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Seroth
03-15-2006, 8:06 PM
ok, i'm a total noob at this and I would really like to know how to create new units, or new versions of old units, and how I can disable other units from being able to be built or from being in the game at all.

Thank you very much,
seroth

Holocaust
03-15-2006, 8:17 PM
New units?
Well you would need to mod to do that
Using several programs such as Arsenal 3, Ice/CC, memgraph and probably RetroGRP
Giving the unit an attack, special abilities like detection would require Arsenal 3
Giving the unit/s animations would require Ice/CC
Setting so the new unit can be built somewhere would require adding a button in Memgraph
RetroGRP would be required if you wanted to change a unit's graphics

To disable a unit from being able to be created in-game,
Hmmm, it's not my expertise, but I'd presume you would need to remove the button or something

Seroth
03-15-2006, 8:35 PM
thanks.
I already have arsenal 3
I'll look up the other programs. THis helps a lot.
But i still need to figure out how to disable/clone units.

Holocaust
03-15-2006, 8:40 PM
Cloning units?
If you wanted to create a new unit, you could just use an unused unit like critters or those mercenary units that haven't been used

GrassDragon
03-15-2006, 10:23 PM
Here's a thread that will have you checking out programs all night :P

http://www.warboards.org/showthread.php?t=9407

Seroth
03-16-2006, 12:00 PM
what i mean by cloning units is making another version of that unit. For example, making another version of the vulture that fires the gauss rifle.

Also, how would i go about changing hte names of the units in the game and how can I add buttons to create new units. Another thing I would like to know is how I can acces the coding or whatever it is that would allow certain units to pick up other units and act like dropships/overlords. I think I saw something about this in another thread, but I didn't really understand too well.

Thanks for all the help.

HyperDemonic
03-16-2006, 12:10 PM
1. To change the names u need a program called tlbpad

2. T make new buttons and add new unit use the program called memgraft or stargraft( but they both dont work on newer version of SC u just gotta wait till Firegraft comes out)

3. To change the unit to act like drop ships u need to use Ice or Icecc
(you should get Ice not Icecc, Ice is for beginers and icecc is for more advance users)

Holocaust
03-16-2006, 12:13 PM
To change the names of units, use TblPad
For making a unit being able to pickup/dropoff units,
I presume you would either copy the script of a dropship/shuttle/overlord
or give a unit the load/unload button in memgraph
Or, if you wanted, but it'll cost you the original dropship,
you could change the GRP of the dropship and give it attack animations

You would also need to go into A3 and give the unit a Space Provided number, or else it won't load anything = \

HyperDemonic
03-16-2006, 12:17 PM
ya like i said


lol u make it look like i 2x post

Seroth
03-16-2006, 3:20 PM
so in other words, I really can't make new units? when does firegraft come out?

mongoose41
03-16-2006, 3:28 PM
Only DOA knows. Be patient. Firegraft is not a simple project for anyone.

Seroth
03-16-2006, 3:54 PM
ok. I understand, I program a little too.

which file do i edit in TBLPad that actually changes the unit names in the game when you click on them? I tried editing stat_txt.tbl but that did not work.

and i am assuming you can change sound as well in TBLpad?

Basan
03-17-2006, 8:15 AM
and i am assuming you can change sound as well in TBLpad?

Change sound in which manner? If it's trading or switching sounds for units, do as the below explains.
Use Arsenal Zero. Decompile a units.dat and listed for each unit is this.
code

Ready Sound=275
What Sound Start=287
What Sound End=290
Piss Sound Start=280
Piss Sound End=286
Yes Sound Start=291
Yes Sound End=294

To figure out the number just open at the file, sfxdata.tbl, in the BrooDat.mpq and look at the number at the top.
Source (http://www.warboards.org/showthread.php?t=7391&highlight=switch+sounds)

Or to have new sounds for units' replies, you'll need to make new *.mpq's with those sounds but using the same name that the sound you want replaced.

Seroth
03-17-2006, 3:17 PM
so i would put the new sounds in the sounds folder or wherever the sounds are stored, and then use TBLpad to change the location of the sounds ( I think I someTBL file that had all the locations for the sounds, so I am guessing that is what I edit to change the sounds, besides changing them in DatEdit/AIII)?

U-238
03-17-2006, 3:28 PM
Correct. Thats preety much what you need to do. However. Instead of changeing the pathing in TblPad you can just add new pathing and then use DatEdit to replace sounds that are in sounds.dat.

Exapmle.

Head into TblPad and scroll down to the very bottom.
Then up under "Entry" click "Add"
This will add a new entry. From there in the box on the right you can put your pathing. Like "units\Terran\Mysound.wav".
Then in dat edit change the sounds.tbl that it looks for to the one you just modified and then use the Sound editor to change whatever sound yu want to your pathing. Then just slap the sound in your folder (Useing the same pathing that you gave in Sounds.tbl), drag it over to the MPQCompactor. and viola! you have you sound!

Seroth
03-17-2006, 3:57 PM
so it HAS to be a .WAV file? cuz all the sounds i wanna use are mp3s....


ps. where exactly is this file place.

FOlder structure:
>modding home
>>Mod1
>>>arr
>>>rez


Do I make a new folder called unit sor what?

GrassDragon
03-17-2006, 4:31 PM
You should be able to find a freeware mp3 to wav conversion program online fairly easily. I'd try Google or VersionTracker first.

U-238
03-17-2006, 4:42 PM
so it HAS to be a .WAV file? cuz all the sounds i wanna use are mp3s....


ps. where exactly is this file place.

FOlder structure:
>modding home
>>Mod1
>>>arr
>>>rez


Do I make a new folder called unit sor what?

Yes you make a brand new folder called Unit. Then inside that folder create another new one called Terran. Then put your sound file in(In the case above it would be called: Mysound.wav)

And yes ALL sound files need to be wav files.

You should be able to find a freeware mp3 to wav conversion program online fairly easily. I'd try Google or VersionTracker first.

Miles Sound tools are excelent for that kind of thing. You can get them from http://www.RADgametools.com

BSTRhino
03-17-2006, 5:29 PM
Hey Seroth, welcome to WarBoards.org! That's a big challenge you're undertaking, and I think you're doing great. It seems like you've been getting a lot of good help so I don't have a lot to add, but here are the few tidbits that I do have to add.

The sounds.tbl file doesn't actually say it, but you have to add "sound\" in front of all the MPQ file paths. Like, unit\terran\TMaPss00.wav should actually be sound\unit\terran\TMaPss00.wav. If you want, look in Blizzard's StarCraft MPQs and you'll be able to see that the files all start with "sound\" in this way.

Also, they're right, it's not possible to create an entirely new unit, but there are some unused units in StarCraft which you can replace with your own units. The Independent Command Center is one of these units that isn't used in the game. In fact, the Independent Command Centeractually crashes StarCraft. So you can safely change it to a working unit because it is not used by the game.

FireGraft will let you do a lot of cool things and let you add more units to the game, but you still have to mod those extra units in exactly the same way as you can mod the Independent Command Center right now without FireGraft. So it is still possible to have more units without FireGraft, just currently you're limited to only a few more units because there aren't that many unused units.dat entries.

For cloning units, most of the cloning can be handled by using the Edit > Copy and Edit > Paste features of Arsenal III, and there is probably a DatEdit equivalent but I still need to get with the times. What that does is it copies all the units.dat settings of one unit to another unit. Because the units.dat settings for each unit contains everything, including information about sound and graphics, the resulting unit will look and sound the same as the original unit, a bit like the hero versions of the original units look and sound the same as the original units.

The only thing will be that units.dat does not contain all the information about a unit. For example, the buttons to use for each unit are not stored in units.dat, and so your cloned unit may or may not have the same buttons as the original unit. In the same way, things like, the Reaver, Carrier or the Bunker have special ways of attacking, and that is not stored in units.dat, so no amount of units.dat cloning or editing is able to create the same effect.

Seroth
03-17-2006, 5:34 PM
ACK! i did everything you said and added the new entryinto TBLPad but when i open up DatEdit and go to thenew sounds i created all it has is a sound file number but after the "=" sign there is no file address or anything!!!

what do i have to do?

EDIT: After posting the last part, I saw what BST Rhino posted and realized Ihad to change a few things (thanks for the help) I'll report back if it changes any.

U-238
03-17-2006, 5:47 PM
The sounds.tbl file doesn't actually say it, but you have to add "sound\" in front of all the MPQ file paths. Like, unit\terran\TMaPss00.wav should actually be sound\unit\terran\TMaPss00.wav. If you want, look in Blizzard's StarCraft MPQs and you'll be able to see that the files all start with "sound\" in this way.

Really? Wow I never knew that! Thanks Rhino!

P.S. Hey Rhino while you here check out my "Troublesome Tank" thread and see if you can't give me a hand

Seroth
03-17-2006, 5:53 PM
yeah it's still not loading a file. Im gonna try and make an MPQ file and see if it still loads it up anyway.

but basically this is what i have done:
in my mod's folder i have created a folder called Sound, then in that- UNit then Terran
I placed all my .wav files in there. Then I opened up TBLPad and loaded its sfx .tbl file and added two of the .wav files in, just for testing.

When i open up DatEdit and go to the Sounds tab and go all the way down to the new sound files i created, they have a ID number but no file address.

Thanks again.
Seroth

U-238
03-17-2006, 6:21 PM
You need to add that address in DatEdit. You do this by typeing in the entry number that your pathing is in sounds.tbl. For instance when you go into sounds.tbl and add you pathing look at the number up top. It will say something like 347/347 This means that you new entry is the 347th entry in sounds.tbl. Then go into DatEdit and in the sound editor next to the sound pathing there is a smaller box where you need to put you entry number (In this case 347) then the pathing will show up.

Seroth
03-17-2006, 6:41 PM
i already did that, but there is no pathing showing up. That is the problem. And now, instead of making the sound i have, a different sound plays

U-238
03-17-2006, 6:54 PM
Hmmm. This is difficult to explain without pics. How about I send you a pm with a tut on how to do this. I may even be able to include pics with it.

Seroth
03-17-2006, 7:00 PM
thanks.

BSTRhino
03-17-2006, 8:12 PM
I think the ID number you need to enter should be +1 to what it says in TblPad. That's because the number 0 means "no sound", so sfxdata.tbl entry number 0 actually needs to be entered as 1 in DatEdit. So, if the ID of your new entry in sfxdata.tbl is 375, enter 376 in units.dat.