Mods and working directories

UncleCrunchUncleCrunch Mayonnaise land Join Date: 2005-02-16 Member: 41365Members, Reinforced - Onos
I Promise; i stop after that one. Or not.

Hmmm. I can't help myself noticing a thing or two about the mods.

Correct me if i'm wrong it's been a long time since i did it. If i want to add some texture i have to upload to the workshop and then i can use the texture in the editor.

The thing is that if the project starts to get bigger (maps+texture, 25 Mo or so) uploading becomes a little annoying. Is there any way to work around that ? The clean way of course.

TIA

Comments

  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
    I Promise; i stop after that one. Or not.

    Hmmm. I can't help myself noticing a thing or two about the mods.

    Correct me if i'm wrong it's been a long time since i did it. If i want to add some texture i have to upload to the workshop and then i can use the texture in the editor.

    The thing is that if the project starts to get bigger (maps+texture, 25 Mo or so) uploading becomes a little annoying. Is there any way to work around that ? The clean way of course.

    TIA

    Absolutely no way around the workshop. Some people have gotten around the file size limitations by breaking up a mod into two or more mods (ie xenoswarm). So what you could do is have your materials/textures in one mod, and map in another mod... I say "could" here, but I won't say "should". Personally, I think it should stay in one mod, just for the sake of not blowing up the mod menu. Plus, more mods = more chance one could go down b/c of the workshop (though that seems to be less of a problem since 265 :) ).

    How often are you publishing to the workshop? It should really only be major releases, not every time you click "save" in the editor.
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