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How do I override textures?


Paulimposteur

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Question 1: I've created some override textures for the game and was looking to implement them.

 

Question 2: Where does steam save workshop mods?

 

Thanks guys!

 

I'm aware somewhere this may have been answered. But I was digging for an hour and maybe missed it. So sorry if this has been answered elsewhere already.

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I haven't figured out how to override content directly yet (as in art assets, etc.). UDK is fussy about duplicate package/archetype names and typically insists on things being uniquely named; so I don't see an easy to way to override things that aren't UnrealScript classes.

My workaround for now has been to create my new content assets in UDK, pack them in a UPK, include that in my mod; and change the relevant templates in-game (in UnrealScript code) to point to my replacement assets. That's really tedious, so hopefully I'm just missing something and there's actually a simpler way to do it..

Steam saves workshop mods in [steam Library folder]\steamapps\workshop\content\268500\[mod_unique_id]
I've seen people mentioning a different number than 268500 for other versions of XCom2 (Special editions, or maybe retail editions added to steam).

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I hear ya -- this is going to be at the core of two projects of mine as well.

 

So far, i feel the dispatch solution might reside in run-time acquisition(s) only. Some sort of hybrid TexMod process where the engine is being tricked into "replacing" defaults even when controlled by archetypes structure or otherwise.

I've ran a few tests... no luck yet. Haven't given up though, as i feel the trick might be right in front of our eyes and we're too busy dreaming of indirect solutions like i do, honestly.

 

Give it a couple of days. If Finland could replace the Sweden flag (principles), anything else is highly possible, AFAIC.

 

:laugh:

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