Technically the way this works is you are simply replacing the MaterialMap by adding it to your patch file. Now, what's the easiest way to edit the material map? Well, opening the map up in BC and drawing is the easiest method I've come up with. So, the idea here, is that you make a copy of your map, edit that map's material map, extract that material map, stick it in your real map, and then delete the copied map.
Realistically, we could create a 100% in-bounds blank material map that anybody could use in any map of the same size, and then simply host that file for download. Since it's the server, it doesn't care if the ground looks like rock or sand, and since it's a graphical change the client still loads their own copy of the (proper) material map. Win-win situation there. Except there are different map sizes... and that could get confusing...
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