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Maps. Call it a... passing curiosity.

44.1k Graingy  3 months ago

Modded maps. Those are a thing.
How they work? Beats me, I've only ever downloaded one and it's gone since my hard drive broke.
Just redownload it?
Of course not, I'm lazy.

Anyways, I've become moderately curious about the process of making one. Now, let's be clear here, I am under no delusion that I have the technical knowledge to accomplish such a task (nor have the hardware or software capable to boot), but it still seems to be an interesting area of study. Or, more accurately, thinking about in the same way one thinks about the ceiling material while taking a shower*.

Any insights from those familiar?


*I do not like being sprayed with water but I haven't a limb to protest.

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    44.1k Graingy

    @32 fortunately the dumbass comments from the first time were still there.

    3 months ago
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    31.9k 32

    @Graingy you got it, it's intimidating but not difficult.

    3 months ago
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    44.1k Graingy

    @32 Understood.
    ... On another note, I've decided to redownload a map that was obviously deleted when my hard drive shat itself.
    Here's hoping I can manage this.

    3 months ago
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    31.9k 32

    @Graingy
    1. Yeah it would be impossible for them to trace it back to you based on file alone.
    2. When you hit the "start creating mod" button in the mod tools tab.
    3. yeah there's a gazillion ways to do it, just find a file hosting service you like and you can link to it.
    4. Yeah the f1 means "final release" or something like that, it is the correct version.

    3 months ago
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    44.1k Graingy

    @32
    1. So it won't save, for example, the computer's user (as in, user files it's under).
    2: When the file is created in Unity, you mean?
    3: So an external is needed. Well, I could probably arrange that... maybe?
    4: So that specific one... Is it 2022.3.9f1? There is no plain 2022.3.9 under the 2022 tab.

    3 months ago
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    31.9k 32

    @Graingy
    okey dokey then,
    1. It doesn't save any data beyond things that you manually enter (i.e mod name, your username, etc.) and stuff like date created. You can also scrub typical file metadata like date created with some website or something if you're paranoid.
    2. Basically if you get the title of the mod wrong when you're starting to make it you can't change it.
    3. Yeah you just have to drop a link to a google drive, dropbox, or similar. The site can host files if they're small (iirc its anything under 2 mb) but most mod maps will be above that limit. If you're paranoid about this, set up a google drive account with a burner email from like emailondeck or something.
    4. Nothing has changed to my knowledge, you do need a specific version of unity but that should be available for download.

    +1 3 months ago
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    44.1k Graingy

    I will probably have more.

    3 months ago
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    44.1k Graingy

    @32 I see...
    So, not in particular order, I have a few questions:
    1: Metadata. Is there any information within a mod file about the computer it was made on? I try to keep these things to the absolute minimum.
    2: The whole bit about spelling during upload I didn't quite understand.
    3: Does this require linking to a cloud drive, or does the site itself support file uploads?
    4: Is this tutorial outdated in any fashion? Versions of Unity, perhaps? I have zero familiarity with any of this.

    3 months ago
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    31.9k 32

    It is actually super easy to do.
    I made a tutorial a while back that should give you the information you need , here's a link https://www.simpleplanes.com/Videos/View/1918683/SimplePlanes-modding-tutorial

    Also I know your hardware is very much capable of this, I used to use a laptop that I know for a fact is significantly worse than what you use.
    (also holy crap my voice was so high pitched back then)

    I'm not active anymore but I would be happy to answer any questions if you need help with it

    +1 3 months ago