Hot off the press from the official C&C site is news announcing the release of the Red Alert 3 MOD SDK. The development team claims it is the best game SDK ever, we shall let you "modders" decide that, as we eagerly await the maps and mods you can make using it. Here is the official release:
SDK
The Red Alert 3 MOD SDK provides not only the same, but also greater power than our previous C&C 3 MOD SDK. It also introduces a fresh breath of unique features to greatly simplify the process of compiling a mod with our new Red Alert 3 Mod BuildStudio. Download the SDK to start modding and be sure to download the other tools below as well. The MOD SDK includes a wealth of documentation and instructions to get you started!
Worldbuilder
Modders who will be creating multiplayer maps and scripted single player missions with their specific mod art assets will need to download our unique MOD SDK version of Worldbuilder. Please note, this version of Worldbuilder is only necessary for modders who would like to use their own art assets to create maps and missions with. If you are not creating new art for your mod or building a custom map with non-RA3 art assets, then you do not need to download this version of Worldbuilder. The Mod SDK version of Worldbuilder is significantly larger to accommodate compatibility with the Mod SDK as well as the game data. For further info, please refer to Question 3 in this interview.
UI Source Pack
The User-Interface source pack includes everything from the "APT" folder of Red Alert 3 (minus the SWF files) which previously could not be accessed. This UI screen pack will allow modders to use the Red Alert 3 User-Interface source files as direct reference for dimensions, file size, and art style if you will be modifying the UI in your Red Alert 3 Mod.
Red_Alert_Universe wrote: In the coming days and weeks we will be releasing various art source packs and further tutorial/documentation for Red Alert 3 & Uprising to provide modders a further breath of reference and source art when creating their mods.
With more to come in the forms of art packs, tutorials and documentation - you can expect to hear from us when this happens. I'm always excited to see what people can do once they get the means and the power. So cm'on modders what is stopping you from building your very only personal army of lazerbeam mounted sharks or kamikaze goats?
best game sdk ever?
thats some bold claims :p
we didn't claim that, the guys over @ EA did.
i know :) it was directed at them =p
Lol?!
If they really believe it's the best (EA) then they obviously haven't used Source SDK before. Unless this RA3 SDK has the full C++ code to it's game, it won't even tickle Source.
I doubt it will.
It's the same as the C&C3 one (http://www.commandandconquer.com/portal/site/cnc/article/detail?contentId=eae0dd9753180210VgnVCM100000100d2c0aRCRD) so it won't.
the source sdk allso doesn't come close to be the best :p not by a long shot xD
From Mastermind's interview with Apoc it's identical to the C&C3 one but has a GUI for the compiler.
If that's the case it's hardly going to be challenging any of the properly moddable games :P
About time this came out!
Only thing good about this game is its grapchics
They're nothing remotely special.
Agreed, when I first saw previews I was blown away but horrified to see the mediocrity come release day.
It's always looked exactly the same...
Hell, it's about time!
That's StarCraft 2 not RA3, lol
Finaly
they also add the UI pack, so it will easier to mod rather than cnc3.
nice.
No it won't, it just saves you typing the compile stuff and you could do that anyway with a batch file.
All the actual modding is exactly the same.
I don't know about modding with this sdk being easier... Maybe its easy for professionals and veteran modders but newcomers and small modders probably still gonna have a rough time...
EA fails, they left out the shaders, you can't put any new models in... SDK almost void.
This is from Golan, "Seeing that the W3X are pretty much just xml files, you can export the models with the TW plugins and then manually change the shaders to the RA3 ones."
This maybe a way to get around that, but, I agree that they should have included them and the source, so we could just tweak them.
It works that way, true, but it's really just a workaround when you desperately need a model. Don't expect to get a proper work flow with this method.
how pathetic
lul @ this =)
meh EA. Business as usual.
lol wut works for cnc3? :O
Sigmaharminizer it must have been the FUTURE TECH LOL