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 ;-)
But there is no way for the player to actually pick the new race, I think. You cannot add the race to the race list chooseable in the lobby, and you cannot change the race ingame.
You can only simulate a race change by replacing the start units, but this won't affect the UI. Or you modify an existing race, this way you would lose access to the race you replaced.
@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.
@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.
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/
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?
Any insight would be greatly appreciated.
I think the interface is made up of model files (which you can find in the previewer) that are projected orthographically onto the screen.
@Klishu: Go
well, I can see the textures in in the assets folder.
And even if are model files, how would I add one more that would be referenced by a new race?
@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 ;-)
@SoulFilcher: Go
That makes YOU my new best friend. Can I get a copy of that assets.txt?
But there is no way for the player to actually pick the new race, I think. You cannot add the race to the race list chooseable in the lobby, and you cannot change the race ingame.
You can only simulate a race change by replacing the start units, but this won't affect the UI. Or you modify an existing race, this way you would lose access to the race you replaced.
You can add new races, once the 1.4.0 changes hit.
@SoulFilcher: Go
Also, where do I find the assets.txt in the editor? And how do I use it as a layout file?
I'm on a mac, if that makes a difference.
Really? Must have missed that
*reads the changelog again*
@Kueken531: Go
The publishing fixes fix the problems we've had when publishing a map with custom races. The game attributes fix, specifically.
@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.
@SoulFilcher: Go Thanks very much. Once I've changed both of these files, is it possible using a mac to repack them into the MPQ?
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?
Import them into the map within the editor using the import manager
@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.
@SoulFilcher: Go
Good advice, thanks.
@Kueken531: Go
Alright, if I just put import them and put them anywhere, will the game know to use my assets.txt over the one in the MPQ?
@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.
@SoulFilcher: Go
What is the correct path?
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/
Thank you very much for your help!