Basically, I want to use a mod file to store imported models/textures so that I can have the space in the map file to do other stuff without going over the limit... In theory what I have done should have worked:
1) Made a mod file with campaign dependency and the imported files in them, following the Assets/Blah structure.... bypassed the publishing problem changing the name in F12 etc...
2) To test another teory that you need to have them linked somewhere in the data editor, I duplicated a zergling and changed the model for one of my imported ones.
3) Saved the mod file locally and published it just to see if it would publish... it did no problem here.
4) Made a map file with the basic liberty dependencies plus my mod, moved it on top just in case... all campaign stuff was there meaning the first dependency via the mod worked as intended, however my imported files were nowhere to be found, and ofcourse ingame the zergling just showed up as the white sphere...
I was able to overcome the earlier problems (publishing, co-dependency with campaign, structure etc) but was unable to figure out why the imported files do not show up even with the Assets structure. I did some searching around but found no solutions that would work for me (maybe I missed it) so it would be great if someone who has gotten this to work could explain to me a way to make them appear in the map.
found a detour.
ie. if you create a model pack mod, you must ceate your units within that said model pack. like say.. load a new model for the zealot, set the new model for the zealot within the mod itself. then it will automatically override the zealot's model in the map file. still, the model won't show up in the list of the map, but it will show you that it loads the model from the mod that is set as a dependacy
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Basically, I want to use a mod file to store imported models/textures so that I can have the space in the map file to do other stuff without going over the limit... In theory what I have done should have worked:
1) Made a mod file with campaign dependency and the imported files in them, following the Assets/Blah structure.... bypassed the publishing problem changing the name in F12 etc... 2) To test another teory that you need to have them linked somewhere in the data editor, I duplicated a zergling and changed the model for one of my imported ones. 3) Saved the mod file locally and published it just to see if it would publish... it did no problem here.
4) Made a map file with the basic liberty dependencies plus my mod, moved it on top just in case... all campaign stuff was there meaning the first dependency via the mod worked as intended, however my imported files were nowhere to be found, and ofcourse ingame the zergling just showed up as the white sphere...
I was able to overcome the earlier problems (publishing, co-dependency with campaign, structure etc) but was unable to figure out why the imported files do not show up even with the Assets structure. I did some searching around but found no solutions that would work for me (maybe I missed it) so it would be great if someone who has gotten this to work could explain to me a way to make them appear in the map.
Thanks in advance!
@Mandrilx: Go
Which dependencies do you need? Because you can have all four standard dependencies by just including the Story Mode one (it includes the others).
This leaves you with two others that you can use.
Good to know story includes all the other ones but number of dependencies is not the problem.
The problem is I cant get my imported models/textures from a .sc2mod to show in a map that uses the sc2mod as a dependency.
bump
So has no one gotten their .sc2mod imported files to show correctly in the map using it as a dependency? :(
I remember a few posts of people who successfully did this for sounds, and it should be rather straightforward.... Any luck with models?
found a detour. ie. if you create a model pack mod, you must ceate your units within that said model pack. like say.. load a new model for the zealot, set the new model for the zealot within the mod itself. then it will automatically override the zealot's model in the map file. still, the model won't show up in the list of the map, but it will show you that it loads the model from the mod that is set as a dependacy