From EA Mastermind in the old CNC forums:

If this is your first time modding for C&C 3, please download version 5.0 at the link below. If you downloaded version 4.0, be sure to update to version 5.0 below and take note of the critical fix. If you have not updated your MOD SDK since version 1.0, download and install the latest version below so all your files are completely up to date!

VISTA USERS - 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.

Download version 5 of the MOD SDK Here:
http://files.ea.com/downloads/eagame...3ModSDK_v5.exe

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.

Please be advised: You must have Patch 1.09 installed in order for the MOD SDK v5.0 to function correctly. You also must download the newest version of World Builder labeled below as well if you have not already.

Version 5.0 contains all changes in versions 1-4, and is the most current version of the SDK for C&C 3 Tiberium Wars.


Updated April 13, 2009:
Modding resources are still available in these two sites:
http://cncmods.net/downloads.php
http://thundermods.net/index.php?page=downloads

One of the main CNC3 mod sdk's required application is MS DotNet Framework 2.0:
http://www.microsoft.com/downloads/d...displaylang=en
or the updated version SP1:
http://www.microsoft.com/downloads/d...displaylang=en


As an optional request, I had compiled an all-in-one mod sdk pack containing the following:
1. MOD SDK Required Applications (contains Mvp.Xml.dll, antlr.runtime.dll, antlr.astframe.dll and C++ Runtime):

2. If you are not satisfied with EA's buildmod.bat file, you can try these alternative build mod files all in one pack:
a) Codecat's modified buildmod.bat - old version works for C&C3 1.07, new version works for C&C3 1.08 and above
b) Killer's ModBuilder Executable - works for C&C3 1.08 and above; Description link:
http://forums.revora.net/index.php?showtopic=55007
c) Manifest Fix/Mod Crash Fix for the buildmod.bat. Description link:
http://forums.revora.net/index.php?showtopic=63217
d) Advanced modified buildmod.bat - works for C&C3 1.09
Note that all four are in this pack, and they are in separate folders by their names when you extract them. The files must be placed in the MOD SDK folder and replacing the buildmod.bat and run.bat can be necessary. If there are extra folders within the MOD SDK folder, use them as spare backups.

3. JonWil's Tools, BinOpener, W3DMtoASE, and EA Graph combo.

4. BinOpener - it opens'manifest' files equipped with 'bin' files. EA Graph opens some graphic files. W3DMtoASE converts w3dm files into ase files that can be opened with 3DsMax. The description of JonWil's tools is shown here: http://cnc3.net/item-172?addview

5. CNC3 string file - used for other purposes when making a mod

Download the all-in-one optional mod sdk pack at: http://www.megaupload.com/?d=QQ9CIOZC
(that part will be updated again somewhere next week due to RA3 tools update)


Other stuff:

C&C3 movie subtitles (beta status): http://www.megaupload.com/?d=ZCGWVANV
KW movie subtitles (beta status): http://www.megaupload.com/?d=K88JNX96
Directions: Now, go to your C&C3 or KW installation directory, then the Lang-English folder. Inside, there should be further folders named after patch numbers. Open the newest one, and extract the downloaded file there. In the same folder, you should find a config.txt file. Open it via notepad, and add this line at the end:
add-big subtitles.big

Save the file, and you're ready to go. Run TW or KW and enjoy the FMVs with English subtitles!


Complete Dummy Art Files with other mod sdk files: http://bib.bi.funpic.de/index.php?action=download&id=3
Source Code for the C&C3 shaders: http://www.cncmods.net/files/shaders.zip

OS Big Editor 0.5: http://www.ppmsite.com/index.php?go=osbigeditorinfo
or
OS Big Editor 0.58 alpha: http://www.petrolution.net/item-210?addview
The OS Big Editor is used mainly to open and edit C&C3/KW BIG files for now, but not yet optimized for RA3. As of now, program's still buggy.

FinalBIG Editor 0.4 - Description and download link: http://www.wagnerma.de/yinger/showdownload.php?detail=1
OR: http://www.petrolution.net/item-167?addview
FinalBIG can open some C&C3/KW BIG files but it's not compatible for RA3.

KW Shell Textures (contains all CNC3/KW portrait icons including target icons and elf warrior icon):
http://www.megaupload.com/?d=YEEOK4IE

C&C3 Art Packs 1 and 2 are currently unavailable from Filefront and a permanent official one is issued (as a .7z file). However, they are temporary available through thundermods.net and cncmods.net.
Art Pack 1: http://thundermods.net/index.php?pag...ion=view&id=63 OR
http://files.ea.com/downloads/eagame..._SampleArt.zip
Art Pack 2: http://thundermods.net/index.php?pag...ion=view&id=64 OR
http://largedownloads.ea.com/pub/mis...3ArtPack_2.zip


Updated Jan 11, 2011
For mappers and modders who are interested to make maps with other terrain textures outside of C&C3/KW:

Terrain.big download with C&C3 and KW misc.big (modified terrain.ini is in there along with the other necessary files):
http://www.filefront.com/17783445/Terrain.rar
(This comes with all the terrain textures from C&C Generals all the way to C&C4.)

Installation of Terrain package:
-- Put the extracted "terrain.big" file into the KW directory under "Core\1.0" folder. Make sure you either move or rename the old terrain.big before placing the modified "terrain.big".
-- In C&C3, you put the extracted "terrain.big" file into the C&C3 directory under "Core\1.0" folder. Rename that file to art.big and make sure you either move or rename the old "art.big".
-- For the MiscC&C3.big file you put it into the C&C3 directory under "Core\1.0" folder. Make a backup of the old Misc.big.
-- For the MiscKW.big file you put it into the KW directory under "Core\1.0" folder. Make a backup of the old Misc.big.

The reason why I tell you to do this, is when you load C&C3 or KW Worldbuilder, WB reads the terrain.ini from inside the misc.big in order to load the terrain textures correctly. I have tried putting Terrain.ini through into the TerrainINI.big without the miscellaneous files and defined the file through config.txt but the C&C3/KW Worldbuilder(s) showed up with errors and instead went back to the desktop when you load either one of them.


Note: The 7z files can be opened with WinRAR, 7-Zip or PowerArchiver.

Credits and thanks to the people of the modding community:
-- EALA for releasing the mod sdk and art packs, especially the terrain textures.
-- Jonwil for the C&C3/KW/RA3 tools and dummy art files.
-- Kodaemon for the C&C3 and KW subtitles.
-- Davoplayer for the C&C4 terrain textures.
-- The users from Revora and Fallout Studios for the buildmod.bat modifications.
-- The rest of the CNC community for making various tools and arts relative to C&C3/KW/RA3.