View Full Version : Mods - Terrain & Portraits
I have two simple questions, and I hope someone can get me two simple answers;
1. How do I edit Terrain? Is it stored in a GRP format somewhere or it's something else? From what I've seen with the Arsenal modifier, each tile is made of 16 mini-tiles, does that means I'll have to make tens of thousands of 4*4 *.BMPs?
2. How do I edit portraits? Actually, I know I need smacker tools to do it, but I don't know how to use them, so... help?
Terrain is stored in five different file fomats, .wpe being the palette, the rest I don't know. Try experimenting with them, it is probably the largest file of the five extensions that contains image data.
As for .smk editing, I don't know a whole lot about it, so I can't really help. I expect you have to make an uncompressed .avi with all of the frames with the right palettes, and then pray that Smacker is not going to mess up your palettes.
UED77
StealthyDeath
09-18-2005, 3:31 PM
1. You can extract bmps of the tiles using TileEdit. You'll need the .cv5 files from the mpqs as that is where they are stored.
2. Assuming you have the Old Smacker Tools from starcraft.org. You can open the program 'smackerw.exe'. The "Graphics Processor" tab is used to export each individual frame of the .smk. The "Smack" tab is used to compile each bmp that have to be specifically named. Similar to how it looks when you decompiled it.
@Terrain - I could only open the *.grp extensions, the rest crashed when I tried opening as txt; The version of TileEdit I googled didn't work for me... it asked me for bmps and starcraft maps and kept saying they're corrupt.
@Portraits - I'm don't really know how to make *.avi, so I was hopin' I can go with *.bmp; the Graphics Processor did let me do stuff with *.bmp, and I created some *.smk files, but when I compiled them with my mod there was no change... ??
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