In general you should not copy your mod files directly into the /ns2/ directory to keep a "clean base". The best practice would be to: 1.) Create all your stuff and put it into the /source/ subfolders of your mod directory. 2.) use builder to copy/convert all the files from your /[mod_folder]/source/ subfolders into the corresponding output folders. 3.) Publish your mod using Launch Pad. 4.) Subscribe to your mod via the Steam Workshop.
However, currently there seem to be problems with testing mods that are set to private ("file not found" errors, etc.), so I must admit that for testing purposes I copy the files from my output subfolders into the /ns2/ subfolders, so I don't have to publically release a completely broken alpha version of a map in order to test it...
It makes sense now. The problem was that I wasn't planning on publishing to Steam, so I wondered to get models into Spark. I guess we just copy & paste them to test.
Yeah, I wish there was a way to do something like "mount local mod", where you'd simply specifiy the path to your mod's output folder and the game will then treat it just like the Workshop mods until you exit the game. Maybe some day...
Comments
The best practice would be to:
1.) Create all your stuff and put it into the /source/ subfolders of your mod directory.
2.) use builder to copy/convert all the files from your /[mod_folder]/source/ subfolders into the corresponding output folders.
3.) Publish your mod using Launch Pad.
4.) Subscribe to your mod via the Steam Workshop.
However, currently there seem to be problems with testing mods that are set to private ("file not found" errors, etc.), so I must admit that for testing purposes I copy the files from my output subfolders into the /ns2/ subfolders, so I don't have to publically release a completely broken alpha version of a map in order to test it...
Also, see: http://forums.unknownworlds.com/discussion/comment/2115684/#Comment_2115684 (similar question in the mapping subforum)