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T3‐ModTools
Santiago Agustin Gutierrez edited this page Aug 20, 2026
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What T3-ModTools Does
T3-ModTools is an experimental Windows application with two modes:
- Asset Extraction reads T3's ZIP-compatible COD archives, copies native assets, and converts supported models into formats that are easier to inspect or edit.
- Modding creates independent projects, manages their order and enabled state, compiles their files into mods/Mods.Cod, and builds a separate T3_Modded.exe. The original T3.exe is never overwritten. Every build starts from that original executable and produces a new modded executable. This is a central safety feature, not merely a convenience.
The package priority model
Highest priority
mods/Mods.Cod
Language.cod
Patch116.Cod
Game.cod
Lowest priority
If mods/Mods.Cod contains weapons/WM20/weapon1.option, the game reads that version first. The original copy remains inside Game.cod. Removing or disabling the mod and rebuilding restores original behavior because the base archive was never edited. This is why most T3 mods are exact-path replacements. You are not normally editing Game.cod; you are placing a higher-priority file at the same internal path
What the tool can package
The compiler can include native game files while preserving their paths, including:
- textures and skins;
- SCA, LOD, and DET model files;
- WAV and OGG audio;
- ANM animations;
- weapon, character, and vehicle configuration;
- particle, decal, effect, and shader data;
- map files and related configuration. Replacing an existing asset is the easiest kind of mod. Adding a completely new playable character, weapon, vehicle, or map can also require identifiers, menus, AI definitions, collision data, mission references, and executable research. Begin with replacement work.