I know I should be searching for it but to be honest I don't know where to begin and Google isn't helping much.
I want to move into mods as it seems to be the more popular choice right now but I had a few questions:
1. Are mods different than libraries fundamentally?
2. Are mods easier to use than libraries? If so, how so?
3. How do you begin making a mod? Do you just open a map and make a library then export like a mod file?
Rollback Post to RevisionRollBack
I am largely inactive, but I am still around. Feel free to poke me if you need some help, just be warned that I only really come back if I need help and/or if I'm posting a new map/library.
Mods are similar to libraries in that they contain information which is imported into a map. The main difference is that mods can include more than triggers and script, while libraries are exclusively trigger/script. Both mods and libraries serve the functions of saving time and streamlining projects in their own ways. Libraries may be published on their own (via the Internet using sites like SC2Mapster) or included in a mod and published via battle.net.
There are several uses for mods which make them valuable for reasons different from using libraries. For one thing, you can save changes in the data editor as a mod and import those changes into other maps or distribute them to other map designers. You can also save imported music, images, models, documents, etc. in a mod. This is advantageous because using a mod in a map does not add to the size of the map, meaning your updates will download faster and your maximum storage for that map will not be reduced.
Mods aren't necessarily easier to use than libraries. It depends on the scope and complexity of the mod, just like integrating a library depends on its scope and complexity. In my opinion, using both mods and libraries is essential for making large, ambitious maps within a reasonable period of time.
Fortunately, Blizzard makes creating mods pretty simple. It follows a similar format to making a map. When you open the editor and select File > New, you have the option to select Mod. This opens up a blank slate for you to begin developing your mod. You can also save a map file as a component list and then convert it to a mod.
This really clears up things, I did have one final question:
You said it can save data as well as other files (sound files is one example). So by making a "mod" map and creating/importing my library there, if I added things like custom images for backgrounds then exported the "mod" map as a mod, these custom images would be saved with the mod, as well?
Rollback Post to RevisionRollBack
I am largely inactive, but I am still around. Feel free to poke me if you need some help, just be warned that I only really come back if I need help and/or if I'm posting a new map/library.
Warning only add images that are for AFTER the loadingscreen, Arcade Icon and Loadingscreen must be in the actual map. :D, Otherwise you will get a black screen. hah. the mod doesnt load until the map does.
I am largely inactive, but I am still around. Feel free to poke me if you need some help, just be warned that I only really come back if I need help and/or if I'm posting a new map/library.
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I know I should be searching for it but to be honest I don't know where to begin and Google isn't helping much.
I want to move into mods as it seems to be the more popular choice right now but I had a few questions:
1. Are mods different than libraries fundamentally?
2. Are mods easier to use than libraries? If so, how so?
3. How do you begin making a mod? Do you just open a map and make a library then export like a mod file?
@Yaksmanofage: Go
Mods are similar to libraries in that they contain information which is imported into a map. The main difference is that mods can include more than triggers and script, while libraries are exclusively trigger/script. Both mods and libraries serve the functions of saving time and streamlining projects in their own ways. Libraries may be published on their own (via the Internet using sites like SC2Mapster) or included in a mod and published via battle.net.
There are several uses for mods which make them valuable for reasons different from using libraries. For one thing, you can save changes in the data editor as a mod and import those changes into other maps or distribute them to other map designers. You can also save imported music, images, models, documents, etc. in a mod. This is advantageous because using a mod in a map does not add to the size of the map, meaning your updates will download faster and your maximum storage for that map will not be reduced.
Mods aren't necessarily easier to use than libraries. It depends on the scope and complexity of the mod, just like integrating a library depends on its scope and complexity. In my opinion, using both mods and libraries is essential for making large, ambitious maps within a reasonable period of time.
Fortunately, Blizzard makes creating mods pretty simple. It follows a similar format to making a map. When you open the editor and select File > New, you have the option to select Mod. This opens up a blank slate for you to begin developing your mod. You can also save a map file as a component list and then convert it to a mod.
@BasharTeg: Go
Ah, thanks much for replying!
This really clears up things, I did have one final question:
You said it can save data as well as other files (sound files is one example). So by making a "mod" map and creating/importing my library there, if I added things like custom images for backgrounds then exported the "mod" map as a mod, these custom images would be saved with the mod, as well?
@Yaksmanofage: Go
Warning only add images that are for AFTER the loadingscreen, Arcade Icon and Loadingscreen must be in the actual map. :D, Otherwise you will get a black screen. hah. the mod doesnt load until the map does.
@Yaksmanofage: Go
Yes, that's right. Anything in the Import screen for your mod will be saved and loaded with the mod.
@Taintedwisp: Go
That's actually good to know, thanks for mentioning. :)
@BasharTeg: Go
Ah, alright, thanks again.