[tut] DBR Editing - a mini tutorial on how to do it efficiently.

So was wandering… with this method of replacing the original database for playing the mod…

How would you handle modified assets? Like particles. I presume we also have to then generate the whole FX.arc and overwrite just like the database?

If so, any idea what would be the easiest way to import all the particlesystems assets so we can build the new fx.arc?

EDIT: the problem I’m having with the above approach is that the FX.arc is filled with tex files and similar which can’t be generated as assets… So I’ve no idea how to build a new modified FX.arc file. Manually adding the textures to the asset folder generates a missing compiler error when building.