View Full Version : starcraft 2 mod
redspike
06-14-2008, 12:04 PM
Edit ! , massive update at the blog be sure to now check it ! :D
Check out the blog : )
http://sc2mod.blogspot.com/
leave comments or ideas at the blog. but i will try to reply here aswell :)
masterofhobbiton
06-14-2008, 12:30 PM
The spire actually looks great! Really great! For toss and terran though, the buildings all look a bit odd because there's perspective in SC2 so unless they're all taking from the middle of screenshots, some of them look a bit distorted. How are you daling with building animations and stuff?
redspike
06-14-2008, 1:19 PM
Thanks for the comment. The spire really does look great ! as for the building perspective im aware of this problem . its impossible to get a picture of each building from the same perspective as the camera in starcraft screen captures in diffrent angles each picture.
The only way i could think of fixing this would to be take actual new screen catpures from starcraft 2 once its out. allthough im not sure i would go to this much effort .
Although this is said it doesnt affect the gameplay and its really awesome playing the original starcraft with almost every building changed.
As for building animations i have made all these my self and look really awesome. i have done this using photoshop and watching videos of starcraft 2. Such as making the legs go up on the command centre and the door close when it takes off.
Be sure to check out my blog again soon as i am regularly updateing it and soon i will be posting video of tonights testing.:D
BlademasterSlsh
06-14-2008, 4:57 PM
I'm still in the trial and error phase of modding myself, but I've almost got something to work like the Reactor add-on for the Terrans. A bit more tweaking and I think it will be acceptable.
redspike
06-14-2008, 5:12 PM
my barracks allready has a reactor and tech lab addons. that are fully functional.
i may soon post a picture
masterofhobbiton
06-14-2008, 5:18 PM
Woah, you made the animations by hand in ps? Nice! This'll be fun to play.
PzikoSnake
06-14-2008, 5:32 PM
so you plan to change the gameplay, too! that's good news! I hope it become a-like starcraft 2, since my notebook won't be able to run it! :D
TheNomad
06-14-2008, 5:52 PM
my barracks allready has a reactor and tech lab addons. that are fully functional.
i may soon post a picture
What does "fully functional" mean ? I assume the clone doesn't come out automatically (unless you used triggers or asm).
redspike
06-14-2008, 6:01 PM
im not quite sure what your question asks?
ForTheSwarm
06-14-2008, 6:36 PM
The reactor allows the building to make two units simultaneously, and he is wondering how you did that.
redspike
06-14-2008, 6:50 PM
i was unaware of this feature actually. now i feel like a fool !
does this mean the addon also trains a unit . or allows the barracks to train a extra unit ?
ForTheSwarm
06-14-2008, 6:52 PM
I think that the barracks gets to train another unit, but for the purposes of your mod, I wouldn't mind you using the first one.
TheNomad
06-14-2008, 7:20 PM
In SC2 the reactor on barracks (not sure if on other buildings too) clones the unit. Basically you research the ... say a Marine on the Barracks and like magic another one appears on the Reactor... automatically, of course. Nobody knows if this applies double cost or anything of the sort, but that is the way they say it works...
I was also curious if you made the add-ons universal to each factory-type of building.
OK, better yet, can you post a bit of a description on what your mod does at the moment APART from graphical changes ?
BlademasterSlsh
06-14-2008, 8:31 PM
In SC2 the reactor on barracks (not sure if on other buildings too) clones the unit. Basically you research the ... say a Marine on the Barracks and like magic another one appears on the Reactor... automatically, of course. Nobody knows if this applies double cost or anything of the sort, but that is the way they say it works...
I was also curious if you made the add-ons universal to each factory-type of building.
To the best of my knowledge, the Tech Lab and the Reactor attach to the Barracks, Factory, and Starport. The Reactor allows you to build two units at the same time. It does not give you a free unit, or automatically build the same unit the Barracks builds. The Tech Lab acts as an added requirement for units and allows the research of technology/upgrade specific to the building it is attached.
So far, the two biggest challenges I've had with making these add-ons have been due to building identification. Although I've made all 3 buildings capable of building the two add-ons, only one can re-attach to the add-on (example: a Starport can build a Reactor, but if it lifts off it can't land next to the Reactor and reclaim it), and the Reactor attached to the Barracks can build Wraiths and Vultures right off the bat, and all of the Reactor capable units later.
I think I can prevent the higher tier units from being made early by modifying their requirements, but some of it may never be changeable.
NoobOfLore
06-15-2008, 12:47 AM
Redspike...I was wondering what you THOUGHT the reactor did...
I think you did a GREAT job rendering the buildings, But the Protoss StarGate is a little fuzzy on the bottom...You could probably fix that up nicely in a few minutes with Photoshop.
DarkMirror
06-15-2008, 1:08 AM
The Reactor, as far as I know, lets you build two units as once. From what I can tell, these units can be different. It just gives you a second build que.
Durandal
06-15-2008, 1:13 AM
i was unaware of this feature actually.
Then how did you even reach the conclusion that your addons were fully functional if you weren't aware of what they did?
TheNomad
06-15-2008, 4:07 AM
lol @ Durandal :)
Second queue you say DarkMirror ? Seems all of us have different opinions about what the Reactor does and the only "person" that can set us straight is too busy PRing its game.
Personally I think that there are so many SC2 mods attempts (many of which stop in the first month) than I can count :P I had great hopes from the 1.99 mod, but seems the main project leader doesn't know asm as he relies on tools (first the beta is made ONLY for 1.10 and now I don't see any news of being updated to 1.15.2). I think that what would be best is to make a SC2 mod community site or whatever, everyone should apply their ideas or contributions (from experimental attempts with tools to graphics) and some of the top SC1 modders should apply 'em. That way everybody wins. And it would even be done faster and more surely if advanced modders were working on it.
Then again what do I know ?! :P
Nomad, I also seem to remember seeing a screenshot showing two unit queues. It is entirely possible, of course, that this has changed since, but equally, nothing has been said about it changing, so I'm inclined to think it still gives you two build queues.
Plus, that's also a fairly easy way to balance it. Otherwise, one addon results in half price infantry, which seems rather generous especially considering many games that have a building with a similar function to the one you mention have such a building as a top tier and very expensive stucture
(eg, the Cloning Vats in RA2 costs the same as an Iron Curtain superweapon, IIRC)
redspike
06-15-2008, 7:09 AM
I have now added this feature. when the barracks is built you can now build a tech lab or reactor. the reactor allows training of units at teh same time as the barraks. but it is not free. it is like getting a cheaper barraks.
on problem that i cannot se a fix for is that say the barracks takes off, a starport will not be able to then land at the barrak's reactor and build extra ships. it would still be able to build barraks units.
i think i have under stood the concept.
also in a attempt to add new buildings i have made norad 2(crashed) and a few of the other netural buildings buildable. however when the scv builds them the building starts and the construction gets to about 70% and the game crashes. i have tried really everything i can think of. has anyone gotten this to work.
also i have made it possible for the Scv to construct a psi emmiter. which is intresting because later it could be changed into constructing a thor on the battlefeild. (if i ever make a thor unit)
The only other bug i have not been able to fix is the planetryfortress/Survalience centre. i have tried getting the CC to morph into another building . but unfortunatly it crashes. i could use a little help here aswell.
BlademasterSlsh
06-15-2008, 12:47 PM
I have now added this feature. when the barracks is built you can now build a tech lab or reactor. the reactor allows training of units at teh same time as the barraks. but it is not free. it is like getting a cheaper barraks.
on problem that i cannot se a fix for is that say the barracks takes off, a starport will not be able to then land at the barrak's reactor and build extra ships. it would still be able to build barraks units.
i think i have under stood the concept.
The best solution I have is one that was the one Nomad offered, of using a submenu for each building (My recommendation for this is to use the add-ons that you no longer use to make these menus). So you have the Barracks units under one menu, Factory under another, and so on.
also in a attempt to add new buildings i have made norad 2(crashed) and a few of the other netural buildings buildable. however when the scv builds them the building starts and the construction gets to about 70% and the game crashes. i have tried really everything i can think of. has anyone gotten this to work.
Do you have a partially built graphic for the Norad 2? I'm noticing that all the buildings have the graphic of partial completion in their file (example, academy0000 is the finished Academy, academy0001 is partially finished).
also i have made it possible for the Scv to construct a psi emmiter. which is intresting because later it could be changed into constructing a thor on the battlefeild. (if i ever make a thor unit)
Hold off on this, my understanding is that the Thor is currently built at the Factory (but then again, everything is subject to change).
The only other bug i have not been able to fix is the planetryfortress/Survalience centre. i have tried getting the CC to morph into another building . but unfortunatly it crashes. i could use a little help here aswell.
I'm tinkering with this as well, and I'll let you know if I find anything.
[Edit] I checked the Q&As and #36 addresses the Reactor (http://sclegacy.com/showthread.php?t=125)
ForTheSwarm
06-15-2008, 12:51 PM
No, the Thor is built by the SCV and can be built anywhere.
BlademasterSlsh
06-15-2008, 1:04 PM
Seeing as I don't see the Q&A that I thought said the Thor was built at the Factory, I'll yield this point. I want to have it built by SCVs anyway :)
Protogod
06-15-2008, 1:15 PM
If anyone still needs clarification, right now in SC2, the reactor is an addon that allows the simultaneous construction of 2 low-tier units. You pay full price for both, and it does not automatically clone w/e unit the barracks is making, they are two separate ques.
The other add on is the tech lab which is basically a requirement to build more advanced units, like the machine shop for factories in sc1.
The two add ons are not compatible with each other (no double ques for high tier units).
NoobOfLore
06-15-2008, 3:26 PM
This looks great...I'm really looking forward to playing this.
My suggestion is to work on it slowly...Like running a marathon, you'll spend yourself too soon if you try to rush through it too early.
When you feel like it's almost done, I recommend that THEN is when you dash through it, or you'll become unmotivated and we'll all be left with a mostly-finished product.
TheNomad
06-15-2008, 3:46 PM
also i have made it possible for the Scv to construct a psi emmiter. which is intresting because later it could be changed into constructing a thor on the battlefeild. (if i ever make a thor unit)
don't even think about this... making a building into a unit or vice-versa doesn't get along with the engine that well. Thor is built by the SCV in SC2 and this can be done in SC1 (different method depending on the SC version).
redspike
06-15-2008, 5:05 PM
the psi emmiter isnt a building? is it.(the psi disruptor is) according to dat edit it is a pickupable item.
Thou correct me if i am wrong. so i wanst trying to make a building into a unit :S
TheNomad
06-15-2008, 8:02 PM
... bleh, my mistake :)
However, powerups are not too safe either. The safe-zone is the one from 0 to 104. So 105 entries. Not saying the others don't work, it's just a matter of not over-stressing the engine. If it works, I guess it MIGHT be ok, but it doesn't mean that just cos it tolerates it, it's fully OK. I strongly recommend using heroes instead.
redspike
06-17-2008, 6:14 AM
Greetings. im still unable to fix my building a norad 2 crashed. or build another of those extra buildings. it still crashes at about 60% of the build meter.
Also im yet to fix the morphing the CC into another building. so i can make it have a suvalence centre and planetry fortress.
i have searched these forums with no luck. can any one help ? or recommend any one that i can ask.
also progresss is still steady. yesterday was the first test of a new build of the mod featureing a few new sounds.
Currently the sounds consist of Edited and Remasterd Sc1 sounds , for some of the units i havent heard in SC2 these are only placeholders and are of a high quality. the new advisor is instantly noticeable.
also Some units feature there SC2 sounds. for a example the Zealot now has entirely new sounds. which are awesome.
BlademasterSlsh
06-17-2008, 8:48 AM
Tackling the same problem over here:
http://www.warboards.org/showthread.php?p=612323#post612323
KillerKow
06-18-2008, 5:21 PM
Greetings. im still unable to fix my building a norad 2 crashed. or build another of those extra buildings. it still crashes at about 60% of the build meter.
It's because they don't have an 'almost built' frame. Add one into the grp, and you should be fine.
Lithium
06-18-2008, 5:26 PM
Glad to see someone's putting forth effort for this.
And if it hasn't already been mentioned - contact Aqo if you need any advice with scripts, etc. He's a guru.
BlademasterSlsh
06-18-2008, 6:17 PM
I saw you are still looking for the SC2 Starport?
http://sclegacy.com/showthread.php?t=137
At the 9 second mark, just above and to the right of the Armory.
NoobOfLore
06-20-2008, 2:10 AM
I think that is a superbly low quality image, And I would be surprised if he chose to put the fuzzy, glared image in his mod.
redspike
06-20-2008, 5:04 AM
Correct. but thanks anyways , it was a intrestng watch.
Ill be updateing my blog either today or tommorw so keep tuned !
and thanks to Killercow - that fixed my problem.
NoobOfLore
06-21-2008, 10:00 PM
So redspike...How do you plan on getting correct angles for all the units? seems like a pain in the ass.
redspike
06-21-2008, 10:29 PM
Yes that is somthing that wont feature in the first version. as it would be almost impossible. but i have ideas for future versions.
And if anyone would like to model any sc2 units for me,then let me know :P
NoobOfLore
06-21-2008, 10:32 PM
I WOULD!!!! but I can't...
So maybe when SC2 comes out almost all the way, you'll finish up the actual units?
redspike
06-22-2008, 6:42 AM
Ive posted quite a Masive update at my blog. http://sc2mod.blogspot.com/
i think its deffinatly worth the read. Check it out guys.
ForTheSwarm
06-22-2008, 8:10 AM
Check this (http://youtube.com/watch?v=rAYnQwe-2jE) video, and parts 2 and 3. There's a geyser somewhere in there.
redspike
06-23-2008, 2:37 AM
Thanks its a bit too low res tho :P
Every one should check the blog. i dont think anyones noticed my massive updateness
masterofhobbiton
06-23-2008, 2:53 AM
I really want to see pulsating zerg buildings... Are you going to make a demo video or anything before the release?
NoobOfLore
06-23-2008, 5:44 PM
That would be extremely interesting...But anything that keep him from getting the total product done sooner, in my book, is kind of self defeating. He's already keeping up with a blog, and he posted a nice screenshot on my profile a little while ago.
redspike
06-25-2008, 3:41 PM
I have plans on releaseing a video soon. its just a matter of finding time to record edit encode and upload.
and also there will be a beta. but dont interpret that as meaning there will be a beta soon....
it will be when its ready. Im planning a private beta and then from the feedback changes will be made and then possibly a public beta release.
im getting a lot of pm and emails about can i beta. so i will say
specificaly that Beta spaces will be given and awarded to certain people i allready have a few in mind ,possibly people that have showen most intrest and helped me thus far,
im allways open to help from people and dont forget theres still a few unsolved bugs showen at my blog.
and Currently im working on something kinda secret. >_>
1024 x 1024?
BlademasterSlsh
06-25-2008, 5:01 PM
...1024x1024? How do you plan on pulling that off?
If I'm hearing you right, you want to make an even larger map size. I know nothing about it, so I won't say it's impossible, but...
NoobOfLore
06-25-2008, 5:18 PM
That sounds epic...If I knew how to do that, I would tell you. Seems like one of those things that can never be modified. Totally Permanent.
However, I don't exactly know...
ForTheSwarm
06-25-2008, 5:29 PM
He's talking about video quality, if I'm not mistaken. And you can make that map size in SCMDraft, except you can't open it in StarEdit anymore. >.>
NoobOfLore
06-25-2008, 6:38 PM
Well...How does making a map too big to play on help?
redspike
06-25-2008, 7:04 PM
actually i meant 512x512. woops : \
ForTheSwarm
06-25-2008, 7:36 PM
It's helpful because you just said it couldn't be done, NoL.
Kawagata
06-25-2008, 9:05 PM
Starport and other buildings you may not have
Protoss Buildings: http://www.starcraftcz.com/rasy-protoss-budovy
Terran Buildings: http://www.starcraftcz.com/rasy-terran-budovy ( Tiny Starport though)
Zerg Buildings: http://www.starcraftcz.com/rasy-zerg-budovy
Some of the buildings are pixelly, just follow this procedure in Photoshop.
1) Duplicate the render
2) Set the top layer to Overlay
3) a)Apply Gaussian Blur or Noise-> median
3) b)Dial up the blur or median on the overlay layer until satisfied.
masterofhobbiton
06-26-2008, 12:58 AM
Those are kind of small to be useful, don't you think?
redspike
06-26-2008, 2:58 AM
yeah they are far too small. even if resized and edited .
thanks tho.
BlademasterSlsh
06-26-2008, 3:36 PM
... right in front of our faces April 1...
http://www.starcraft2.com/features/terran/taurenmarine.xml
The action movie has the best (if small) image of the Vespian Geyser out of any I've seen. I'm not sure if you're still looking, but...
Vespian
How about you stop copypasting building graphics and do unit graphics, hmm? :P
DarkMirror
06-26-2008, 4:30 PM
Its Vespene.
redspike
06-26-2008, 4:45 PM
ive allreayd said that im not a 3d modler so i wil not be making units myselft. (atleast not new graphics ) and im doing more than just copy and pasteing buildings. :P
have you abbandond your mod aqo? there were some awesome unit models in there.
Kankuro4800
06-26-2008, 5:02 PM
have you abbandond your mod aqo? there were some awesome unit models in there.
Yea, Aqo's mod is amazingly good. I wish he would continue it. Since it's, you know, REALLY good.
masterofhobbiton
06-28-2008, 3:33 PM
Hey, here's some new renders you might want.
Ultra Cavern: http://www.starcraft-source.com/images/news/2008/6-28/building1.jpg
Infestor Pit: http://www.starcraft-source.com/images/news/2008/6-28/building2.jpg
Evo Chamber: http://www.starcraft-source.com/images/news/2008/6-28/evolutionchamber.jpg
Spire: http://www.starcraft-source.com/images/news/2008/6-28/spire.jpg
Greater Spire: http://www.starcraft-source.com/images/news/2008/6-28/greaterspire.jpg
If it says forbidden, just click on the url and press enter. :/
Oh, and there's a vespene geyser in this screenshot.
http://www.starcraft-source.com/images/media/screenshots/high-res/115.jpg
Not such a great picture though.
NoobOfLore
06-28-2008, 4:43 PM
Yeah...We already got a picture of a geyser on the Tauren Marine blizzard page. And that image has a conveniently placed missile DIRECTLY OBSTRUCTING our line of sight with the geyser. Inconvenient...
masterofhobbiton
06-28-2008, 4:51 PM
Oh, yeah, forgot about that video. Oh well.
EDIT: Here's the starport!!
http://www.starcraft-source.com/images/news/2008/6-28/Starport.jpg
And some others: http://www.starcraft-source.com/images/news/2008/6-28/refinery.jpg
http://www.starcraft-source.com/images/news/2008/6-28/engineeringbay.jpg
http://www.starcraft-source.com/images/news/2008/6-28/factory.jpg
http://www.starcraft-source.com/images/news/2008/6-28/barracks.jpg
http://www.starcraft-source.com/images/news/2008/6-28/bunker.jpg
redspike
06-29-2008, 12:43 PM
thanks for the links. however i allready had those since yesterday :P
does anyone else think the starport sucks, its kinda cartoonish ?
BlademasterSlsh
06-29-2008, 4:42 PM
*Raises Hand*
If it doesn't get redone, several heads will roll, I'm sure. Although you have to hand it to them, you look at it and think "Thats a Starport", which is more than some buildings can have said for them.
NoobOfLore
06-29-2008, 7:06 PM
They did an excellent job making something 2-D from the first game look instantly recognizable in a 3-D second version. It does, however, look rather odd in the current context of the game.
have you abbandond your mod aqo? there were some awesome unit models in there.
Thanks; I'd like to keep working on it, but rending a model into a GRP takes forever and it's not something I can do regularly. To be honest though, it's mostly laziness. I already have a set of GRPs on delay to make for some people; maybe I should take like two days and finish all of those at once then get back to working on my SC thing, hmm...
redspike
07-09-2008, 7:30 AM
You should definatly continue it one day Aqo, if not dont let those units go to waste. ! there far to awesome.
Check the blog for updates guys. :) http://sc2mod.blogspot.com/
BlademasterSlsh
07-09-2008, 8:19 AM
Nice! Now that I've got my computer back (at least for a while), I need to see if I can get my Terran Mod finished. If I can, you're welcome to anything in it.
redspike
07-09-2008, 10:30 AM
Nice! Now that I've got my computer back (at least for a while), I need to see if I can get my Terran Mod finished. If I can, you're welcome to anything in it.
thanks and good luck with it , it will be interesting to see your results.:)
redspike
07-11-2008, 10:31 AM
In a few weeks time there will be a second private beta test. if you would like to partake in this and play the mod before i release it then please check the blog.
http://sc2mod.blogspot.com/
There will also be a Public beta test not long after. This will be avalible to everyone. we just want to find bugs and improve thigns before we release it.
TheNomad
07-11-2008, 2:12 PM
How about more sshots ? :P
redspike
07-11-2008, 4:16 PM
well i was thinking about a video showing off the command centre loading units and unloading units , showing what units are inside.and when building a scv showing the scv training panel.
tho we have encounterd a new bug ! i will explain in a min. , im in a hurry at the mo
BlademasterSlsh
07-11-2008, 4:21 PM
well i was thinking about a video showing off the command centre loading units and unloading units , showing what units are inside.and when building a scv showing the scv training panel.
tho we have encounterd a new bug ! i will explain in a min. , im in a hurry at the mo
...you got both? Well, thats a step up from where I am.
redspike
07-11-2008, 4:50 PM
Well we now have a talented programmer/hacker working with us.
Yeah we have both the unit que and the units inside displaying.
Currently it shows the unit que only if there are no units inside.
It is however being changed to show both along side eachother by hideing the command centre wireframe when both need to be used.
im off out now, i may post a screenshot when i return.
vBulletin® v3.7.2, Copyright ©2000-2008, Jelsoft Enterprises Ltd.