Hi,
these are my findings so far :
With SupCom official map editor :
- you have to do a .scd file with your new textures respecting the file format in sup com (ie: the folder order, "layers" etc...) and put it into your gamedata folder in the sup com folder (for the editor to use it) and also in the SCFA gamedata folder for the game to use your new textures. I don't know if FAF accepts uploading files for gamedata folder though.
With HaphardX map editor :
- when starting new map you can select custom textures for each layer of your map. Put new textures simply in the folder of the map (as in my map CanyonSC2). You can then save the map. If you want to use the official map editor put the also the new textures in a new folder called textures inside sup com folder (so they appear also inside the editor and start building your map. You can also simply do it with HaphardX of course.
Haven't tried with custom props or decals but I suppose it goes more or less the same.
PS: my map CanyonSC2 is so heavy to download as it includes HD textures from SupCom2 I just wanted to try. So yes, including new textures inside your map folder makes it bigger to download depending on the number of new textures used but it won't be so heavy as my map (unless you decide to go with HD textures of course
).
Hope it helps I did it out of memory so you may have to do a bit of exploring and trialand errors of your own.