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    posted a message on Anyone know how to solve this problem with cascview?

    Just upgraded to windows 10 because of this problem, and have been changing settings, but the problem persists. Since there's no attach file button on this create thread window, I suppose that's only for replies, so I'll reply to my own post with the picture.

    Posted in: General Chat
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    posted a message on Listfile for Cascview

    same thing. unknown folders and files. Must be some setting or disabled service in my operating system.

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    posted a message on Listfile for Cascview

    I just have one starcraft directory for all the expansions. Hots is just the other expansion, right? Don't know what you are asking me to do.

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    posted a message on Listfile for Cascview

    Almost, but without all the useful stuff. Here's a picture.

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    posted a message on Listfile for Cascview

    Yeah. The page is not very big. All it seems to have is a 32 bit version and a 64 bit version. Got the 64 bit version. Only one file of note in the zip, cascview. It opens the starcraft directory and shows me unknown folders full of unknown file type. That's all. For you, it just works? Because for me, that's all I get - unknown folders, unknown file types.

    I just tried the 32 bit version for the hell of it. Same thing.

    Could it be a windows 8 thing? Windows 8 does some pretty retarded stuff sometimes.

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    posted a message on Listfile for Cascview

    People say you can open all the starcraft 2 files with Casc View, but it just shows me a bunch of unknown folders. I'm guessing I need a listfile or something. Google does not provide the listfile. Obviously, people are getting models and such out of the game and tweaking them, so what do you have to do to make the casc viewer work?

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    posted a message on Possible to open official voidmulti mod?

    Well, I tried cascview, but it seems to require a listfile, and they only seem to have one for diablo, heroes of the storm, and wow.

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    posted a message on Possible to open official voidmulti mod?

    Yeah, I'm guessing it would be way more work than the benefit merits; I was just trying to understand what is possible. Probably half of the assets could be safely removed for my purpose, void shards and non-melee mode doodads and such, but halved loading time for eons of work not likely to happen.

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    posted a message on Possible to open official voidmulti mod?

    So, if I were ambitious enough to make a custom, reduced size base mod to replace the standard dependencies, I would need something called a casc editor, and it would be able to find the voidcampaign, swarmcampaign, etc. mods, which could then be opened in the editor, combined, and unneded parts deleted to make an efficient systemthat doesn't have to unpack 5+ giant archives every time you open a map. Probably not going to go through with it, but I'm glad to understand how it works. Am I understanding it now?

    So after various rambling, the answer to my original question:

    "Is it possible to OPEN the VOIDMULTI mod in the editor?"

    is "Yes, if you get something called a casc editor, you can unpack it from its hiding place and edit it as normal. But nobody ever actually does that. In fact, it's so alien a concept that most modders won't understand the question." Correct?

    I guess I do have one more question: How much work would it be to do that to just voidmulti?

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    posted a message on Possible to open official voidmulti mod?

    Ok, which file contains the main mods? There isn't anything named voidcampaign, voidmulti, etc. in my starcraft directory.

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    posted a message on Possible to open official voidmulti mod?

    Yes, well I made a sort of copy of voidmulti by copying the xml data from each tab of a map with it as a dependency. But I can't be sure that's all that is in there. How do I know there aren't any icons or sound files or something? Can I check for such things without actually opening the voidmulti mod? Because it still seems that we can't actually open it. Am I wrong?

    If we could open the main files, like the void campaign mod, I would be tempted to make a reduced size version, deleting everything I dont plan to use. And it wouldn't need any dependencies. Maybe impractical for battle.net, but for my own personal use, I'd have a mod with vastly reduced load time. I'm pretty sure that would be impossible because it seems you can't actually open it. I just wanted to confirm here.

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    posted a message on Possible to open official voidmulti mod?

    I looked for a way to open it and couldn't find it. Under blizzard mods, the main mods that are usually used as dependencies aren't there.

    Are you saying that if I just use it as a dependency, it will show me everything inside it, because it doesn't seem to. unitdata.xml, etc. don't appear until I make a change, for one thing.

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    posted a message on Possible to open official voidmulti mod?

    Is it possible to open the voidmulti mod in the editor? I'm guessing players can't get or open any of the official void mod, voidcampaign mod, or voidmulti mod, but if someone knows how to do it, post!

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    posted a message on Possible to have mod lock in value without changing?

    I've been trying to lock in the units by copying the xml from previous versions of the unit into the mod's version, but the editor just erases everything that is the same as the values in the dependency. I suppose the only way to do it then is to create entirely new units for every existing one. Please correct me if I'm wrong because that bothers me a lot. Running into dumb editor flaws like this is the reason I aborted my editing endeavor when the game came out I think. Now I have to decide whether I want to go through all the effort of creating new units for every existing one or just go do something else. I'm too much of a perfectionist to leave such an invitation for bugs as that in my mod.

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    posted a message on Possible to have mod lock in value without changing?

    Yeah, I get that. I just don't want it to have to load complicated dependencies. I want to lock in all the values and have them all read from my mod, not taking any data from the parent units. Then I can reduce the dependencies to just void campaign and they can make any patches they like without changing my mod.

    Posted in: General Chat
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