Welcome to the world of modding for C&C3 Tiberium Wars!. In this initial guide attempts to guide them in the basics of modding, trying to be as simple as possible, without going into complex explanations. Having grasped these basic concepts can begin to create their first large facility projects which will be as original as far as your imagination allows. First give an overview of the necessary tools for editing different parts of the game...
- C&C3 Tiberium Wars installed and updated to its latest version 1.09
- Latest version of the Developer Package, "Mod SDK", for C&C3... Download.
- Additional application package required for the Mod SDK operation ... Download.
Installation: The MOD SDK installation package is very simple, once executed is installed by default in the same directory C&C3 Tiberium Wars, creating a new folder called "MOD SDK." Within that same folder will install the package "SDKRequiredApplications" indispensable for the functioning of this.
: Many times the MOD SDK installer does not recognize the C&C3 Tiberium Wars installed on your computer. This is solved by repairing the installation path of C&C3 Tiberium Wars in the Windows registry (manually or reinstalling C&C3 Tiberium Wars from the DVD).
Necessary tools for managing and editing the game code
--- Program for editing text files ".xml", ".str" and ".W3X". ( Notepad++)... Download.
: You can simply use Windows Notepad, but I recommend for more advanced editing a professional editor like Notepad++.
--- Compiler and encrypting files .BIG compatible with C&C3 Tiberium Wars...
: I recommend learning to simply use the command "BuildMod.bat" , Included in the package "MOD SDK." . Or download the "Mod SDK Expansion" and use the new "compiler": Bibber.bplaced.net
Tools for editing game graphics and multimedia (video editing, images, textures, logos, icons, etc)
--- Favorite graphics editor (Adobe ® Photoshop ®, GIMP, etc). Necessary for the creation of textures, images, logos, etc... Download.
--- Utility to re-size the textures and convert to .TGA format ( You can use Adobe® Photoshop®, GIMP, or simply "XnView" ). Download.
--- Utility to create "normal maps" and "specular maps" from a diffuse texture. To do this automatically can use "ShaderMap Pro."
: Can also be done manually with Adobe ® Photoshop ®, Visit the MOD SDK manual for more information.
--- The utility "TextureXml" to automatically create XML files needed for each texture ... Download.
:Can also be done manually, consult the manual for the MOD SDK for more information.
3D editing tools (models, particle effects, etc)
--- Version of Autodesk ® 3ds Max ® compatible with the MOD SDK Plugins (I recommend 3ds Max ® 9 SP2).
Installation: Before you start editing 3D models need to install the MOD SDK Plugins, which enable us to work the "Shaders" and export the models to the format. "W3X" which is used by the game. Installation is very simple.
3ds Max® 9: Copy the contents of the folder MOD SDK \ 3DSMax9_Plugin within the installation folder of 3ds Max ® 9 (If asked, choose "Replace All") .
3ds Max® 7: Copy the contents of the folder "MOD SDK \ 3DSMax7_Plugin" within the installation folder of 3ds Max ® 7 (If asked, choose "Replace All").