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For images the files are saying: "look here for the image: locationofthefile".
If you use local paths then images on their computers will look in those locations but will error as they dont have the images.
You would basically turn your computer into a server (like you would do with a website for example)
Example.
You create a new game.
Someone joins the game they obtain the .json file which is the only thing they obtain from you.
The .json file contains something like this in it:
so their computer now downloads the images from that location.
Now lets say you manually change it to a local path and it works (This would also be problematic as Windows/OSX/Linux are different when it comes to paths.)
The location is not pointed to a location on YOUR computer, the location is pointed to relative address on THEIR computer. The file is telling the game to look for the files on their machine.
I used the webserver as an example because you have stored your .jpgs or whatever on your local machine. The client then sends a http request and then downloads the jpg from YOUR machine. So i don't get where the problem in actually server hosted images is.
The answer is because people wont be able to download the files from your machine as that's not how the game has been made. You're now asking for the ability for people to grab files from your machine directly, which is a different issue.
Or, open the json file. I would assume (although I haven't looked) that because the json file has to point to a file on your computer, it would have the name of the file on the computer as well.
I think you don't understand that there is no difference between telling the client to look in the internet (where it gets an ip and a list of sub pages in english: a path or telling the client to address a port on a private computer to ask for the stuff there it's exactly the same because both are webservers, nearly any computer that is connected to the itnernet an capable of recieving and sending files can be turned into a webserver.
But i see that it would be to hard to implement a system that is used by nearly every server based game out there.
Your hard drive is not a network-accessible path. Imagine if anyone on the internet could just connect to your hard drive and view every single one of your files? That would an absolutely rediculous security breach.
Now, you COULD set up a webserver on your computer to serve the files to client machines, assuming you have a static IP, the bandwith, etc. but you'd still have to place the files in the right place, and not just on a local storage on your machine.
The reason using host machine files is bad is because it relies on people having the assets downloaded as part of the mod. By requiring only a JSON file for the mod on the workshop and having the assets stored in the cloud remotely, it allows anyone to download the game and play with easy access to the required assets. This is why hosting the images/models remotely is a vastly superior solution.
When the game loads a mod it loads it's files into a cache whitch can send the files to the clients. The Server provides the files for the clients. The client does not need to know where the file is located, jsut the game has to know. Then the Server sends the files via TCP to the client. that is how game server no servers in general work i don't know where you see the problem. The client does not need to know where the files are located!
Simple Example:
Host opens a Sever in the game; This creates one or more sockets which listen on one or more ports (those ports are defined by the game and are allways the same).
Now a client wants to log in, the client computer sends a request to the port/s which is directed to the individual process responsible for the interaction.
The host sends a notification to the client. the connection is established.
Now the client ask the server if there are any mods isntalled on the server.
The server looks up the list of mods which is active in the current session and sends this list
to the client.
The client checks if the server has a mod isntalled that it has not.
If there is a mod missing the client sends a request to the server.
The server searches its mod folder for the files and sends via a tcp connection to the client.
repeat until done
That's how game servers work, they don't send you around the internet downloading files from filehosting sites, which can change their conntent at ANY TIME which will result in a broken mod.
The current version even downloads the files, those are not temporary links or something the stuff is on your pc, but if you want to use it again you will have to create another link EVEN IF the file is ALREADY ON YOUR DRIVE. When the filehosting service deletes the image changes the file or the client can't connect to it your mod will be broken. in the worst case scenario you have a different filehost for each individual mod, figurine etc. you'll have no control over that stuff.
please stop arguing about something you seem to have no understanding about, it doesn't help.
END OF ARGUMENT!
No one is trying to fool you. No one who tells you that TTS simply provides links to URLs is lying or naive. TTS is just made to behave like that.
Incidentially, you can link to a file on your own harddrive using something like "file:///c:/TTS/SwordDice.png" (without the ") but you should not be surprised if others who play with you get errors and lack images/custom models. Mostly because you could actually link to a location they do not have privileges to access/create on their computer (especially if you link to something in your Documents folder).