neilthecellist wrote:EDIT: As it turns out, you're completely wrong. Just confirmed with a MultiPlay admin who can't get SteelMill to run either, because you NEED access to \Textures, and it is NOT client-side only! You just wasted your time just as much as mine with your useless trolling.
Good obviously the admin and whatever president knows more about level creation and content paking then me. so I don't have to waste more of our. +1
but lemme try and help that other guy really quick that at least somewhat gave a hint to what went wrong, other then just blaming crytek for not doing their job, as my point still stays valid.
Dj-iceman wrote:In all fairness, I do believe the cubemaps are generated automatically in the Textures folder. I'm not sure though. Still, stuff like the map preview image and minimap must manually be put into the Textures folder in order for those features to work and, of course, for the map to be compatible across different computers.
This is all pregenerated stuff and you do this when you setup the level and indeed the pregenerated files do link to the base games gamecrysis2\texture folder by default. So in case you don't copy the stuff and move it into a own "texture" folder inside your \mod\gamecrysis2 base folder after generation, the clients of course get the message that the files can't be found in the clients C2 original gamecrysis2\texture.pak since this is not part of a mod release, to touch the original content. Otherwise by moding the original texture.pak someone could just start cheating by changing the transparency of assets, or make players glow like rainbow for better spoting. Thats why a mod has to include its own texture.pak as well for stuff like this and not just a level.pak. I don't say that its "elegant" that crytek didn't think about that stuff for their S3 but it can be fixed and they gave creators the option to do so, thats all that matters.
All it needs someone to do is to replace the automatically generated links that do refer to the original gamecrysis2\texture folder with those in the \mod\gamecrysis2\texture folder. Which is pretty straight forward for the cubemaps. For the minimap and preview image you also might have to change the mod.xml, in case you just copied the one from the c1/w version. You don't even have to generate new images for that, you just gotta make sure that all the links in the mod.xml refer to the right texture folder in the end. And this is expected to be part of your \mod\gamecrysis2\texture.pak and not the original gamecrysis2\texture.pak.
Edit: Fixed the folder refers to be a lil less confusing.
A sidenote in general. The idea behind the supply of a mod is to put everything inside of the mod paks that isn't part of the official crysis2 release. So in case you change just a single material by replacing the texture with a own one, you need to make sure that you do supply it with your very own mods texture.pak when you release your mod. It doesn't really matter whether it is a texture changed on the material level, if a pregenerated cubemap texture for a C1 environment Probe needs to be used or a complex change like shader or script changes are introduced by your mod, it needs to be supplied with your mod release. If it wasn't part of the original C2 release make sure you supply it with your mods *.paks.