 2013, 3:08am says:

This program needs a step by step manual on how to load a mod from it. I've been tinkering with it for 2+ days now, can't get it to work no matter what I do.

+3 votes     reply to comment
anthonyc999
anthonyc999 Nov 30 2012, 3:17pm says:

I was wondering is there a way to get nod militia squads to have the same attack animation as gdi rifleman squad?

+1 vote     reply to comment
Megumi
Megumi Dec 1 2012, 10:41am replied:

You can just replace the animation in the right AnimationState element. Just copy the one from the riflemen.

+1 vote     reply to comment
anthonyc999
anthonyc999 Dec 1 2012, 5:46pm replied:

thanks alot :)

+1 vote     reply to comment
anthonyc999
anthonyc999 Dec 1 2012, 6:23pm replied:

ok so i've tried for for a while to do what you said but this way to complicated

+1 vote     reply to comment
Valherran
Valherran Jun 20 2012, 7:55am says:

Sigh, this editor is insanely complex. Can someone just tell me how to edit the units step by step? -.-

+4 votes     reply to comment
Bibber
Bibber Jun 20 2012, 8:23am replied:

It's not more complex than the TW Mod SDK. You can get the source codes of any unit with BigView. How you compile a mod is mentioned in the documentation and there is a sample mod that comes with this SDK. If you still have problems then please go to the forums and tell where exactly you are stuck.

+4 votes     reply to comment
XkohakuX
XkohakuX Sep 16 2012, 9:23pm replied:

you seem to know a little bit about this XP

and i have no idea how to post in the forums apparently -.-

anyway, is it possible thus far to do something like change the maps you fight on in the global conquest? E.X if it was a scrin threshold base maybe you fight on a map from the campaign that had a threshold tower on it (reworked map of course), or like at least make it so the bases are decent..? ex. not with all your power plants halfway across the map outside your defenses ~.~

as well as like change the secondary objectives, and/or stealth/fog of war timers, etc?

+1 vote     reply to comment
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Released Dec 31, 2011
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A gateway to infinite possibility.

Mar 3 2012, 11:20pm by Lionheart2

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