This mod provides you with a custom mpq that you make your changes to , but it includes the whole data XMLs , so you have total control over it , and editor is not required for manual edits.
One thing that's kind of weird is that Editor has no proper support for this , it marks pretty much everything green , because "everything changed" from the dependency to this technically a "mod of the dependency" , but , you must run the dependency if you do not wish to TOTALLY REPLACE or REMOVE data that you don't need , which is only included because this basefile is basic , defaulted ,
By total control , it's meant that when you open up the MPQ archive of your mod , you'll have all those XMLs there , with all the information , not only the "changes made to the dependency" which makes TC mods impossible to do since you anyways have to rename all the ID names.
Even if you will not use one of the textures , or assets within Liberty , you don't need to remove Liberty dependency if you don't plan on making a big TC mod , for a serious big TC mod it is imperative to make all the changes , even just renaming IDs of the things that didn't change just to cut the reference to the Liberty assets , the big point of this is , you have to go for "changing everything and going for a dependency-less mod" or just "change what needed leave else" since the big TC mods will be a lot better off because you won't have to load Liberty to the memory , and so the game wouldn't need to either when playing. A normal multiplayer map needs 25% of liberty.sc2mod assets , yet the SC2 engine must load the majority of it, but it doesn't , that's why this game has a lot of HDD operations which make it prone to paging lag if you have low RAM and pagefile(virtual memory)
If you don't want to EVEN want to go through this and you have a plan of your TC mod to be serious , then just remove DocumentInfo file from the BUILT folder in the released structure.
NOTE: EMPTY Folders are NOT included when creating mpq's with Ladik's MPQ editor.
NOTE2: Pretty much you have to use MPQ editor to add assets / edit structure , whatever , it is recommenced that you don't use import manager currently. (until StarTools arrive)
NOTE3: Another editor text color discovered , or im just late ? , yellowish , what would it mean , anyone trying to help research, appreciated.
NOTE4: not everything's green inside data specifics , makes me wonder that's just a marking bug , since i checked files and the filesizes match
It is recommended to use the folder structure in the provided release , create your mod inside that , and then just build your MPQ from the provided structure , when the components , this will be faster than extracting your mod mpq and rebuilding everytime you change something manually (without editor) And that ofcourse keeps you working with the full folder structure , the bonus is that , the empty folders at first seemed bad to be deleted by it self , but now it's actually a good thing ,
I was so wanting this and so i made it my self!
It is patched to version 1.1.3 ; ENGB ! (Sc2 mapster for some reason is missing this check box in loclaized languages)
Also , who's gonna make the localized version , make it and send to me , and i'll add to package.
It appears that only the linked stuff appears green texted in the right pane of the editor , the stuff that's blue on the right side is also customized but it doesn't happen to be green , it's obvious that we can't expect it to work perfectly , but this is just UI errors and they really don't mean anything , the code is there. On the tree left side , if you enable "Display All Object Sources" you can see everything's doubled , the green is from the mod , the blue is from the dependency , but make no mistake (war is coming in all it's glory :D) , the green is FULL CODE , it's not just "changes" as you've been used to , and how editor makes it by default. Because the editor normally makes it seem like it's "A WHOLE NEW ASSET" , and it's actually duplicated/hardlinked by the editor UI, to the original dependency, but only the changes are written to the actual file.
You'll need only the core minimal stuff , that's like , one texture , UI data , and some other stuff from Liberty.SC2Mod that you can extract your self, and you can make a working dependency less mod quite easily with that in mind.
UPDATE 2: Core "Triggers"(galaxy scripts) would be good to add too , im just researching on this now , for a TC mod this underlayer is a must. (you build them your self of course , but im talking abotu the basic code that's needed , like definitions and AI code ... etc)
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