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Pages: < 1 « 621 622 623 624 625 … 3577 >

[2017-7-19. : 7:18 pm]
Neiv -- No. You can just define every pixel by hand ^^
[2017-7-19. : 7:17 pm]
Pr0nogo -- isn't that what paledit does
[2017-7-19. : 7:17 pm]
Corbo -- Bexpl.pcx and such?
[2017-7-19. : 7:17 pm]
Corbo -- Neiv. Do you have a tool to create tileset palletes. The ones used to calculate the transparency?
[2017-7-19. : 7:17 pm]
Pr0nogo -- so is there a conventional way to allow sc to read the entire pcx for data?
[2017-7-19. : 7:17 pm]
Corbo -- Neiv
Neiv shouted: menus use the palette that is set in the background .pcx of specific screen, those are fun
this. Its hilarious xD
[2017-7-19. : 7:16 pm]
Pr0nogo -- yeah bin editing those is garbage
[2017-7-19. : 7:16 pm]
Neiv -- menus use the palette that is set in the background .pcx of specific screen, those are fun
[2017-7-19. : 7:15 pm]
Neiv -- the color palettes are defined in tileset\ashworld.wpe etc anyways, they're simple to edit
[2017-7-19. : 7:15 pm]
Pr0nogo -- this is cyan in-game
[2017-7-19. : 7:15 pm]
Pr0nogo -- Neiv
Neiv 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
http://i.imgur.com/6ZKqk5I.png
[2017-7-19. : 7:14 pm]
Corbo -- Neiv
Neiv 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 :hurr:
[2017-7-19. : 7:14 pm]
Suicidal Insanity -- Pr0nogo
Pr0nogo 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]
Neiv -- What weird artifacting errors
[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 :P
[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. : 7:04 pm]
Corbo -- Shitty modder imo
[2017-7-19. : 7:04 pm]
Corbo -- Where the fuck did I pull out sprite\ from lmao
[2017-7-19. : 7:03 pm]
Corbo -- Thanks pr0
[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. : 7:02 pm]
Pr0nogo -- path is unit\race\thing.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 -- Larwa
Larwa shouted: I already ahve
Larwa
Larwa shouted: and also is there possibility that the SCMDraft will use .dat file the one that I am edditing?
Larwa
Larwa 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
Larwa
Larwa 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. : 6:56 pm]
lil-Inferno -- Crobo, 1v1 me bro
[2017-7-19. : 6:54 pm]
Corbo -- Pr0nogo
Pr0nogo shouted: well, this AI is definitely not default
power overwhelm the fuck out of it
[2017-7-19. : 6:53 pm]
lil-Inferno -- 1v1 me since you created the AI O__________________________O
[2017-7-19. : 6:53 pm]
lil-Inferno -- probs cheats imo
[2017-7-19. : 6:49 pm]
Pr0nogo -- well, this AI is definitely not default
[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. : 6:39 pm]
lil-Inferno -- tbh fam, AI is harder than humans LMFAO
[2017-7-19. : 6:38 pm]
Pr0nogo -- noob
[2017-7-19. : 6:38 pm]
Pr0nogo -- 1v1 my inconsummate AI
[2017-7-19. : 6:22 pm]
lil-Inferno -- 1v1 me
[2017-7-19. : 6:19 pm]
Larwa -- oh sorry that what you ment, it's all the same to be honest
[2017-7-19. : 6:16 pm]
thekian -- Or any unit, really.
[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. : 6:13 pm]
Larwa -- I think this bit is correct https://scr.hu/4dmwOd
[2017-7-19. : 6:13 pm]
Larwa -- Everything I've done was just making kerrigan out of the pit door :P
[2017-7-19. : 6:11 pm]
poiuy_qwert -- what he said is correct, read it again, and slower this time
[2017-7-19. : 6:10 pm]
Larwa -- Do you mean datedit? I don't have starEdit ;p
[2017-7-19. : 6:08 pm]
thekian -- Check your images.dat entry and the StarEdit tab in units.dat.
[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. : 5:58 pm]
Corbo -- ya
[2017-7-19. : 5:55 pm]
Larwa -- is that the storm that templar uses? https://scr.hu/jak7Wg
[2017-7-19. : 5:45 pm]
Dem0n -- if you did it right then yes
[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 -- So I can test it
[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. : 5:20 pm]
Larwa -- I already ahve
[2017-7-19. : 4:57 pm]
Corbo -- Do you already have a grp or want to make one?
[2017-7-19. : 4:40 pm]
Larwa -- I am talkign about the grp files
[2017-7-19. : 4:34 pm]
Larwa -- please
[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. : 4:31 pm]
Corbo -- Cool. Welcome to modding.

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