I'm creating a custom race, and I'd like to create a custom UI with its own Border Textures and button colors, otherwise the layout would be about the same.
I've looked in the SC2layout files to where the races refer to the images to no avail. Also, if I find these lines, can I just add more with additional references to my new race ID, or will that not work?
@ShuckBeam: Make your new race id name match the abbreviation (I'll use New). Open the assets.txt (There are lots of them but one holds the strings you want). Copy the string for one of the races, let's say protoss. Protoss specific strings will end with _prot= and then the path. change it to _New= in the copied string and change the path to your asset. I've been learning about it I could help you with that. I actually have an Assets.txt with only the strings that need to be changed for the new race (at least for all DDS files I believe).
I also know how to create new glossary categories, you will need it ;-)
@ShuckBeam: You can't access these files in the editor. You need to extract them using MPQ Editor.
The Assets.txt path must be Base.SC2Data/GameData/
The GameStrings.txt you already have in your map/mod, you have to add strings to it in order to have a new glossary category. Replace 'NewRaceName' in that file and can use that category for your new units. The string for the race name you already have if you added the race in your mod.
Or wait... that doesn't make sense. If I alter these files, and pack them into the MPQ, it's no long part of the mod, right? If anyone else wanted to use this mod, they'd have to change their own MPQ themselves, right? Does that mean this wouldn't work on battle,net?
@ShuckBeam: Dont ever change or add anything to the MPQ files, Blizzard will consider it cheating and you wont be able to log in. I'm not sure what happens then but you would have to reinstall the game. Use the MPQ editor to extract the files you need and nothing more.
for Assets.txt Base.SC2Data/GameData/
for GameStrings.txt It depends on your language, each language uses a different path (so if you want to make your mod compatible with different languages all you have to do is to create copies of the TXT files with translated strings and place them in the correct paths). For american english it is: EnUs.SC2Data/LocalizedData/