Basically, my question is this: How to merge the contents of a mod into a map without using the mod as a dependency?
I have a mod file I want to use in a map, but I would rather not use the mod as a dependency (particularly because you have to publish it on battle.net prior to using it).
uhm, for mapping you can use your local mod file on your hard drive, why not publishing it? you can lock the file, so nobody can steal your ressources. what is the problem (except the "upload your file with fiber or loose-thingy" ) ?
Thanks for the response. Well, I guess I have no outstanding reason, but it would be most convenient for me to be able to import the contents of the mod directly into the map and do away with the mod all together in the end. Do you know of any way to do that? Possibly importing files from mod to map? Thanks again!
A mod is just a collection of data objects. I don't think you can just right click - import. But you can always just copy all data objects. If you want to copy imports then you will have to export and then import them again.
Honestly though. Mods are good. GOOD. Take my map as example. The mapfile itself is about 4mb, which is mostly doodas and triggers. The mod files, with all the custom files, are about 10 mb each. Now, when someone downloads the map for the first time it takes quite a while. But from that point on, whenever I publish a new version, people just need the 4 mb main map.
Secondly, mods allow you to use all your 50 mb for one map. As soon as you start using custom files you will need all the space you can get.
Anyway, what you are asking is something I did just a few minutes ago.
I had to extract all of the file in the Base.SC2Data folder from the mod and the map using an MPQ Editor. Then I took the xml code from the mod's files and pasted it nicely into the map's file and reimported into the map using the MPQ Editor again.. I lost all of the names and prefixes on my work, but that is trivial compared to recreating it. Also, I did not try to move over edited things because all of mine were made from scratch. I don't know if two things with the same ID would cause a big problem.
Shawn, shouldn't be that complicated. You could've just saved both the Map and the Mod as an SC2Component's List, merged the files, then opened the map back up, and re-saved it as one.
Hi all,
Basically, my question is this: How to merge the contents of a mod into a map without using the mod as a dependency?
I have a mod file I want to use in a map, but I would rather not use the mod as a dependency (particularly because you have to publish it on battle.net prior to using it).
Thanks in advance!
uhm, for mapping you can use your local mod file on your hard drive, why not publishing it? you can lock the file, so nobody can steal your ressources. what is the problem (except the "upload your file with fiber or loose-thingy" ) ?
@Alrik1989: Go
Thanks for the response. Well, I guess I have no outstanding reason, but it would be most convenient for me to be able to import the contents of the mod directly into the map and do away with the mod all together in the end. Do you know of any way to do that? Possibly importing files from mod to map? Thanks again!
A mod is just a collection of data objects. I don't think you can just right click - import. But you can always just copy all data objects. If you want to copy imports then you will have to export and then import them again.
Honestly though. Mods are good. GOOD. Take my map as example. The mapfile itself is about 4mb, which is mostly doodas and triggers. The mod files, with all the custom files, are about 10 mb each. Now, when someone downloads the map for the first time it takes quite a while. But from that point on, whenever I publish a new version, people just need the 4 mb main map.
Secondly, mods allow you to use all your 50 mb for one map. As soon as you start using custom files you will need all the space you can get.
Mods are good imo.
Anyway, what you are asking is something I did just a few minutes ago.
I had to extract all of the file in the Base.SC2Data folder from the mod and the map using an MPQ Editor. Then I took the xml code from the mod's files and pasted it nicely into the map's file and reimported into the map using the MPQ Editor again.. I lost all of the names and prefixes on my work, but that is trivial compared to recreating it. Also, I did not try to move over edited things because all of mine were made from scratch. I don't know if two things with the same ID would cause a big problem.
Anyways, that is what I know.
Shawn, shouldn't be that complicated. You could've just saved both the Map and the Mod as an SC2Component's List, merged the files, then opened the map back up, and re-saved it as one.
Well I didn't have anyone to tell me how to do it, so i did it that way and it worked.