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/
@ShuckBeam: Yes. Place them in the correct path and the game will handle the priorities. Also it doesn't need to have all the strings the original has, just the ones you changed/added.
@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.
@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.
@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 ;-)
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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/
@ShuckBeam: Yes. Place them in the correct path and the game will handle the priorities. Also it doesn't need to have all the strings the original has, just the ones you changed/added.
@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.
@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.
@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 ;-)