im trying to convert something i made into a 'mod' instead of just a regular 'custom melee'. ive saved the file as a sc2components. and can see in the directory all the information split up. how do i import the information into a new 'mod' file i create? it owuld be even better if i could just save a current file as a 'mod'. i dont use xml, a what little custom scripting i use is extremely minimal. so i dont really understand if what i need to do is open up my map, and select everything in xml format and copy/paste it (wordpad style) into a new 'mod' file. what can i do to solve this? please treat me like im a very young an inexperienced mapper on this one plz. thanks-
I'm not sure if you can convert a map to mod. However using an MPQ editor you could take out all the data out of your map and then paste it into a new mod file.
going to save as.. i get the regular sc2map file type option and sc2 components. i dont see an option to change it to a mod. from what im understanding i only see the option to make a mod upon create a new map. im tying to bring all the data editor stuff over to a mod file (validators, abilities, units, actors, etc.... all of it)
im only guessing a way i can grasp is to manually copy/paste the stuff in i think what is called xml format manually to a 'new' mod file that i create. i was hoping for a more stable built in method. i dont get why they would let us sve as component types then not import compnent types into a map. i would think this would be one of the main uses for this 'components' feature....
EDIT;
ok caspersc, im rereading, and rereading your post. looking for the little obvious detail im missing. and i think ive got, ive finally got it. it took me a while but i understand. you funny, funnny man you. not the most helpful post, but funny... hah
hah, i thought you were just messing with me saying save as map, rename it physically to a mod, delete terrain. like sarcasm. and it worked hah... so simple.
to anyone else though, it did error at first when i used it as a dependency, i think its because i didnt delete as much fo the terrain as possible / had units / points placed on the map that was renamed to 'mod'. so you have to delete everything p[oints etc... from the map you rename to mod.
its that simple, just renaming instead of .sc2map to .sc2mod
MUCH better than messing with XML!
edit; i was assuming there were other things built into the 'mod' status i didnt know about, but i guess its just an simple name extension and not much else-
Is there a limit to the amount of dependencies you load? This method works for me because I can't figure out how to actually merge the data in the MPQ editor without getting errors, but I'm worried because I potentially will need to load a ton of dependencies for each map. If I could figure out how to import data normally that would be ideal though.
im trying to convert something i made into a 'mod' instead of just a regular 'custom melee'. ive saved the file as a sc2components. and can see in the directory all the information split up. how do i import the information into a new 'mod' file i create? it owuld be even better if i could just save a current file as a 'mod'. i dont use xml, a what little custom scripting i use is extremely minimal. so i dont really understand if what i need to do is open up my map, and select everything in xml format and copy/paste it (wordpad style) into a new 'mod' file. what can i do to solve this? please treat me like im a very young an inexperienced mapper on this one plz. thanks-
I'm not sure if you can convert a map to mod. However using an MPQ editor you could take out all the data out of your map and then paste it into a new mod file.
Save as map, rename to mod, delete terrain.
@caspersc: Go
wow, did i really miss this easy step????... ill try it out l8er at home. thanks for slapping me with an obvious stick
@caspersc: Go
ummmm maybe im just a dolt here.....
going to save as.. i get the regular sc2map file type option and sc2 components. i dont see an option to change it to a mod. from what im understanding i only see the option to make a mod upon create a new map. im tying to bring all the data editor stuff over to a mod file (validators, abilities, units, actors, etc.... all of it)
im only guessing a way i can grasp is to manually copy/paste the stuff in i think what is called xml format manually to a 'new' mod file that i create. i was hoping for a more stable built in method. i dont get why they would let us sve as component types then not import compnent types into a map. i would think this would be one of the main uses for this 'components' feature....
EDIT; ok caspersc, im rereading, and rereading your post. looking for the little obvious detail im missing. and i think ive got, ive finally got it. it took me a while but i understand. you funny, funnny man you. not the most helpful post, but funny... hah
AHHHHH very good grasshopper!!!
hah, i thought you were just messing with me saying save as map, rename it physically to a mod, delete terrain. like sarcasm. and it worked hah... so simple.
to anyone else though, it did error at first when i used it as a dependency, i think its because i didnt delete as much fo the terrain as possible / had units / points placed on the map that was renamed to 'mod'. so you have to delete everything p[oints etc... from the map you rename to mod.
its that simple, just renaming instead of .sc2map to .sc2mod
MUCH better than messing with XML!
edit; i was assuming there were other things built into the 'mod' status i didnt know about, but i guess its just an simple name extension and not much else-
Is there a limit to the amount of dependencies you load? This method works for me because I can't figure out how to actually merge the data in the MPQ editor without getting errors, but I'm worried because I potentially will need to load a ton of dependencies for each map. If I could figure out how to import data normally that would be ideal though.
@ezbeats: Go
When I try this, it says core data not found and nothing happens when I add it to my map.
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this thread was started during the beta sc2, i dunno if this method is still viable.