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[2017-7-19. : 7:14 pm] Corbo -- NeivNeiv shouted: And I'm pretty sure all colors are used? The last few just depend on tileset and the ones that are *sometimes* used by player colors otherwise have color cycling colors the last rows are filled with blues and blacks. They are tileset crap but this is 2017. No one needs blending ![]() [2017-7-19. : 7:14 pm] Suicidal Insanity -- Pr0nogoPr0nogo shouted: If you make a map where you set a player's color to cyan in default SCMDraft with no mods, it shows up correct in the editor but incorrect in-game The game has color data defined for 16 colors, but only loads 12 of those for whatever reason[2017-7-19. : 7:13 pm] Corbo -- The real issue would be forcing sc not to map those 7 indexes to player colors[2017-7-19. : 7:13 pm] Neiv -- And I'm pretty sure all colors are used? The last few just depend on tileset and the ones that are *sometimes* used by player colors otherwise have color cycling colors[2017-7-19. : 7:13 pm] Pr0nogo -- If you make a map where you set a player's color to cyan in default SCMDraft with no mods, it shows up correct in the editor but incorrect in-game[2017-7-19. : 7:12 pm] Corbo -- And then have an overlay generated via gptp to display which player a unit belongs to.[2017-7-19. : 7:12 pm] Corbo -- Hell, one does not even need player colors. So we could ditch those 7 indexes in the pallete and use them for actual real colors.[2017-7-19. : 7:11 pm] Corbo -- Also tilesets are not pallete dependant so farty gave me a blank tileset to work with and do stuff off the sc pallete[2017-7-19. : 7:10 pm] Corbo -- You know we could have extra colors. Like the pallete is 256 color but the last two rows are unused. I have used them before and used new but I dont remember how. It involved farty too, obviously ![]() [2017-7-19. : 7:09 pm] Corbo -- Interesting. Maybe I should make a plug in to allow other player colors.[2017-7-19. : 7:06 pm] Pr0nogo -- I had to replace teal with cyan but I already use teal (and every other color) so I'd rather not do that if I can help it[2017-7-19. : 7:06 pm] Pr0nogo -- Neiv, do you know how to allow the default extended player colors (cyan, aqua, etc) to display without having weird artifacting errors?[2017-7-19. : 7:03 pm] Pr0nogo -- thing is not always identical to the unit but it is for the nexus, so it's unit\protoss\nexus.grp[2017-7-19. : 7:01 pm] Corbo -- When you are done with that i will teach you how to add new animations/iscript[2017-7-19. : 7:00 pm] Corbo -- If i am not mistaken the nexus sprite is located in at sprite\unit\protoss\nexus.grp so you will have to add your replacement grp under that name at that adress. I SHOULD BE mistaken so verify that directory.[2017-7-19. : 6:59 pm] Corbo -- For example, nexus is only 1 frame. Grab a grp from our db and replace the nexus. This will be easier because you need no tester map you can just fireup a melee match as protoss and see your result[2017-7-19. : 6:57 pm] Corbo -- I recommend grabbing a grp for a terran ship or building and literally replacing an existing sprite just so you get used to the process of modding[2017-7-19. : 6:57 pm] Corbo -- LarwaLarwa shouted: I already ahve LarwaLarwa shouted: and also is there possibility that the SCMDraft will use .dat file the one that I am edditing? LarwaLarwa shouted: Cuz, out of the Left pit door ID: 207 I've made kerrigan but I don't know how do I do it so I can place it on map LarwaLarwa shouted: oh sorry that what you ment, it's all the same to be honest To be honest you should start off easy. The easiest way to have a new sprite in sc is replacing an existing one. Usually buildings and terran ships are the easiest because they are all just one frameset and lack frameset animations so iscripting wont be an issue[2017-7-19. : 6:54 pm] Corbo -- Pr0nogoPr0nogo shouted: well, this AI is definitely not default power overwhelm the fuck out of it[2017-7-19. : 6:40 pm] lil-Inferno -- Default SC AI bops me cuz build orders just don't work against it ROFL[2017-7-19. : 6:16 pm] thekian -- Go to the units tab in DatEdit. Directly to the right of the graphics tab there, there is a tab called "StarEdit". Change everything in there to match the selection data of the original Kerrigan.[2017-7-19. : 6:07 pm] Larwa -- I Have a problem xD The kerrigan can atack can do aeverythign but it's impossible to select her xd[2017-7-19. : 5:45 pm] Larwa -- so If I place the left pit door on the map, in game it will be th kerrigan right?[2017-7-19. : 5:44 pm] Dem0n -- you don't have the load it into scmdraft to do that. Just run the mod and it'll replace the units on its own[2017-7-19. : 5:43 pm] Larwa -- Ok but I Don't want to add the unite to buldings I just want to place it on the map[2017-7-19. : 5:42 pm] Dem0n -- To be clear, it won't actually add new stuff to the map. It'll just show what the changes would look like with the mod running. People who play your mod will still need to run the mod.[2017-7-19. : 5:41 pm] Suicidal Insanity -- Add a MPQ with the modded files to the MPQ list and it will load the changes[2017-7-19. : 5:28 pm] Larwa -- Cuz, out of the Left pit door ID: 207 I've made kerrigan but I don't know how do I do it so I can place it on map[2017-7-19. : 5:21 pm] Larwa -- and also is there possibility that the SCMDraft will use .dat file the one that I am edditing?[2017-7-19. : 4:34 pm] Larwa -- Corbo can you also tell me or link tutorial for adding new graphics and animations[2017-7-19. : 4:18 pm] Corbo -- Yes. Or just make a new file with firegraft and save it will ask if you want to embed a mpq and just choose the mpq you already made2[2017-7-19. : 4:04 pm] Larwa -- Voyager7456Voyager7456 shouted: Larwa Try using FG as described in the bottom of this post: http://www.staredit.net/366855/ so I can just start from saving the files as self-execute file as I have already eddited the .dat files in dat edit right?[2017-7-19. : 3:16 pm] Voyager7456 -- LarwaLarwa shouted: Voyager7456 With MPQDraft Try using FG as described in the bottom of this post: http://www.staredit.net/366855/[2017-7-19. : 11:19 am] Larwa -- Voyager7456Voyager7456 shouted: What did you make the EXE with? With MPQDraft |