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[Import] Replace standard ubersplats with local files

Level 15
Joined
Mar 13, 2018
Messages
87
I could use some help with Ubersplats, they drive me crazy! When I'm using Local Files to replace regular models and textures, everything works just fine - they are replaced both in the game and in the editor, overwriting war3 and war3x mpqs. However, I can't make the my custom splats work.

I placed my splat in the following folder: ReplaceableTextures\Splats\HumanTownHallUberSplat.blp - it replaces the original texture when I browse game files with Magos (which means the path is correct) but in the game and in the editor nothing changes. Now I know the splats are tileset-specific, so I tried adding prefixes: A_HumanTownHallUberSplat.blp and so on - still not working! I even tried adding HumanTownHallUberSplat_mip1.blp to no avail. What am I missing here?

I use version 1.29c
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Update​

I made some progress by renaming my custom ubersplat (added _HD postfix) and adding it to UberSplatData.slk saved in local files. Now to figure out how to add terrain-specific ubersplats...
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Problem solved!​

It appears that for each terrain the engine will look for the file with the same name in the corresponding [LETTER].MPQ (N.mpq for Northrend, C.mpq for Cityscape etc). Creating a folder named N.mpq won't work, it has to be actual .mpq archive. Since in 1.29 they are stored inside War3.mpq and War3x.mpq, I just had to place my custom .mpq with terrain-specific ubersplats in game root folder - now they automatically changes to this version when I use Northrend terrain. Case closed, thank you for attention.

P.S. As a sidenote, this method only changes the ubersplats themselves - it does not change the textures used in standard models like TownHall, because they refers to the original path ReplaceableTextures\Splats\HumanTownHallUberSplat.blp instead of ReplaceableTextures\Splats\HumanTownHallUberSplat_HD.blp

P.P.S. It seems I overcomplicated stuff a little. The initial problem was not the texture name but rather the lack of relevant .mpq. So you can replace the original texture alltogether without using .slk file, using terrain-specific MPQs. In this case, not only the ubersplat will be changed but also the texture on the model that uses it.
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