They're in a different folder. The file structure/location has changed.There is not a single unique unit in the asset update. Is this supposed to be like this?
I figured that. I will have to merge the folders I guess.They're in a different folder. The file structure/location has changed.
Did you figure out what is the correct path for all assets to be available simultaneously in the editor?
Important: In order for the new Asset Editor to allow you to open and reference XP stuff, remember to add dependencies on your Mod.Art.xml file. The AE now has a Mod.Art.xml editor so that's easier, but changes to the file dependencies prompt you to restore the Asset Editor. Still, it works and it does allow you to finally use XP stuff. However, it seems sometimes the Asset Browser messes up and doesn't show XP assets. They can still be accessed however if you open xlps/artdefs and press the "Open" button. Also remember to make sure the AE has actually closed itself before reopening or it will simply not open xD
I said the Asset Browser seems to mess up. However the assets are loaded in because now if you load an artdef or xlp from the xp pantry you can open the assets from there. It's annoying tho. Seems to be an issue with the browser specifically. As everything else understands the xp assets exist. Even the previewer. A good way to deal with this tho is once you open the assets you need you can resave them into your project. That way the browser will recognize them.
Seems that the browser messes up all time, not just sometimes. The dependencies are there thanks to the few lines you suggested adding manually to the end of the modart.Some info from @Leugi in case it's useful to anyone dealing with Expansion1 and Expansion2 assets not showing in the browser:
Seems that the browser messes up all time, not just sometimes.
A dependency chain is a stack of projects to look at while cooking and previewing assets. In general, you should only depend on the most derived project you need assets from, for instance, if you wanted to use EXP2 assets you would have ONLY Expansion 2 listed in the dependencies. Each dependency listed is really a stack of dependencies, so having Shared, Civ6, and Expansion 2 is redundant. The Expansion 2.Art.xml has Shared as its dependency, and Shared.Art.xml has Civ6 as a dependency etc
So, I tried having just Exp 1 in the dependency and same thing, nothing loads. Why is it so redundant for a mod to depend on several pantries. They got different assets.That makes sense, but it doesn't explain why Expansion 2 assets don't show in the Asset Editor Asset browser when Expansion 2 is in the dependencies.
Yeah, thanks. Just make the rules clear and tell us what to do.The SDK team has a reason that they kept them separate, but fear not, we have a modbuddy update incoming that should make this part easier.