Staredit Network > Forums > Modding Assistance > Topic: Portrait Help
Portrait Help
Apr 4 2010, 11:00 pm
By: Death  

Apr 4 2010, 11:00 pm Death Post #1



Well I was able to modify a portrait frame by frame and was able to put it back into the mpq and convert it to an exe, however when I actually start to play. The unit's portrait is just a glitched up static frame. Does anyone know what caused this, something tells me it's a newb mistake...



None.

Apr 4 2010, 11:37 pm Sand Wraith Post #2

she/her

I think you're going to have to provide some more information before we can help.
Possible problems include incorrect file paths, file names, file format, (for the portrait) etc.




Apr 5 2010, 12:03 am Death Post #3



Okay lets see...
I'm editing the Ghost portrait. I've modified the portraits and converted them back to .smk and then back into animations.
Right now I have them in the MPQ as
portrait\tghost\TGhFid00.smk
portrait\tghost\TGhFid01.smk
portrait\tghost\TGhFid02.smk
portrait\tghost\TGhFid03.smk
portrait\tghost\TGhTlk.smk

When I play them in smacker, they work fine. When I put them into the MPQ and run the exe, I just get glitchy static portraits.



None.

Apr 5 2010, 2:26 am O)FaRTy1billion[MM] Post #4

👻 👾 👽 💪

Do they use the proper palette file?



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Apr 5 2010, 2:41 am Death Post #5



Hmm where do I get the proper palette file?



None.

Apr 5 2010, 5:08 am O)FaRTy1billion[MM] Post #6

👻 👾 👽 💪

The exported smk files will already have it. Just make sure you don't change the palette of the source images.

Post has been edited 1 time(s), last time on Apr 5 2010, 6:10 am by FaRTy1billion.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Apr 5 2010, 4:10 pm Death Post #7



Okay I thought I fixed it since I noticed the colors changed, but it still doesn't seem to work. Can you be a little more specific? I'm curious if I'm doing this wrong.



None.

Apr 5 2010, 10:51 pm O)FaRTy1billion[MM] Post #8

👻 👾 👽 💪

As long as the palettes are the same, it should work ... I've never had a problem.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[03:29 am]
DarkenedFantasies -- Probably just didn't care. For example, at some point before release, they've updated the graphics of some of the Protoss buildings (Forge, CyberCore, Citadel, Observatory, Arbiter Tribunal), but instead of properly re-rendering them with edited 3D models, they did crappy copy-paste jobs on the rendered graphics.
[08:35 pm]
Ultraviolet -- :wob:
[2026-6-21. : 11:38 pm]
Symmetry -- :wob:
[2026-6-21. : 4:56 am]
Ultraviolet -- I suppose we'll likely never know, but my guess would be that they already saw it operating successfully and there was no monetary incentive to finish the original work. And the dev cycle in old school Blizzard was so hectic, it's possible it just got forgotten about after the original game got released. Plus there's an element of existing MPQ files that were packaged with the original discs becoming outdated if they updated it. And it's not like they remade the original MPQs, they just made new ones for BW specifically
[2026-6-21. : 4:26 am]
Oh_Man -- so that makes me think maybe the theory they are unfinished is not true and its a deliberate design decision, coz why not finish them wen ur making brood war?
[2026-6-21. : 4:25 am]
Oh_Man -- the thing is thos buildings are from classic. that means they went ahead and made brood war without ever finishing the 'unfinished' buildings
[2026-6-20. : 6:15 pm]
Ultraviolet -- Yeah he's talked about a lot of that stuff in his casts before. It seems plausible. Especially knowing how Blizzard of yesteryear operated.
[2026-6-20. : 3:47 pm]
NudeRaider -- to clarify: couldn't recall the behavior for every single Protoss building but I was aware the disparity exists.
[2026-6-20. : 3:43 pm]
NudeRaider -- Contained nothing new for me. Didn't know all building's behavior, but very much all unit's. Also Terran balance whine - also nothing new :lol:
[2026-6-19. : 9:57 am]
Oh_Man -- makes me wonder if SEN knows anything about the topic
Please log in to shout.


Members Online: jun3hong, Roy