Staredit Network > Forums > Modding Assistance > Topic: ID# List?
ID# List?
May 5 2009, 6:40 pm
By: FlashBeer  

May 5 2009, 6:40 pm FlashBeer Post #1



I was wondering if someone mapped out IDs of imgol #s, sprol #s, and/or sound file #s onto a list.



None.

May 5 2009, 6:46 pm Biophysicist Post #2



DatEdit/PyDAT have searchable lists. IceCCUI/PyICE also have lists of all image/sprite IDs, but they aren't searchable.



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May 5 2009, 8:22 pm FlashBeer Post #3



IceCC had a lot of unknowns listed, and DatEdit's did not match up correctly when I tried them in iscript.



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May 5 2009, 8:59 pm Symmetry Post #4

Dungeon Master

DatEdit's are definitely correct... Are you sure you're using the correct values?



:voy: :jaff: :voy: :jaff:

May 5 2009, 9:32 pm Sand Wraith Post #5

she/her

Which tools are you using and what are their versions?




May 6 2009, 12:31 am FlashBeer Post #6



In DatEdit v1.4
For sounds, I use the number next to Sound File:
For sprites, I use the number next to Images File:

I use IceCCUI for iscript



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May 6 2009, 12:32 am A_of-s_t Post #7

aka idmontie

Sounds are one number off (because of the numbering).
You use the sprite number for sprites and the image number for images.



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May 6 2009, 9:52 am BroodKiller Post #8



The IDs included in DatEd and PyDat are 100% fine, unless there is something that I do not know of. For a text resource, check this out:

http://stormcoast-fortress.net/Spc/

I made it years ago, but it should be still actual, for all I know.



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[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
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