Well, if you're talking about an "IskatuMesk" mod, it could get nasty. I'm not sure if we can edit hardcoded stuff. There are things to consider in a total conversion project. Mainly that each user must have the modified assets replacing their sc2 ones.
An sc2 mod file or say, WarOftheWorlds.sc2Mod is easier to manage and conflicts exist only where IDs might get tangled. A *.sc2mod is a collection of all your custom data. Custom here means duplicated or newly made data in the data editor. No idea about scripts and what they are.
And you are right about other files that are yet unknown. As a matter of fact, naming a mod file (or dependency file) isn't available. It just doesn't show, not yet.
Please, if you have more info, don't hesitate to add to this thread.
Rollback Post to RevisionRollBack
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
I don't understand this thread. My melee expansion mod is almost done, and I started with a mod. It works fine, and can be added to any map and boom it works. Did I miss something in this thread?
Hi....
I remember using this technique a few weeks back around xmas but I was just unable to copy it. So that's what I'm at:
I have a map with all my awesome data editor stuff. So I saved that thing as a components list called "bla1"
Then I created a mod called "bla2"
When I opened both folders I realised that something might be wrong, because there is an entire folder missin in the newly created mod component list. here is a picture:
Uploaded with ImageShack.us
Don't worry about the folder 2.0 it contains my custom pictures I do not need in the mod. Also "Alpha promo" is a custom picture (obv)
So what I did now is I copied the Base.sc2data folder into the bla2 folder so that it would be there at least.
Then I took the enGB.sc2folder from bla1 and overwrote the one in bla2.
When I tested it nothing, and I mean literally NOTHING had been imported into the mod. (None of the stuff even showed up in the Data manager which should have been from a different mod or something :/)
Take your time. I wanted to publish my Alpha about next week. But I still got other things to do ;) Balancing e.g. =D
It would be lovely thought if that worked. Because I have 2/3 of the map in my actual map. And 1/3 on another map because I did it a few weeks ago. So I don't want to do that last 1/3 again :/
Hey guys, I'm trying to create a library mod which will essentially have loads of custom models that people can use instead of the normal starcraft doodads. The problem is, I'm getting data and stuff all messed up. It seems to lose my prefix and suffixes and it also changes the names of some of my models.
here's a link to the problem I'm having with pictures (note: I know it shows two different file names, but they're the same thing, I just too a screen shot of the wrong map, however the problem it displays is exactly the same).
Yes, but I feel like this thread is about something different. Not really sure what, though.
Basically just create a new mod. Open the imports manager, import all your models, save. Then just add the mod to your main map, both locally and on bnet. Voila, all the imported files should appear in the files as if they were imported in the main map.
I have no idea what you just said. Could you set it up for me?
Its fine if you can't, and it's good to know that I can.
Also, does that mean I have to relink all of my images models and sounds?
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I'm not sure I really understand what you're trying to do... You want to organize the Mod MPQ in your own way?
Well, if you're talking about an "IskatuMesk" mod, it could get nasty. I'm not sure if we can edit hardcoded stuff. There are things to consider in a total conversion project. Mainly that each user must have the modified assets replacing their sc2 ones.
An sc2 mod file or say, WarOftheWorlds.sc2Mod is easier to manage and conflicts exist only where IDs might get tangled. A *.sc2mod is a collection of all your custom data. Custom here means duplicated or newly made data in the data editor. No idea about scripts and what they are.
And you are right about other files that are yet unknown. As a matter of fact, naming a mod file (or dependency file) isn't available. It just doesn't show, not yet.
Please, if you have more info, don't hesitate to add to this thread.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
@Stewox: Go
Nobody is actually. :) I'm for all that you are planning though.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
I don't understand this thread. My melee expansion mod is almost done, and I started with a mod. It works fine, and can be added to any map and boom it works. Did I miss something in this thread?
Hi....
I remember using this technique a few weeks back around xmas but I was just unable to copy it. So that's what I'm at:
I have a map with all my awesome data editor stuff. So I saved that thing as a components list called "bla1"
Then I created a mod called "bla2"
When I opened both folders I realised that something might be wrong, because there is an entire folder missin in the newly created mod component list. here is a picture:
Uploaded with ImageShack.us
Don't worry about the folder 2.0 it contains my custom pictures I do not need in the mod. Also "Alpha promo" is a custom picture (obv)
So what I did now is I copied the Base.sc2data folder into the bla2 folder so that it would be there at least.
Then I took the enGB.sc2folder from bla1 and overwrote the one in bla2.
When I tested it nothing, and I mean literally NOTHING had been imported into the mod. (None of the stuff even showed up in the Data manager which should have been from a different mod or something :/)
Can you please help me fix this? Thank you :]
I might have to do a test on this process to see if it still works with the recent patch.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
@GnaReffotsirk: Go
Take your time. I wanted to publish my Alpha about next week. But I still got other things to do ;) Balancing e.g. =D
It would be lovely thought if that worked. Because I have 2/3 of the map in my actual map. And 1/3 on another map because I did it a few weeks ago. So I don't want to do that last 1/3 again :/
@Stewox: Go
Hey guys, I'm trying to create a library mod which will essentially have loads of custom models that people can use instead of the normal starcraft doodads. The problem is, I'm getting data and stuff all messed up. It seems to lose my prefix and suffixes and it also changes the names of some of my models.
here's a link to the problem I'm having with pictures (note: I know it shows two different file names, but they're the same thing, I just too a screen shot of the wrong map, however the problem it displays is exactly the same).
www.hiveworkshop.com/forums/starcraft-ii-editor-help-zone-647/editor-names-dont-save-wtf-201689/
Thanks for tutorial.
Question: How to combine part of one. mod file to another .mod file?
I have 2 modified units in other .mod and 3 modified units in other .mod file and I want all 5 modified units into one .mod file.
I have a map that's full of imports especially models. Is there any way to put imports into a mod?
Yes, but I feel like this thread is about something different. Not really sure what, though.
Basically just create a new mod. Open the imports manager, import all your models, save. Then just add the mod to your main map, both locally and on bnet. Voila, all the imported files should appear in the files as if they were imported in the main map.
@Obatztrara: Go
I have no idea what you just said. Could you set it up for me?
Its fine if you can't, and it's good to know that I can.
Also, does that mean I have to relink all of my images models and sounds?