View Full Version : Project - SCTS Conversion v2
Dark_Soul74
12-17-2004, 8:02 PM
Heya all!
Since the Starchitects have been rather...quiet lately, and we just finished the Preliminary Modding Project, I thought it would be a good idea to start on SCTS Conversion v2, or what I had originally thought of as Requiem of the Templar expansion pack. This would essentially add many new units to the game.
Some of the units added would be:
Terran C.O.B.R.A. - A small robot snake type critter that can target nuclear missiles just like a Ghost can.
Protoss Tagarin(Pronounced Tah-ja-reen) - An extremely purified form of the Protoss Merge Templar(Another new unit). Can tear holes in the fabric of reality. Appears similar to an unarmored Templar surrounded by a halo of blue fire.
Zerg Monolisk - A monster of an already monstrous race, the Zerg Monolisk would tower over the other units, capable of both melee and ranged attacks, if at high cost.
Several new abilities would be added as well, plus revisions to the units added in v1. The abilities themselves would be very unique, allowing several things, including cargo space for Terran air units, as well as turning Zerg buildings back to a Drone form, though the Drone itself would be stronger based on the level of the building. There may be other things as well, if we can get them in.
An accompanying campaign would be very possible, and would add new dimensions to the project. It'd also help pick up activity, since it would require the work of all three main mapmaking categories, and quite a bit of it.
Anyone interested, please sign up here, so we have a surprise ready for when BSTRhino gets back from vacation. :)
Sikawtic
12-17-2004, 8:25 PM
Sign me up!
Dark_Soul74
12-17-2004, 9:14 PM
Current list of units:ZergMonolisk
Ceraling - Graphics Complete
Dronling - Graphics Complete
Tirataling
Decalisk
Omegalisk
Burrower - Graphics Complete
ProtossMerge Templar - Graphics Complete
Archtemplar
Tagarin
Hyperdrive Shuttle
TerranC.O.B.R.A. - Graphics Complete
Lodestar - Graphics Complete
Raven - Graphics Complete
Hellfire Dropship - Graphics Complete
StealthyDeath
12-17-2004, 9:53 PM
I'll be helping with the work on the campaign and leave the modding to the rest of the modders.
Sikawtic
12-17-2004, 9:54 PM
Okay,
I'll work on unit creation ideas if needed, I can do some memgraft sort stuff (stargraft).
Also, teh rez/stat, and w/e else you think I can handle. I'll have nothing to do with the actualy creation of the campaign, but I'll pitch in ideas if needed ^_^
Dark_Soul74
12-17-2004, 9:55 PM
I myself will be doing just about everything that needs to be done. :D
We'll need about 16 image spaces, and about 18 unit spaces. We can replace the powerups, critters, and Kerrigan units for 16, and the other two can replace other heros, and use blank images, flingy, and sprite .dats.
EdvardMunch
12-17-2004, 10:03 PM
I'm doing the campaign work.
Hawthorne
12-18-2004, 1:50 AM
You should probably add more things to the C.O.B.R.A. except for missile targetting,maybe something like those netts in Warcraft 3 when for a small amount of time you can pin a number of units (mainly foot cavalry) to the ground.That would be interesting in a mod :)
Dark_Soul74
12-18-2004, 12:28 PM
These units are kept balanced, and adding something like that would make them unbalanced, causing me to have to rework all of the stats. Besides, that would be impossible without going extremely indepth with someone learning how to use ASM coding, or replacing Maelstrom.
Who wants to start this thing off? I'd suggest for someone to find all unused images.dat, flingy.dat, and sprite.dat entries, as well as all but one powerup and critter, and Kerrigan(both kinds). From there, they should mark them all as having stats as all one number, preferably an unused one, so that they are marked for usage. I'd suggest using Arsenal Zero, since it'll be much easier for everyone involved if it's only text.
hidiho2
12-18-2004, 4:03 PM
Me and SKP has a little conversation last night, looks like he'll do stargraft/memgraft and I'll do the iscript, I guess we will both do whats left.
King_Templar
12-18-2004, 4:26 PM
Just as a little heads-up, i've read in enough places that targetting a nuke is hardcoded to believe it. So, if you aren't replacing the ghost with that C.O.B.R.A. thing, then it won't be able to target nuclear launches, unless you make a special weapon for it that basically is a nuke (i.e. scarabs that imitate a nuke). Anyway, like i said, just a little heads-up.
StealthyDeath
12-18-2004, 5:20 PM
You can have other units target nukes, though I don't know how. There is a mod on infoceptor.net with a new unit that builds and launches nukes by itself.
stealthey
12-18-2004, 6:48 PM
What is it called?
Dark_Soul74
12-18-2004, 8:15 PM
Me and SKP has a little conversation last night, looks like he'll do stargraft/memgraft and I'll do the iscript, I guess we will both do whats left.
You aren't the only two modders, y'know. :P
I'll do the .dat editing, I guess, unless we set up a different system for editing it.
StealthyDeath
12-18-2004, 8:21 PM
If you need me to mod, I can. I plan to start the first maps terrain if no one else will.
EdvardMunch
12-18-2004, 10:47 PM
Since there's three campaigners (I think) should each campaigner get a race's worth of maps to work on? If so, I want the Zerg.
Also, I'm a little fuzzy on how the Protoss get involved. So the fleeing UED discover the planet with its pacifier effect and they call up some more Zerg to come over to the planet so the UED can experiment with this force field, and then the Protoss destroy those Zerg in transit. Is it because the Protoss didn't know the Zerg were being used for research, or because they are against the UED? Why do the Protoss attack the UED on the planet anyway?
Hawthorne
12-19-2004, 2:37 AM
For the cobra you should make some kind of defencive mechanisem,not to hurt but just slow the opponents down,although that wqouldn't be possible since you want there to be nukes but you'll have to use that protoss red ball(can't recall the name right now) to create this new idea I came up with,plus it would get unbalanced...
Dark_Soul74
12-19-2004, 7:42 AM
A) That's impossible. There's no way to get something to be 'defensive', unless we spend months learning the SC hardcoded offsets, program it in by hand, and watch it get erased every time they patch the game.
B) This isn't WarCraft in space.
Edvard: I've sent you a PM
EdvardMunch
12-19-2004, 2:52 PM
I caught the PM, thanks for the plot info.
I'd like to make some changes to the Zerg's plot, if that's all right with everyone else.
This would also require that the Protoss had brought a very powerful bomb that they lost during their campaign.
Here is the new Zerg storyline:
Mission 1
Briefing: Standard "we must kill the enemy!" speech.
In-Game: On the moon base, the Zerg will take out the Protoss, though some forces will get away.
End Of Mission Cinematic: The Terrans show up and lure the Zerg's main army into the force field (which the moon borders), thus pacifying them. The Terrans then come back and shoot them up. This is how the Zerg find out about the force field.
Mission 2
Briefing: The Zerg talk about how dangerous this force field is. We will also be notified that, before everything in the Zerg's main army was shot up by the Terrans, the cerebrates still had control of the infested terrans. So infested terrans, being part human, are not vulnerable to the force field's effects eh...?
The Zerg want to get the Protoss' bomb and use it to blow up the planet, but the Terrans have it. Because of a previous fight, the bomb is half-burried in a space platform, and the Terrans have set up a base around it for protection while they drill it out. At the start of this mission, the Terrans will have finished drilling the bomb out and they will be loading it onto a battlecruiser to get it inside the planet's force field. The Terrans will depart for the planet in 10 minutes.
You have two options for getting the bomb:
1. Take expansions (which are currently owned by Protoss survivors) and mine lots of minerals and construct a very large attack force to intercept the battlecruiser while in-flight. If you create this force within 10 minutes, you will win the mission.
2. Or, you can take your sweet time by destroying the Terran base and infesting their command centers, which allows you to build infested terrans. By the time you'd be able to infest a command center, the battlecruiser will have already landed on the planet with its payload.
With these infested terrans, you can land on the planet and have them infiltrate the Terran base (looking like normal terrans, so we'll need to mod up a regular Terran with an infested terran portrait) so they can secretely steal the bomb and return to the Zerg with it.
Mission 3a - This is if you choose to make the massive attack force.
Briefing: With your massive attack force, you need to punch your way through various Terran blockades and fight the battlecruiser's rather large entourage and destroy the battlecruiser.
In-Game: The battlecruiser is slowly but surely headed toward the other end of the map. You need to use what units you have, as well as build more, to fight your way through to the battlecruiser. Once you destroy it, you'll recover the bomb.
Mission 3b - This is if you choose to make the infested terrans.
Briefing: The infested terrans have landed, infiltrate the base, blah blah blah...
In-Game: This is video game basic covert ops stuff. Impersonate others, stage diversions, kill who must be killed, don't be found out, etc. When the infested terrans land, their overlord will be pacified by the force field, so they have to shoot their way out. When they recover the bomb, they won't have a ride out, so they'll have to steal a dropship.
Mission 4
Briefing: It will be discovered that the bomb was damaged while the Terrans were drilling it out. As it stands, the bomb is not powerful enough to take out the planet. There is a way to deal with that, however. On the moon, there was a khydarin formation. Detonate the bomb next to that, and the explosion will be magnified enough to not only destroy the planet, but probably a few neighboring planets as well. Of course, the Terrans anticipated this and have set up a base there.
In-Game: Fight through the Terrans and get the bomb to the khydarin formation and detonate it.
End Of Mission Cinematic: BOOOOOOOOOOOOOOOOOOOOOOOOOM!!!!!!!
(In the last mission, the cerebrates will be clearing out, because a khydarin-fueled explosion is enough to permanently annihilate them. However, if you set the bomb off before they escape, you get another ending where the cerebrates die too :devil:.)
Characters: There are two cerebrates.
Cerebrate 1 - Some cerebrate.
Cerebrate 2 - A new cerebrate that grew out of the first one. The first cerebrate was attacked a few months ago by a dark templar that wasn't strong enough to kill it. Instead, the first cerebrate was cut in half and both halves healed and formed their own cerebrates. Thus, cerebrate 2 is half of the first cerebrate. They're like twin cerebrates.
If we go with this storyline, we'll need the following to be modded:
1. We need Infested Terrans that have regular looking sprites (although if they looked slightly infested that would be ultra-cool) and infested portraits.
2. This one is totally optional, but a graphic for the bomb. We could also just use some powerup (either a PSI disruptor or one of the three crystals) for the bomb.
I was also thinking it might be interesting if missions 1, 2, and 4 had critters wandering around, and if you kill X amount of critters, you'll assimilate them into the swarm and this is how you get the new Zerg units.
As it stands now, I don't need any of the Zerg heroes, so you can mod them up all you like.
Dark_Soul74
12-19-2004, 3:24 PM
There's NO WAY I'm going to be able to make the graphics, so giving it the portrait would work the best.
I can make the bomb however, and I think it'd be cool if you could bring an infested SCV with you as well, to carry the bomb.
I'll wait to see how you make the maps before changing how you work the story, since it really depends how you follow through with it. Either way, I'll be doing Protoss missions.
EdvardMunch
12-19-2004, 5:52 PM
Just out of curiosity, how hard would it be to take existing graphics for the marine and firebat and add slight infested additions to them? They aren't meant to look totally infested, otherwise the idea of infested terrans tricking real terrans they're still human will be too laughable. These infested terrans are meant to easily pass off as real humans.
An infested SCV would be totally cool.
So do we have a terrainer for this?
Dark_Soul74
12-19-2004, 6:05 PM
Well, the maps are apparently made entirely by that one person, though you could get a terrainer to help, I guess.
The reason why that is hard is that there are 296 frames for the Marine.
StealthyDeath
12-19-2004, 10:27 PM
I've already finished about 90% of the first map. Testing is going along fine with couple bugs here and there. I'll finish it tomorrow.
EdvardMunch
12-19-2004, 11:01 PM
What will the various settings' terrains be? The moon I assume is twilight terrain, but what about the planet? I'm leaning toward badlands, but just about anything else will work just as well.
Dezzick
12-20-2004, 3:00 AM
I hope this turns out to be the best starchitects creation yet. :)
Dark_Soul74
12-20-2004, 8:00 AM
Use badlands for the Terran planet, and use Ice for the Zerg one. Twilight is correct for the moon.
I'm replacing the Hyperdrive Shuttle with the Hyperdrive Lancer, as well. It'll still be super fast, but it will now be an air unit with an air-to-ground missile attack, and a melee air attack.
By the end of today, I expect to completely finish the graphics for Terran units and weapons, and onto the server in a .zip
EdvardMunch
12-20-2004, 11:19 AM
What player colors are we using for the various players? I think we should make it:
Evil Zerg - Red (it seems like you never see red Zerg)
UED - Green
Protoss - Brown
Pacified Zerg - Purple
EdvardMunch
12-22-2004, 12:23 AM
Can I get a unit description of one of the new ground Zerg units? I want to put a subquest in the first Zerg mission where you have to kill a few of the new Zerg ground units to assimilate them, and I need some info to pass on in the briefing.
Alternatively, what's the weakest Zerg ground unit in the mod?
Actually, while we're at it, is there any additional info on the rest of the new Zerg units? Attack, defense, spells, etc...
Also, are we still planning on doing voice acting?
stealthey
12-22-2004, 2:12 PM
Is this still under the works? if so, is there an ETA availble?
StealthyDeath
12-22-2004, 2:25 PM
This project just started. I doubt we will have it finished for awhile.
stealthey
12-22-2004, 3:17 PM
Oh, i see. well, i thoguht this was a project that had been going for awhile. hmm, guess i got it confused with another one >,>
Dark_Soul74
12-22-2004, 4:26 PM
Can I get a unit description of one of the new ground Zerg units? I want to put a subquest in the first Zerg mission where you have to kill a few of the new Zerg ground units to assimilate them, and I need some info to pass on in the briefing.
Alternatively, what's the weakest Zerg ground unit in the mod?
Actually, while we're at it, is there any additional info on the rest of the new Zerg units? Attack, defense, spells, etc...
Also, are we still planning on doing voice acting?
Either the Burrower or an upgraded Zergling, the Ceraling.'
See above.
I'm going to compile a full text file and put it onto the server, it's just going to take me a while.
Let's get the mod and campaign done first. :D
Dark_Soul74
12-23-2004, 9:45 PM
Update:
I've uploaded a .zip containing the graphics of the Lodestar, Burrower, Merge Templar, Hellfire Dropship, and C.O.B.R.A. Tell me what needs to be changed, any suggestions or anything.
I'm still working on balancing out the stats for them, though, so you have to wait for now with that.
Sikawtic
12-23-2004, 10:40 PM
Whats with some of the cobra pics? they're lines with dots on their ends...
Oooo I like the new lodestar!
And the merge temp is cool too!
Nice !
Quote of the post:
With great power comes great responsibility
-Uncle Ben, Spider Man
Sikawtic
12-25-2004, 10:27 PM
Whats the current status of things? On hold til after the holidays?
Dark_Soul74
12-25-2004, 10:56 PM
Pretty much. :D
I've worked on making a decent looking sprite for the bomb Edvard is adding, and I'm considering redoing the graphics for the Lodestar, as well as still working on graphics for the rest of the lot. I'm also deciding on stats for the units. :P
The C.O.B.R.A. is a small robotic snake, so of course it'll look funny to you in pure sprite.
stealthey
12-28-2004, 12:08 AM
Bump
I do this because i am in a blood-thirsty need of updates on this mod
Sikawtic
12-28-2004, 12:55 AM
So you can give it a 0/10 when we gmail you the wrong mpq!? I think not! hermph. j/k [/spam]
stealthey
12-28-2004, 9:35 AM
Hmmph! Please gmail me the RIGHT mpq for your custom sikawtic. Im sure my score wil improve on your mod if you give me the RIGHT MPQ!
Dark_Soul74
12-28-2004, 9:52 AM
Not if it isn't functional yet. :P
Sikawtic
12-28-2004, 2:40 PM
UPDATE: it was the right mpq ^_^, and i gave basan the same one, so it wasn't my fault so :P [/offtopic]
Dark_Soul74
01-02-2005, 10:41 PM
I've completed stats for the units, though some of the things aren't fully done. It's plenty enough to start them, though. Any numerical fields with a text entry are to follow the specifications of the text.
http://blizzscums.kupatrix.com/maps/pafiledb.php?action=file&id=219&PHPSESSID=688af7587a1ce1e22bebb806131803c4
Some suggestions for changes or filling void fields? Post here. :P
stealthey
01-02-2005, 11:26 PM
Umm, the link requires me to log in, and there's no "register" button, so I cant check it out. I'm thankful for an update though.
hidiho2
01-02-2005, 11:44 PM
Stealthey, the server is a private server that is for Starchitects only, if you're not in starchitects you can't download files in the server.
Sikawtic
01-02-2005, 11:51 PM
Um, DS, you have some of the zerg units evolving to other zerg units... which means they will have the mutalisks cacooon when they evolve... or have we(the whole community) found a way around that?
Dark_Soul74
01-03-2005, 12:03 AM
Yes. I'll be making a generic cocoon graphic, to replace the one for Lurker evolution, so it'll be used for them all. It's just going to change some of the frames to look really open-ended, rather than specifically the Hydralisk.
stealthey
01-03-2005, 3:46 PM
Oh, man! private servers... hmmph.
BSTRhino
01-04-2005, 10:21 PM
Hi, so far from what I've seen, there is just Dark_Soul74, EdvardMunch and StealthyDeath working on this project. EdvardMunch is doing the Zerg campaign, StealthyDeath is doing the Protoss campaign and Dark_Soul is doing the Terran campaign and also the mod work.
Let's see what tasks there are at the moment.
Reviewing EdvardMunch's dialogue for the first map of the Zerg campaign.
Reviewing Dark_Soul74's unit stats.
I'll do both of those, and I might get Whiteknight (our favourite scapegoat) to see what he can do for the dialogue as well.
Can all of you give me some idea of what you're doing now, and what you think you might need help with in the future. For example, you might need help with terrain, writing scripts, creating triggers for a really large explosion. Once we know what tasks there are to reallocate, then we can find some people and reallocate the things.
Dark_Soul74
01-04-2005, 10:26 PM
I'm doing Protoss, SD is doing Terran. :P
I've downloaded gmax, a better modeler than milkshape, and have begun working on a fairly good model for the Ceraling, and will probably redo the Raven, as well as the Lodestar.
If someone would get at least units.dat done, it would be nice. All but one powerup, the Rhynadon, both Kerrigans, and the heros of you choice are to be replaced.
EdvardMunch
01-04-2005, 10:27 PM
Actually, you're reviewing StealthyDeath's dialogue, since I haven't written any.
My progress: I'm taking an "everything at once" approach with my levels. Meaning, first I'm gonna do the terrain for all of them, then the triggers, then the briefings.
As such, I'm done with the terrain for level 1, and I'd say I'm somewhere around 1/3 - 1/2 done with the terrain for level 2 (depends on how much terrain I decide to change).
I have no problem with a terrainer doing my terraining work (no problem? I'd prefer it. Are you a terrainer? Inquire within...) or touching up levels once I make them. Either way, I'd get more time to write dialogue.
BSTRhino
01-04-2005, 10:54 PM
Excellent Dark_Soul.
Consider units.dat done. I might even do more than just units.dat unless you're going to kick me for it. I'll make a list of the units.dat, weapons.dat, flingy.dat, sprites.dat, and images.dat entries that will free up. Are we still basing SCTS Conversion v2 on the completed SCTS Conversion v1, or is this custom going to be made from scratch?
We will need a list of heroes that cannot be touched. You all know the respective stories of your campaigns right? So, which units are you guys going to use?
EdvardMunch, for terrain, if AqoTrooper doesn't leave, we can get him to do terrain. I can also do terrain, well, try to at least. But there are a number of options:
Are you just going to let the terrainer do what he/she likes with your story description?
Or do you want to be more specific saying what areas you need and things?
Or maybe even draw a simple map in paint and get the terrainer to turn it into nice looking terrain?
Or finally, you do the terrain and someone touches it up.
Which option would you like? Or, can you think of more options?
EdvardMunch
01-04-2005, 11:10 PM
I won't use any hero units. My only heroes are both of the cerebrate special buildings (actually, I only need one of the cerebrate buildings, but I do need both portraits).
For the terrain, it would vary by level. Assuming my first level is good enough (you gave it a seal of approval) there would be 4 levels to go. For two of them, I intend to give the terrainer the story of the level and let them run with it. Another level will be a bit more specific in that I will be explaining the feel of the level. The final level will be designed by me, because it is an infiltration level, and so the level's terrain will be very dependent on the challenges I make.
So... if a terrainer signs up, they will make the terrain for 3 of my levels.
- 2 levels have almost total creative freedom
- 1 level is about 50% creatively free
BSTRhino
01-04-2005, 11:27 PM
That's a good description. AqoTrooper's our only terrainer at the moment though, so if he says no, then we'll have to share the jobs around.
For the mod part here are the tasks, and here's who I think might be able to do them:
Planning of unit stats, weapon stats, special abilities - Dark_Soul74
units.dat/weapons.dat - BSTRhino/SiKawticPaladin
Button creation for the units in StarGraft - hidiho2
creation of 3D models - Dark_Soul74
rendering of 3D models into frames - Dark_Soul74
conversion of frames into StarCraft palettes - Dark_Soul74/BSTRhino
compilation of frames into GRPs - Dark_Soul74
Placement of GRPs into MPQ and referencing in images.tbl - UED77
Iscripting of GRPs - BSTRhino/King_Templar
flingy.dat/sprites.dat/images.dat entries for the new GRP files - BSTRhino/StealthyDeath
Have I missed anything? And I know I haven't asked anyone to do any of these jobs, so please point out if you can't do them, or you'd like a different task. I also think that it will be possible for me to teach someone about 'creating' flingy.dat/sprites.dat/images.dat entries given a images.tbl ID and iscript ID.
What I now need is a list of the weapons or spells each unit has, so that I can allocate the right number of IDs to them.
That's a good description. AqoTrooper's our only terrainer at the moment though, so if he says no, then we'll have to share the jobs around.( says: ) yes...
So... if a terrainer signs up, they will make the terrain for 3 of my levels.
- 2 levels have almost total creative freedom
- 1 level is about 50% creatively freeDoes total creative freedome includes map size type and what terrain to use?
It'll be much easier to make terrain if you'll describe it as:
Mission 1:
Terrain type: Badland
Terrain Size: 128*128
Terrain Main: Island map with every two islands attached by a bridge or a thick terrain layer, no more than 2 islands in a row, about 8 islands.
Create 6 start locations placed randomly and for each put around 6 mineral packs, Every packs should substain from 1000 to 2000 minerals.
Put only 3 vespene gaysers on islands away from human players and surrond them with computer protoss defence.
Eat a Terran marine and rename Jim to: "Walking Speedstick".
Something like that will do.
If you meant by total freedome an actuall total freedome than I'll take the total freedome to the edge of limits and create a mystic warzone field for each level.
Dark_Soul74
01-05-2005, 1:28 PM
Protoss:
Merge Templar
Energy Sure - 21 (+1/2/3) Normal. Medium Range//25 Cooldown//AG
Archtemplar
Mind Rot - 65 (+3/6/9) Normal. 12 Range//45 Cooldown//Biological AG
Hyperdrive Lancer
Charge - 35 (+2/4/6) Line Splash. 6 Range//Siege Tank Cooldown//A
Seeker Missiles - 21 (+1/2/3) Normal. Copy Scout for rest.
Tagarin
Psionic Burn - 34 (+2/4/6) Concussive. Low Range//Medium Cooldown//AG
Terran:
Raven
Pulse Laser - 2 (+1/2/3) Normal. Medium Range//1(or 2?) Cooldown//AG
C.O.B.R.A.
Static Bolt - 7 (+1/2/3) Bouncing(4). Low Range//35 Cooldown//G
Hellfire Dropship
Hellfire Cluster Bombs - 15 (+1/2/3) Explosive. Low Range//15 Cooldown//G [Note: This may be changed to drop multiple bombs in the area, similar to a Zealot attack, but with iscript to spread the bombs apart randomly]
Lodestar
Railgun - 210 (+4/8/12) Explosive. 18 Range//95 Cooldown//G
Zerg:
Ceraling
Claws - 7 (+1/2/3) Normal. Melee//Zergling//G
Omegalisk
Venom - [Unknown. Mark the space it will use]
Lash - 7 x 4 (+1/2/3) Normal. Melee//Siege Tank//G[Attacks similar to Zealot, but times 4 rather than 2]
Dronling
Drone weapon
Tirataling
Drone weapon + 5(+2/4/6)
Decalisk
Drone weapon + 10(+2/4/6)
Monolisk
Rend - 25 x 2 (+2/4/6) Normal. Melee//Siege Tank//G
Poison Spines - 45 (+2/4/6) Radial Splash. ?//?//AG
Burrower
Collapse - 45 (+2/4/6) Concussive. 8 Range//28 Cooldown//G
BSTRhino
01-05-2005, 3:41 PM
Yay, we got AqoTrooper!
And Dark_Soul74's list of weapons and spells, that's great, but now I need to know what sort of graphics each weapon is going to have so I can work out how many weapons.dat/flingy.dat/sprites.dat and images.dat entries we will need and then I can allocate them around.
For example, here's what the breakdown of images look like for some existing weapons:
Longbolt Missile
-1 missile image
-1 missile trail image
-1 explosion image
Claws
No additional graphics
Subterranean spines
-1 invisible flingy
-1 spine sprite
Psionic storm
-1 psi storm flingy
You don't need to classify each image into a flingy/sprite/image, I can do that for you. If you don't know what/how many images a weapon/spell will be made up of, just describe what it looks like and I'll work it out.
Here's the list of weapons with my guesses on it, but I'm just guessing from the names:
Energy Sure
Mindrot - 1 (new) psi storm flingy
Charge
Seeker Missiles - 1 missile flingy, 1 missile trail sprite, 1 missile explosion image
Psionic Burn
Pulse Laser - 1 laser flingy, 1 explosion image
Static Bolt - 1 bouncing flingy, 1 explosion sprite
Hellfire Cluster Bombs - 1 flingy, 1 explosion sprite
Railgun - 1 invisible flingy, 1 trail sprite
Claws - no additional graphics
Venom - 1 existing venom image, 1 existing venom explosion
Lash
Drone Spines - 1 existing explosion image
Rend
Poison Spines - 1 existing explosion image
Collapse
It'd also help if you indicated whether you thought we could use existing images for any of the images that make up the new weapons and spells.
Dark_Soul74
01-05-2005, 4:14 PM
Energy Surge - 1 slot
Mind Rot - 1 slot
Charge - Unit based. No need for sprite.
Seeker Missiles - Scout missile.
Psionic Burn - 1 slot
Pulse Laser - Wraith laser.
Static Bolt - Needs 1 slot.
Hellfire Cluster Bombs - Needs 1 slot.
Railgun - 1 slot.
Venom - 1 slot unless the graphics from the Defiler attack are still there
Poison Spines - 1 slot
Collapse - 1 slot
The rest are melee.
However, throw in a slot for good measure, since we might need it for an explosion.
BSTRhino
01-05-2005, 5:11 PM
The Venom attack image is still there and works fine. You will be able to use it, (normal) people will never have seen it before.
Are you sure that every weapon/spell up there takes 1 slot in images.dat? Here are my 'issues' at the moment.
Energy surge
Is this like the Archon's psionic shockwave, but using your own graphic?
Current estimation: 1 flingy, 1 sprite, 1 image. Shockwave graphics built into unit frames.
Mind rot
If mind rot is just a modified or replacement psionic-storm graphic then you're right.
Current estimation: 1 flingy, 1 sprite, 1 image.
Charge
In iscript it is impossible to make a unit move during its attack animation to the best of my knowledge. However, there are other ideas that I've always wanted to do that might be able to make a unit look like it's charging to an extent.
Current estimation: 1 flingy, 1 sprite, 1 image
Seeker Missiles
That's easy enough, I won't have to allocate any images to it.
Current estimation: no new images.
Psionic Burn
Again, is this a modified/replacement psionic storm graphic?
Current estimation: 1 flingy, 1 sprite, 1 image
Pulse laser
Easy enough...
Current estimation: no new images.
Static bolt
If this is a bouncing weapon, does it cause some sort of explosion or mark whenever it bounces?
Current estimation: 1 flingy, 2 sprites, 2 images
Hellfire cluster bombs
Does this use an existing explosion or is the explosion built into the cluster bomb frames?
Current estimation: 1 flingy, 1 sprite, 1 image
Railgun
Is this like the lurker weapon? Does it use an existing explosion or is the explosion built into the graphic?
Current estimation: 1 flingy, 2 sprites, 2 images
Venom
Using the existing venom graphics will work fine.
Current estimation: no new images.
Poison spines
I get the idea this weapon is like the hydralisk weapon with splash damage? If so, will you use the same explosion graphic?
Current estimation: need more info.
Collapse
I have no idea what this does.
Current estimation: need more info.
New flingies: 7
New sprites: 9 + 1 spare
New images: 9 + 1 spare
I will find another spare sprite and image entry, and a flingy if it's available.
Dark_Soul74
01-05-2005, 5:21 PM
Energy surge
Is this like the Archon's psionic shockwave, but using your own graphic?Mind rot
If mind rot is just a modified or replacement psionic-storm graphic then you're right. It's an appear on target attack.
Charge
In iscript it is impossible to make a unit move during its attack animation to the best of my knowledge. However, there are other ideas that I've always wanted to do that might be able to make a unit look like it's charging to an extent.We can do the same thing as they do for making Zerglings move. :P
Psionic Burn
Again, is this a modified/replacement psionic storm graphic?Appears on target
Static bolt
If this is a bouncing weapon, does it cause some sort of explosion or mark whenever it bounces? It might be nice to have a little spark left over, but we can use the SCV drilling spark.
Hellfire cluster bombs
Does this use an existing explosion or is the explosion built into the cluster bomb frames?Existing ones
Railgun
Is this like the lurker weapon? Does it use an existing explosion or is the explosion built into the graphic?It'll be built in.
Poison spines
I get the idea this weapon is like the hydralisk weapon with splash damage? If so, will you use the same explosion graphic?I'm going to build it in as well/
Collapse
I have no idea what this does.It's a missile, then a bit of a mini earthquake thing explosion. It all fits into the same grp
BSTRhino
01-05-2005, 5:55 PM
Okay, here's my revised estimates
Energy Surge
Appears on target like the Corsair's Neutron Flare.
Current Estimate: 1 flingy, 1 sprite, 1 image
Mindrot
Appears on target like the Corsair's Neutron Flare.
Current Estimate: 1 flingy, 1 sprite, 1 image
Charge
Of course, I'm such an idiot, I thought charge would mean it'd be able to charge into the target from a range.
Current Estimate: no new graphics.
Psionic Burn
Appears on target like the Corsair's Neutron Flare (or the Marine's Gauss Rifle, or the Hydralisks Needle Spines, or the Ghost's C-10 Canister Rifle, or the...)
Current Estimate: 1 flingy, 1 sprite, 1 image
Static Bolt
So, this is the SCV's fusion cutter, except it moves? We can make it leave behind a spark whenever it hits something, that's simple iscript. I presume this weapon leaves behind no trail? Also, what does "Bouncing(4)" mean in your stats list there?
Current Estimate: 1 flingy, 2 sprites, 2 images
Hellfire cluster bombs
New bomb graphics, uses existing explosions. I presume this weapon has no trail?
Current Estimate: 1 flingy, 1 sprite, 1 image
Railgun
Like the lurker weapon with a built-in explosion. Does this weapon leave a trail behind?
Current Estimate: 1 flingy, 1 sprite, 1 image
Poison Spines
Some sort of missile (or appears on target flingy, it doesn't make a difference) with an explosion it seems. Does this missile have a trail?
Current Estimate: 1 flingy, 1 sprite, 1 image
Collapse
Missile. Does this have a missile trail?
Current Estimate: 1 flingy, 1 sprite, 1 image
That's about done. Now let's see what we need to consider for units. For units, I'll allocate 1 flingy, 1 sprite and 2 images to each. That should be all that is necessary for a unit and its shadow, unless you want to make a unit like an Archon (perhaps your merge templar?) which has things going around it, or a unit that has special effects when it walks or goes idle.
Also, now that I think of it, you're going to do the StarGraft at least for all the spells, right? hidiho can do the things like the buttons for building units. Not because he's dumb, but I don't think he deserves to be under that sort of stress making such tough StarGraft buttons lol...
Dark_Soul74
01-05-2005, 6:02 PM
It's not that hard. :P
BSTRhino
01-05-2005, 6:08 PM
Is too.
Weapons
Flingies: 6
Sprites: 9 + 1 spare
Images: 9 + 1 spare
Units
Units: 15
Flingies: 15
Sprites: 15
Images: 30
Dark_Soul74
01-05-2005, 6:16 PM
The Decalisk will use a new one, and possibly the Tirataling.
BSTRhino
01-05-2005, 6:31 PM
I see. So, how about sound effects? Any new ones there?
Dark_Soul74
01-05-2005, 6:33 PM
Not at first, since they're not neccesary yet.
BSTRhino
01-05-2005, 8:02 PM
How cool.
Next questions...
EdvardMunch, AqoTrooper asked for more of a description on what terrain you would like for your map. Check back a few 10 posts or so...
StealthyDeath and Dark_Soul74, are you using any heroes/powerups/critters in your campaigns?
Dark_Soul74
01-05-2005, 8:03 PM
I'm keeping the Rhynadon for the sake of ambience, as well as one powerup(the bomb in Edvard's campaign), but other than that, there is only the Civilian to be kept.
StealthyDeath
01-05-2005, 8:55 PM
I will be using Samir Duran, Gui Montag, Tom Kazansky, and probably Magellan.
EdvardMunch
01-05-2005, 9:07 PM
The levels for Aqo:
There's 3 levels that you can do (actually 2. The third is more of a redo, if you so choose. I originally did have 3 levels for you to make, but I've decided to turn that last level into an infiltration level too, so I gotta make it).
Level 1
Terrain: Twilight.
Size: Whatever you desire. Fleur-de-Lis
Story: The Protoss campaign ends with the Protoss beating the crap out of the Zerg while they are on the moon. The Zerg campaign begins roughly the same way. In this level, the Zerg will destroy the Protoss' main. They'll also spot a khydarin field that could be useful later on.
They'll also find some Zerg which were made passive by the planet's force field (back when the moon was closer to the planet). As a cerebrate, you can rescue these Zerg and make them fight for you. Furthermore, they'll have some new units you've never seen before. One of the cerebrates (there's two cerebrates leading this campaign) will assimilate the new units and start working on variations.
At the end of the mission, a dark templar will come out of nowhere and attack the cerebrate which is on the planet. The dark templar will slash the cerebrate once and then be killed. Thanks to slashing the cerebrate, the DT will have unwittingly revealed all of its secrets to our cerebrate heroes, including where the Protoss bomb is.
Necessities:
1. One of the cerebrates needs to be in the base.
2. There must be a khydarin field (preferably on the edges of the map).
3. The Protoss need a main.
4. There need to be some rescuable Zerg somewhere that the player will innevitably find.
I already made a level 1 which is attached to the bottom of the post. If, however, you can do better or improve that one, by all means (I'm not very impressed with it).
Level 2
Terrain: Space.
Size: Whatever you desire. Fleur-de-Lis
Story: The Terrans have the Protoss bomb and are taking it back to planet via battlecruiser. You have two options for getting the bomb back.
1. Quickly build a large force (units and amounts to be specified) in less than ten minutes. This large force will be used in level 3a to chase the battlecruiser down.
2. Spend time attacking the very large Terran base to get to and infest one of their command centers (which are very well protected). You will then build infested terrans (a new type that DS is making, though nothing flashy) which look close enough to Terrans to fool them. These infested terrans will then, in level 3b, sneak through the Terran base on the planet to get the bomb back.
Necessities:
1. The Terrans cannot have any command centers outside of their well-defended base. This means that outposts may either be non-mining outposts owned by Terrans, or the Protoss can have a few expansions on the space platform.
2. The Terran base needs to very big and pretty far away, so it is impossible to infest a command center before the ten minutes are up.
Level 4
Terrain: Twilight.
Size: Whatever you desire. Fleur-de-Lis
Story: This is the last level of the campaign. You have stolen the bomb from the Terrans, but discover it is damaged and will not be powerful enough to blow up the planet. However, you have an idea: If you detonate it next to a khydarin field, the field will magnify the blast enough to more than compensate.
The Terrans know this so they have set up a base to protect the khydarin field. Furthermore, one of the two cerebrates, who was making new Zerg units by assimilating passive Zerg, has been driven insane from the genetic impurities in the passive zerg's blood. Thus, you'll also have to fight a cerebrate and his Zerg base. (The insane cerebrate subplot is something that I build up to. Don't worry dear reader, it won't come out of nowhere.)
Your goal: Get the bomb to the khydarin field and set it off.
Necessities:
1. This is the same khydarin field that we saw in mission 1, therefore all of the surrounding terrain and doodads must be the same too. Since the Zerg are coming for the khydarin field from a different direction than they did in the first map, the first map won't be reused.
2. The enemy cerebrate's base.
3. The UED's base guarding the khydarin field.
These are the player colors:
Zerg: Red
UED: Green (I guess you'll have to use SCMDraft for this one)
Rescuable Zerg: Purple
Protoss: Brown
DS, it's looking like my storyline will change the Protoss storyline in the following ways. Is this okay?
- The Protoss have a khydarin bomb for some reason
- This khydarin bomb is lost to the Terrans on a space platform
- One of the Protoss heroes are a dark templar (when a DT is killed in level 1, I think it would be interesting if it were one of the Protoss' heroes)
- The Protoss have at least 2 heroes
- The Zerg will find out about the energy field surrounding the planet sometime during the Protoss campaign (maybe the Protoss will lure a lot of Zerg into the energy field and pacify them?)
- The Zerg are actually pursuing the Protoss, and so they already know that the Protoss have the bomb
Dark_Soul74
01-05-2005, 9:19 PM
You can do whatever you'd like, Edvard, just keep it centered on a similar storyline. It's hte point of me doing mine later. :P
BSTRhino
01-05-2005, 10:13 PM
Is the storyline on the server or somewhere... I wouldn't mind to read it.
And... I feel like we're getting stuff done again. See what I mean by it's my fault when things don't happen? It's not completely true that it's always my fault when nothing happens, but it's at least partly true.
StealthyDeath
01-05-2005, 10:18 PM
I'll need the Psi Emitter too. The one unit I will not be using in the campaign will be the Valkyrie, so if you would like to edit that, you can, unless it will be used in protoss and zerg campaigns.
I'll upload my part of the story on to the server.
Dark_Soul74
01-05-2005, 10:32 PM
Valkyries are standard units, I'm not getting rid of them. :P
BSTRhino
01-06-2005, 6:29 AM
Here's the list of units we'll replace and how many entries are freed up by getting rid of them:
14 Terran Heroes - 11 units, 0 flingies, 0 sprites, 0 images
Sarah Kerrigan ignored
#10 (Gui Montag) - 1 unit, 0 flingies, 0 sprites, 0 images
#17 (Alan Schezar) - 1 unit, 0 flingies, 0 sprites, 0 images
#18 (Alan's Turret) - 1 unit, 0 flingies, 0 sprites, 0 images
#19 (Jim Raynor [Vulture]) - 1 unit, 0 flingies, 0 sprites, 0 images
#20 (Jim Raynor [Marine]) - 1 unit, 0 flingies, 0 sprites, 0 images
#23 (Edmund Duke [Tank Mode]) - 1 unit, 0 flingies, 0 sprites, 0 images
#24 (Edmund's Turret [Tank Mode]) - 1 unit, 0 flingies, 0 sprites, 0 images
#25 (Edmund Duke [Siege Mode]) - 1 unit, 0 flingies, 0 sprites, 0 images
#26 (Edmund's Turret [Siege Mode])
#27 (Arcturus Mengsk) - 1 unit, 0 flingies, 0 sprites, 0 images
#28 (Hyperion) - 1 unit, 0 flingies, 0 sprites, 0 images
#29 (Norad II) - 1 unit, 0 flingies, 0 sprites, 0 images
#100 (Alexei Stukov) - 1 unit, 0 flingies, 0 sprites, 0 images
#102 (Gerard DuGalle) - 1 unit, 0 flingies, 0 sprites, 0 images
6 Terran Buildings - 6 units, 6 flingies, 6 sprites, 12 images
#119 (Unused Terran Building) - 1 unit, (expected but unchecked) 1 flingy, 1 sprite, 2 images
#121 (Unused Terran Building) - 1 unit, (expected but unchecked) 1 flingy, 1 sprite, 2 images
#126 (Crashed Battlecruiser) - 1 unit, 1 flingy, 1 sprite, 2 images
#127 (Ion Cannon) - 1 unit, 1 flingy, 1 sprite, 2 images
#190 (Psi Disrupter) - 1 unit, 1 flingy, 1 sprite, 2 images
#200 (Power Generator) - 1 unit, 1 flingy, 1 sprite, 2 (possibly 3) images
9 Zerg Heroes - 8 units, 0 flingies, 0 sprites, 0 images
All heroes except Infested Kerrigan and Infested Duran
#48
#49
#52
#53
#54
#55
#56
#57
2 Zerg Units - 2 units, 2 flingies, 2 sprites, 4 images
#91 (Unused Zerg) - 1 unit, (expected but unresearched) 1 flingy, 1 sprite, 2 images
#92 (Unused Zerg) - 1 unit, (expected but unresearched) 1 flingy, 1 sprite, 2 images
6 Zerg Buildings - 6 units, 6 flingies, 6 sprites, 12 images
Both cerebrates ignored
#145 (Unused Zerg Building) - 1 unit, 1 flingy, 1 sprite, 2 images
#147 (Zerg Overmind [Shell]) - 1 unit, 1 flingy, 1 sprite, 2 images
#148 (Zerg Overmind [No shell]) - 1 unit, 1 flingy, 1 sprite, 2 images
#150 (Mature Chrysalis) - 1 unit, 1 flingy, 1 sprite, 2 images
#153 (Unused Zerg Building) - 1 unit, 1 flingy, 1 sprite, 2 images
#201 (Overmind Cocoon) - 1 unit, 1 flingy, 1 sprite, 2 images
11 Protoss Heroes - 11 units, 0 flingies, 0 sprites, 0 images
All Protoss heroes except for Warbringer (Reaver) and Gantrithor (Carrier).
#74 (Dark Templar Hero Unit) - 1 unit, 0 flingies, 0 sprites, 0 images
#75
#76
#77
#78
#79
#80
#86
#87
#88
#98
6 Protoss Buildings - 6 units, 6 flingies, 6 sprites, 13 images
Protoss Temple not replaced - I think it's a doodad.
#158 (Unused Protoss Building) - 1 unit, 1 flingy, 1 sprite, 2 images
#161 (Unused Protoss Building) - 1 unit, 1 flingy, 1 sprite, 2 images
#168 (Stasis Cell) - 1 unit, 1 flingy, 1 sprite, 2 images
#173 (Khaydarin Crystal Formation) - 1 unit, 1 flingy, 1 sprite, 2 images
#175 (Xel'Naga Temple) - 1 unit, 1 flingy, 1 sprite, 2 images
#189 (Warp Gate) - 1 unit, 1 flingy, 1 sprite, (needs checking) 3 images
6 Powerups - 6 units, 6 flingies, 6 sprites and 12 images
Psi emitter and all mineral chunks and gas sacs ignored
#128 (Uraj Crystal) - 1 unit, 1 flingy, 1 sprite, 2 images
#129 (Khalis Crystal) - 1 unit, 1 flingy, 1 sprite, 2 images
#215 (Flag) - 1 unit, 1 flingy, 1 sprite, 2 images
#216 (Young Chrysalis) - 1 unit, 1 flingy, 1 sprite, 2 images
#218 (Data disc) - 1 unit, 1 flingy, 1 sprite, 2 images
#219 (Khaydarin crystal) - 1 unit, 1 flingy, 1 sprite, 2 images
5 Critters - 5 units, 5 flingies, 5 sprites, 10 images
Rhynadon ignored
#90 (Bengalaas) - 1 unit, 1 flingy, 1 sprite, 2 images
#93 (Scantid) - 1 unit, 1 flingy, 1 sprite, 2 images
#94 (Kakaru) - 1 unit, 1 flingy, 1 sprite, 2 images
#95 (Rangasaur) - 1 unit, 1 flingy, 1 sprite, 2 images
#96 (Ursadon) - 1 unit, 1 flingy, 1 sprite, 2 images
Units Total
Units: 61
Flingies: 31
Sprites: 31
Images: 63
I remember we needed about 30 new images.dat entries for weapons, and we will need 30 new images.dat entries for the new units as well. So we just might be able to fit everything in. I hope I do my calculations right lol... if we really run out, I'll start taking tileset doodads. One of these days I probably should ask a map programmer for a list of doodad sprite IDs. Then I could write a program to search for unused entries, without the manual labour like I just used then.
Dark_Soul74
01-06-2005, 7:18 AM
o.o
Seems good. I've been working on getting this Ceraling model done, making it seem more like a transition from Zergling to Omegalisk than anything else.
StealthyDeath
01-06-2005, 9:13 AM
The unused buildings don't have flingy, sprites, and image. Both overminds share the same shadow image. And the Protoss Temple can be used too.
Dark_Soul74
01-06-2005, 10:44 AM
http://img1.yoxio.com/img/127977.jpg
My model so far. Any suggestions?
Is that good enought for a mission 1 map?
if not, tell me whatcha want me to fix.
I'll make the others a bit later.
EdvardMunch
01-06-2005, 12:27 PM
Wowzville! That level 1 is so much better than anything I can do! I love it, I love it. I can't wait to see what you can do with space platforms.
BSTRhino
01-06-2005, 3:51 PM
The unused buildings don't have flingy, sprites, and image. Both overminds share the same shadow image. And the Protoss Temple can be used too.
Yeah, I was just thinking about that after I finished. Those unused buildings use that scout image that crashes the game don't they?
Well, I'm going to have to look further than units.dat for free images.dat entries then...
Dark_Soul74, I only really have one suggestion. Make the front of the body (it's 'shoulders') broader. The legs look a little thin, but it would probably take ages to make them look realistic, so don't worry about that. Also, in the final version, they'd probably look a lot smaller than that, wouldn't they?
AqoTrooper, thank you! You are a great terrainer. Seriously. I saw what you did on Hortorn's map too. I'm so glad we convinced you not to go. Woohoo! We got AqoTrooper!
Dark_Soul74
01-06-2005, 4:29 PM
http://img1.yoxio.com/img/128079.jpg
That better?
Also, BST, some friends of mine were interested in getting a PHP site set up for their HL mod server, thought you might know something helpful?
BSTRhino
01-06-2005, 5:05 PM
Okay, that looks fine.
Tell your friends that I haven't found a (good) free PHP server with MySQL, so they'd have to be able to compensate with pretty good programming skills... but Spdstr's free host, hostultra.com will host PHP sites for free, and the MySQL database is just a single $5 payment.
Check out this thread Dark_Soul: http://www.warboards.org/showthread.php?t=7539
Dark_Soul74
01-06-2005, 5:54 PM
That's odd...My post was deleted...
Anyway, they already have a server and some choices for free PHP forums, they'd just need a page to be programmed, including things that show recent posts and stuff, like http://www.force137.com
Here is the map for mission 2, sorry it took so long...
P.S. if you don't like the map, tell me what's wrong and I'll fix it.
EdvardMunch
01-08-2005, 10:36 AM
The map is really wonderful looking, (and that's a really interesting concept for the terrain. Damn you come up with some original stuff) however the map size is a bit too big. Could you remake the map to be at most 192x192?
Dark_Soul74
01-08-2005, 10:38 AM
http://img1.yoxio.com/img/128541.jpg
http://img1.yoxio.com/img/128542.jpg
Ceraling and Raven models, tell me if you see anything that should be changed now. And yes, the Ceraling has its legs as though it is walking, and probably should be brightened.
Sikawtic
01-08-2005, 10:46 AM
They look good to me ^_^
Hawthorne
01-08-2005, 12:04 PM
I'm not a part of ST but I have just one suggestion(sorry if I'm breaking any rule by doing so):
Make the raven's front side "sharper".
Dark_Soul74
01-08-2005, 12:08 PM
Like this?
http://img1.yoxio.com/img/128554.jpg
The map is really wonderful looking, (and that's a really interesting concept for the terrain. Damn you come up with some original stuff) however the map size is a bit too big. Could you remake the map to be at most 192x192?256*256 is wrongo?
k, I'll make a smaller one.
Tell me if there're any limitations on the next mission because if not I'll make another 256*256 (huge maps are fun!).
EdvardMunch
01-08-2005, 1:56 PM
Nope, there aren't any limitations for the last map beyond what I already mentioned.
Hawthorne
01-08-2005, 3:37 PM
Almost perfect maybe make the width of the front part a little smaller and it will be perfecto.
My blood cries out for the vengance of my people's blood, which can be only repaid with at least twice as much blood, or maybe three times as much blood, like if you would to hell, and it was full of blood, and that blood was on fire, and it thus raining blood and maybe that would be enought blood, but probably not...
-.-
Dark_Soul74
01-10-2005, 5:03 PM
http://img1.yoxio.com/img/129295.jpg
Any suggestions from here?
BSTRhino
01-10-2005, 5:11 PM
That's looking good. I would consider that finished actually. How about you guys?
Once I've finished this wonderous (solo) map I'm making I'll rework out a list of available weapons.dat, flingy.dat, sprites.dat and images.dat IDs, then allocate everything to each unit. I hope we have enough.
Dark_Soul74
01-10-2005, 10:07 PM
Sounds good. I've been doing constant evaluation on the thing, and I think I'll get it completely finished soon.
Any details on this map, BST? :P
Hawthorne
01-11-2005, 12:30 PM
Very good no suggestions.
Well actually I have one but I don't know if you can accomplish it:
When it burrows it goes in like a worm or a rattlesnake you know instead of burrowing immeaiately it burrows slowly part by part - head first,body,tail....
BSTRhino
01-13-2005, 6:42 PM
Grrrr... I pressed the "compact" button in WinMPQ and it corrupted my latest version of the map. I have an old version, but I don't want to do all the triggering again, I don't have that much time.
I'm going to work on this project again next. Then I'm going to make a super-powered triggering programming language in .NET or Java. Then I'll finish the map I originally set out to complete.
Dark_Soul74
01-13-2005, 8:35 PM
I'm going to start on the art for the Tirataling, and possibly the Decalisk, depending on what I eventually decide on for the Monolisk. If someone else were to get gmax and help, it'd be pretty nice of them. :)
EdvardMunch
01-21-2005, 3:43 AM
Now that I'm in the full swing of school, I've got the time to finally came up with some decent dialogue and so I finished off map 1 of the Zerg campaign, here it is: http://blizzscums.kupatrix.com/maps/uploads/Zerg Mission 1.zip (I don't really know how to use IceFlare's ST site...) The second map in the zip file is merely a placeholder.
So please, dear Starchitects, play it and tell me what you think! This map picks up from the Protoss campaign, which ended with them beating the tar out of the Zerg. Also, I realize that the ending to the map is a little confusing/poorly written, but the holes will be filled in on the briefing to the next map.
This next portion of the post exists mainly for my benefit. I intend to keep a log of my progress, where I give myself deadlines and whine about the creation process and such. Hopefully, this will keep me working, and I can finish off my part of the campaign.
================================================== ==============================================
I'm starting mission 2 next. Aqo made me some lovely terrain I'll probably end up using, but I've since rediscovered the fine profession of terraining and I have an intriguing idea that involves mile-long bridges in the space terrain that I'd like to explore. Thus, I'd like to take a crack at making the terrain for the next level.
DEADLINE: The terrain for level 2 will be done Sunday.
I finished off map 1 of the Zerg campaign, here it is: http://blizzscums.kupatrix.com/maps/uploads/Zerg Mission 1.zip
So please, dear Starchitects, play it and tell me what you think!
I'd like to play it but it's coded so I can't!
X(
Anyhow, I'll put the terrain for the next mission tomorrow, it'll be SAT and I'll have free time to finish it.
EdvardMunch
01-21-2005, 9:04 AM
It's coded? How? It's just a standard zip file that's been uploaded to the kupatrix server.
Dark_Soul74
01-21-2005, 2:32 PM
It's nothing. You simply have to save the .zip onto your computer, then open it, rather that opening it directly. It's probably something with how Neo's server handles .zip
StealthyDeath
01-21-2005, 8:12 PM
I think he means the password to the server. He may not have it.
Anyway, I've been working on my maps slowly since lately I can barely spare any time I get. Hopefully after this next week I will work on them more then I have been.
EDIT: Edvard, the map was awesome. The only problem may be that the original protoss AI does not spawn Dark Templars to attack and the computer in the expansion rarely creates any. That's one of the downside to have a dark Templar at the location when it is killed. You can have triggers that create Dark Templars and you order them to attack the cerebrate too.
EdvardMunch
01-23-2005, 11:00 PM
Thanks SD! How did you like Aqo's terrain? I love it.
I actually prefer that the cerebrate not be attacked, because I restore his health right before the ending cutscene (because otherwise, there's a chance our 4 DTs could actually kill the cerebrate). If Tarun is never attacked, we can't notice his health be restored.
So up next: I need to make a few small changes to Aqo's level 2 to make the Terran Command Center harder to get to. Then I need to write up some long briefing and some in-game dialogue.
Deadline: I'll be done with the second level wednesday.
In Actuality: I'll be done with the second level thursday.
Dark_Soul74
01-23-2005, 11:09 PM
Sounds good. Hopefully this means I can start my part soon. :)
*looks around*
tada!
If it's not whatcha need - tell me and I'll fixit.
EdvardMunch
01-24-2005, 9:05 AM
I just need the crazy cerebrate's forces moved away from the UED. Although the crazy cerebrate works against you, the UED still considers it an enemy (though the two won't attack each other in-game).
And also, I'm throwing in another map. This map comes right before the last map (the one you just made) and is on the twilight tileset. The map is just a movie map, so it doesn't need to be very balanced. The movie map involves me going into detail with what makes the cerebrate go mad.
Specifically, our two cerebrates talk while they blow away 2 medium sized Terran bases and 1 great big Terran blockade. There should be a good deal of distance between the three bases, to allow for rest time. The movie map will progress from the top of the map to the bottom, and at the very bottom, the terrain will be ocean (the implication being that the cerebrates will fly their forces over the ocean and into your map, which has an ocean at the top).
When we release the campaign, we should change up the minerals and start locations and release your maps as melee maps.
I just need the crazy cerebrate's forces moved away from the UED. Although the crazy cerebrate works against you, the UED still considers it an enemy (though the two won't attack each other in-game).
Ok I'll change some locations and terrain. np.
And also, I'm throwing in another map. This map comes right before the last map (the one you just made) and is on the twilight tileset. The map is just a movie map, so it doesn't need to be very balanced. The movie map involves me going into detail with what makes the cerebrate go mad.
Specifically, our two cerebrates talk while they blow away 2 medium sized Terran bases and 1 great big Terran blockade. There should be a good deal of distance between the three bases, to allow for rest time. The movie map will progress from the top of the map to the bottom, and at the very bottom, the terrain will be ocean (the implication being that the cerebrates will fly their forces over the ocean and into your map, which has an ocean at the top).
So, make this too?
okeydokey :)
When we release the campaign, we should change up the minerals and start locations and release your maps as melee maps.And why's that?
EdvardMunch
01-24-2005, 5:24 PM
Because I think your maps work just as well for melee maps as they do for campaign maps.
EdvardMunch
01-28-2005, 9:44 AM
Sorry to throw all this extra work in your lap Aqo, given that you've got something like 5 other projects going on, but could you...
1. Rework the terrain of Level 2 to make it take longer to get to the Terran base by land?
2. Beef up the security of the Terran base? It needs to be strong enough so we can be absolutely sure that the Command Center cannot be infested within 10 minutes of the map's beginning.
3. Throw in a few, small, expansions? The idea behind them is that one of your options for completing this level is to build a very large army, but the resources you have at the beginning aren't enough, and so you need to take some small expansions to increase your money count and aid with unit production.
I've still got two maps to make from the ground up and, conceptually, they're big maps, so you can take virtually as long as you want to make the fixes.
And now for the part of the post that matters only to me:
I'm gonna start working on level 3a, the one where you have a large army of Zerg and you have to chase the battlecruiser across the map and destroy it before it gets to the other side. What I will need to do...
1. Plan it out
2. Make the terrain
3. Trigger it up
4. Throw in dialogue
I'll shoot for a deadline of sunday to have the map all planned out.
Sorry to throw all this extra work in your lap Aqo, given that you've got something like 5 other projects going on, but could you...
1. Rework the terrain of Level 2 to make it take longer to get to the Terran base by land?
2. Beef up the security of the Terran base? It needs to be strong enough so we can be absolutely sure that the Command Center cannot be infested within 10 minutes of the map's beginning.
3. Throw in a few, small, expansions? The idea behind them is that one of your options for completing this level is to build a very large army, but the resources you have at the beginning aren't enough, and so you need to take some small expansions to increase your money count and aid with unit production.
No problem, I'll do that.
But I wanna finish BST's quastion first so if you need it right now tell me and I'll do that first but if it's ok for you another 3-6 days than I'll just keep my ordinary deadlines.
EdvardMunch
01-28-2005, 5:21 PM
That's fine, stick with your original deadlines.
Dark_Soul74
01-28-2005, 5:28 PM
Anyone got some good free photo editing programs other than PSP and Adobe CS with a trial? I need it to get the Decalisk done, as well as refine the frames of the Raven and such for SC...
EdvardMunch
01-29-2005, 10:41 AM
EDIT: Whoops. Scratch that. I found the post where you give all of the unit info.
Dark_Soul74
01-29-2005, 5:04 PM
http://img1.yoxio.com/img/134811.png
Approximately sized Ceraling, at various angles but only one pose. Any suggestions? If not, I'll generate the frames using this version.
Oh, and by generate, I mean take forever sharpening and blurring by hand in GIMP.
EdvardMunch
01-31-2005, 9:31 AM
Wow Aqo, your new level 2 is great. I wish I could think of specifics to add some meat to the praise, but I can't think of any. I just really think the new level 2 is great. Level 3 looks cool too. Good luck on that trigger question!
Good luck on that trigger question!
Thanks, I'll need it :concern:
Oh, and here is the terrain for the movie map.
Dark_Soul74
02-02-2005, 7:09 PM
*bump*
Graphics update...
1) Anyone want to comment on the Ceralisk graphics at all?
2) I'll be adding a team-color spine to the back of the Drone, I'll be adding it as soon as I can locate a good editor, and the Dronling will be done.
3) The only graphics that are really left, then, are the Omegalisk, Lancer, Monolisk, Tagarin, Archtemplar, and Tirataling.
1) Anyone want to comment on the Ceralisk graphics at all?
It's a good model but looks too much like a zergling and the legs are weird.
StealthyDeath
02-03-2005, 2:27 AM
Update from me:
Maps 1-3 are done completely. Next up is 4 and 5 and bug testing of each one. Probably be done in maybe 2-3 weeks. I don't really like to set deadlines so it's either 2-3 weeks or except something else...
Hawthorne
02-03-2005, 3:30 AM
PS: I'm interested could you do something with modding on these maps.
Perhaps all units leave a trail that fades away short after.
( It would spicen up the whole thing :) )
Dark_Soul74
02-03-2005, 6:22 AM
It's supposed to look like a Zergling, since it's the evolved form of it. :P
How should I change the legs?
Hotorn, this is a serious expansion pack, not a mod that just adds crazy things and sees if they'll work. Adding trails to every unit would be next to useless, though not particularly hard.
It's supposed to look like a Zergling, since it's the evolved form of it. :P
How should I change the legs?
Well, hives evolve from drones, but they look nothing the same.
Hydralisks and lurkers - no imagination.
mutalisks and fatass devourers... the same? no way.
larvas and ultralisks, are they alike?
Anyhow... it looks like a four leg spider because of the knees which are higher than the back, but eh... I dunno... maybe if it wasn't all team colored like the ling it was better.
Hawthorne
02-03-2005, 8:06 AM
I wouldn't say useless.
It would be a good way of tracking an enemy on a big snow map for instance or on a desert map.
Ofcourse I know it's a big expansion pack.
it's just that I've always liked the footsteps from Age of Empires :]
hidiho2
02-03-2005, 10:23 AM
I'm sorry, I haven't been on Warboards for a looong time. Whats happening with this project?
Dark_Soul74
02-03-2005, 2:39 PM
Read the posts and find out. :P
Edit:http://img1.yoxio.com/img/136077.png
How's that?
EdvardMunch
02-03-2005, 7:33 PM
It's a cool looking sprite, I especially like that sinister smile. Do you have enough sprites so we can see it in motion?
Totally unrelated thought: If WB.org is the official forums of SC.org, and the WB awards can be posted on SC.org, does that mean we're the official map making group of SC.org...?
Dark_Soul74
02-03-2005, 7:35 PM
Technically. :P
I just got a editor, so I'll be getting something together now.
Chronoteeth
02-04-2005, 2:14 AM
Why are you using models for a sprite based game?
StealthyDeath
02-04-2005, 2:21 AM
You make the models then you take the angle shots of it to create your sprites.
Dark_Soul74
02-05-2005, 2:02 PM
http://img1.yoxio.com/img/136589.png
How's that for an unneccesarily large compilation?
How's that for an unneccesarily large compilation?
nice, all 17 idel graphics.
what I can suggest you is that when you walk-animote it, make sure to make the legs move a lot on the first frame, lil more on the second, and than going back to idel slowly, so that it'll look like it's running.
Dark_Soul74
02-05-2005, 8:16 PM
Raven time!
http://img1.yoxio.com/img/136722.png
Edit:
Lodestar 2
http://img1.yoxio.com/img/136789.png
BSTRhino
02-06-2005, 12:51 AM
Finally, here's the unit list. I've tried to make it so that it wouldn't be too hard to replace the units. Hopefully Alexei Stukov will work out as a cloaking unit.
Archtemplar - #71 - replaces Tassadar
Hyperdrive Lancer - #80 - replaces Mojo
Merge templar - #76 - replaces Tassadar/Zeratul
Tagarin - #87 - replaces Aldaris
Raven - #10 - replaces Gui Montag
C.O.B.R.A. - #100 - replaces Alexei Stukov
Hellfire dropship - #28 - replaces Hyperion
Lodestar - #29 - replaces Norad II
Ceraling - #54 - replaces Devouring One
Omegalisk - #52 - replaces Unclean One
Dronling - #55 - replaces Kulkuza (Mutalisk)
Tirataling - #56 - replaces Kulkuza (Guardian)
Decalisk - #57 - replaces Infested Duran
Monolisk - #53 - replaces Hunter Killer
Burrower - #48 - replaces Torrasque
StealthyDeath
02-07-2005, 1:11 AM
I think I did mention that I will be using Gui Montag, but I can change it to Alan Schezar instead.
BSTRhino
02-07-2005, 3:23 PM
Oh okay, I must've mistakenly marked unit #10 as free. I'll change it to Alan Schezar, I just don't happen to know his unit ID since I'm at work currently.
Dark_Soul74
02-11-2005, 8:09 PM
http://img1.yoxio.com/img/138360.png
Current version of the Omegalisk. Suggestions?
That's not an Omegalisk, that's an Omglisk.
GJ! looks awesome!
Even tho dark brown could look better than black... but anyway, it looks really great! that's a truly scary bug!
Dark_Soul74
02-15-2005, 10:26 PM
http://img1.yoxio.com/img/139622.png
Hopefully final Omegalisk. kekekeke!
EdvardMunch
02-16-2005, 11:14 AM
I think that's the best incarnation of the omegalisk yet!
Dark_Soul74
02-16-2005, 2:38 PM
Good. :)
I'll be finishing the frames for the Ceraling and Raven this afternoon, and maybe even finish the Omegalisk too. :D
Dark_Soul74
02-21-2005, 10:07 AM
*mini-bump*
So, now that SD has retired, would anyone like to pick up his campaign?
The Ceraling frames are done, and as soon as I get them .grp compatible, I'll get them onto the server.
The Raven I'm having trouble making frames for. It was planned for it to have a barrel roll or flip when it attacked, but both would be hard to get right, and would look funny if the plane just sat there. Should it be like the Wraith and just have the one frame, or should it do something else, and if so, what?
Edvard, status report?
I'll have a list compiled of all the frame sets the units have, so that the iscripting can be done. (and so you guys can do some work on this thing. ^^)
EdvardMunch
02-21-2005, 10:32 AM
I'm about half-way through the first of two level 3s. I expect to have the map done by this sunday. Darn end-of-term school projects...
SD retired? Darn... How many levels did he finish? Last I heard, it was 3.
Dark_Soul74
02-21-2005, 10:37 AM
Sounds good.
His retirement post was in one of the stickied threads, and states that only his first map was finished(the other two mysteriously disappeared).
EdvardMunch
02-21-2005, 10:39 AM
Oh by the by, what units are you using for the new, human-looking infested terrans? That way, I know which units to use for the triggers.
If possible, could you make an infested marine, firebat, and ghost? (Like we said, no new frames, just a regular marine/firebat/ghost sprite with an infested portrait) Furthermore, is it possible to make the infested ghost capable of nuking?
Dark_Soul74
02-21-2005, 10:45 AM
Oh, yes, the Infesteds.... Hm... I'd say that we'll use the Infested Terran portrait and soundset for them, and just use some of the unused Zerg heros(You can pick). However...Nuking is tricky enough as it is. ^^
For the sprite, it'll probably have to be a small generic overlay sprite, if anything at all. If they're being sent into the base, I doubt anyone wouldn't notice spikes or something covering the guy.
EdvardMunch
02-21-2005, 10:48 AM
Like I said, just the standard unit sprite. It's okay if the ghost can't nuke.
It might be fun to record some new sounds for the infested terrans. I'm sure I can make a mean infested voice, but is there anyone around here who can edit my voice to sound like an infested terran?
Dark_Soul74
02-21-2005, 10:50 AM
If you can make one, I'd be happy to try to edit it. ^^
You can get on IRC and send it to me, if you have the ability.
Hawthorne
02-21-2005, 4:06 PM
Well I can't edit but I know a good program called CoolEdit.
It's really good ofr SC and you just convert the files when they're done.
Don't have an address on me :(
Try download.bg
DiscipleOfAdun
02-24-2005, 5:48 PM
Oh, yes, the Infesteds.... Hm... I'd say that we'll use the Infested Terran portrait and soundset for them, and just use some of the unused Zerg heros(You can pick). However...Nuking is tricky enough as it is. ^^
For the sprite, it'll probably have to be a small generic overlay sprite, if anything at all. If they're being sent into the base, I doubt anyone wouldn't notice spikes or something covering the guy.If you read http://www.warboards.org/showthread.php?t=8263, you will see how to add a nuke strike(patch 1.11b). If either a new exe patcher/an update to Memgraft is done, it will apply to the new 1.12b patch. Just my two bits.:)
Dark_Soul74
02-24-2005, 5:55 PM
We already knew how to do that, but thanks for your consideration. ^^
StealthyDeath
02-24-2005, 6:04 PM
Just a reminder. MemGraft won't be updated anymore, so don't bother excepting one.
Anyway, about the maps. It's already being done by someone. So you don't need to worry about it.
Dark_Soul74
02-24-2005, 6:07 PM
Oh yeah, may as well bring this up here, but how will we make the mod without MemGraft? Will we have to do it for older SC versions?
StealthyDeath
02-24-2005, 6:10 PM
It's going to be a singleplayer campaign so using an old version won't be that bad. I'm not on the team anymore so you'll have to figure out details among yourselves.
Sikawtic
02-25-2005, 7:47 PM
Whats going on in this? Down until new memgraft?
Are all the scenarios done yet even?
???
~SiKawtic
EdvardMunch
02-25-2005, 8:53 PM
I've finished level 2, I'm working away on level 3. I think we should have weekly meetings or something. Come to think of it, it seems like the wheels of group projects of all sorts (mapping, newspaper [the first one]) grind down because group members lose interest in the project and move in different directions. I think weekly meetings where we talk about the project (and not just "Does anyone have anything to say about the project?" "No." "Okay! Meeting's over!") would help to keep people interested in what's going on and might increase productivity.
If we were to go with this, everyone on the team should discuss when the meetings will be so going to them won't feel like a chore that's getting in the way of something else.
Dark_Soul74
03-04-2005, 2:28 PM
I completely agree. I myself have not A) Had much contact with SCTS members recently, and thus B) Have not really felt any motivation towards completing the graphics. =/
How does a meeting tonight or midday tomorrow(EST time) sound?
EdvardMunch
03-04-2005, 2:58 PM
How many others are still in this? Besides me and you, there was also BST for modding work. Wasn't Sikawtic also a modder? He's probably busy enough with the newspaper. Aqo was a freelance terrainer, though wasn't he also in on the modding? I can't remember... With SD gone, I'm the only person explicitly for campaigning.
I know what you mean about motivation. I think what we need to do is not just rekindle it, but get some new motivation. Namely, we need to shake things up. One suggestion for you is maybe to come up with a new unit and drop an older one you haven't made yet and aren't keen about. As for me, with all due to respect to the plot you had originally written up, I'd like to create a totally new campaign storyline. I know that at least for me, I'd be working again.
If we do come up with a new campaign storyline, it will solve one of the problems the current campaign will have, which is character desynchronization. Since the Zerg come last, I should be using the Protoss and Terran characters. However, since I don't know anything about them, I can't. Making a new campaign and starting from the beginning would easily skip that issue.
As for the time, I'm fine with midday saturday (I get to spend most of today catching up on my text reading). Maybe... 11:00 Pacific/2:00 Eastern?
Dark_Soul74
03-04-2005, 3:01 PM
Well, for characters, just use some people as replacements. My whole thing with the Protoss was to link the two.
If you really feel that way, we can go from SD's chunk foward, rather than creating the two ends and filling in the middle.
EdvardMunch
03-04-2005, 3:16 PM
Well, SD only has the one map, since the other two were lost. I was hoping to make an entirely new storyline, or, better yet, to take your story and reimagine it.
Come to think of it, reimagining your story would work a lot better than coming up with a new one, since we can stick with the characters, plot points, and not have to awkwardly work in some units, like the bomb or infested terran hybrids.
So in a really long-winded way I'm saying: I agree with you. Let's take SD's map and go off from there.
I fully intend to reuse Aqo's terrain, so that won't go to waste either.
Dark_Soul74
03-04-2005, 4:11 PM
Okay, so we'll discuss the new campaign setup in the meeting. I might have to change the time a little, though, since I most likely have something to do around that time, but I still have to look into it.
Seeing as this project keeps being worked-on, if any of you need any terrains than PM me and not only post here because I might not notice that.
And, gl on thee project!
Dark_Soul74
03-05-2005, 9:08 PM
Quick recap of the meeting:
Campaign restructured. You can ask Edvard.
Burrower changed into the Cephaling, a unit with a slow attack and low hp, but deals 1 damage consistently, with a chance of parasiting or mind controlling the target. :evil:
Dark_Soul74
03-11-2005, 8:46 PM
*bump*
So, any updates or a well-written summary, Edvard?
I've been spending my time on SCTS trying to figure out a good design for the Cephaling. The only things I've been able to think of are too similar to the Defiler. Any ideas?
DarkAbyssDL
03-15-2005, 9:06 PM
this sounds really sweet anyway i could get my hands on this when finished?
EdvardMunch
03-15-2005, 9:26 PM
Crap, I missed your post DS.
I'm sorry, but finals and catching up on reading I shouldn't have slacked off on is my priority, but I am still working on the Protoss campaign. Currently, I'm throwing a lot of plot points around and I'm trying to come up with something for this to be about (I'd rather if my Protoss story had a point rather than being just a series of events).
Dark_Soul74
03-15-2005, 10:03 PM
We all tend to slack off a little bit. ^^
So, any ideas for a Cephaling design?
So, any ideas for a Cephaling design? Make it look like a fat beatle ^^
MidnightGladius
03-16-2005, 6:21 PM
Or a grasshopper, at that :D
Dark_Soul74
03-17-2005, 6:31 AM
Maybe a slug with horns?
BSTRhino
04-02-2005, 12:34 AM
Dark_Soul74, I downloaded Graphics A.zip and I was very very impressed with the graphics! After looking at them, I've come up with a few issues before I can begin coding.
The Burrower and Merge Templar look like they will be the easiest to code, but I need information on how the animation should be done first.
Burrower
I'm seeing three frames, numbered 1-17, 18-34, 35-51. There are frames 52, 53 and 54, and my impression from seeing them is they are not going to be used, instead we are going to take the burrowing frames you made and use these instead. Correct me if I'm wrong.
I have also noticed that there is no death animation for the Burrower. What do you want to do with that? Borrow the lurker's one? Use one of those Terran explosions?
Merge Templar
This one's a little more complicated. I think this is split up into two sprites.
Walking trail sprite: Frames 000-016, 017-033, 034-050.
These frames will be played in order. And I also just worked out what a new iscript command means from looking at that! They must have a sprite creation command that makes the new sprite face the same direction as the original unit. I'll have to research that so I can replicate it later on.
Unit sprite: Frames 051-067, 068-084, 085-101, 102-118, 119-135, (for some reason frames 136 and 137 don't exist), 138-154, 155-171, 172-188
So, I have all the frame IDs. Now which ones should I use for walking, and which ones should I use when casting spells? Also again, there is no obvious death sprite, but we can use the walking trail frames for that if you wish, making the merge templar just fade out.
Hellfire Dropship
Looks real cool, but the annoying thing is that the dropships aren't centered. You'll see what I mean if you scroll through them quickly using the Windows Picture viewer. In one frame the dropship is closer to the top, in the next it's closer to the bottom, in the next one it's back up the top again, then it's closer to the right, so if you scroll through them quickly you can see the dropship jumping around the window.
This will look choppy in the game. We need to make the dropship look like it's rotating around the same point when it turns, so we need someone who can work a graphics program to move the dropship to eliminate this jumping around and make it so that the dropship looks like its rotating around the center point of the image. So, we need to find a graphics person who we can trust to do this. Anyone can if they want, it's not hard, it's just creating a mask and dragging it. I wonder if IceFlare or maybe Hawthorne wants to do it?
Lodestar
The Lodestar is the best looking unit in the collection! It'll look great in-game!
The Lodestar has the same issue as the Dropship, except slightly easier and slightly harder at the same time. First, the Lodestar does jump around a bit in its image, like the Dropship, so that needs to be fixed. It also needs to rotate around some kind of center point. At the moment it looks like its rotating about some point to the right of the image, and that will look funny in the game. You'll have your selection circle, and the Lodestar will be hanging on the right side of it rotating. It's a little more difficult because the Lodestar has 68 frames, not 17 like the dropship, so it'll take a little more dedication to fix up.
There are more things I need more information and work done on, but something just came up, and so I'll come back later to finish this list.
Dark_Soul74
04-02-2005, 6:53 AM
Burrower: We replaced this with the Cephaling, remember? I still need to know what you guys want for its graphics, too.
Merge Templar: It's all the unit graphics. I can make a list of when each set of frames is used, if you'd like.
Hellfire Dropship: I may be wrong, but aren't the graphics automatically centered in a .grp?
Lodestar: I'm probably making new graphics for this anyway, but we could make it work by seperating it into two sprites, the main one, and and overlay that goes around the sprite, enabling us to center it by keeping the middle sprite as whatever frame we need, and the outer part its match.
BSTRhino
04-02-2005, 7:30 AM
Okay, yes please make a list of what the frames for the Merge Templar mean. I'll be able to code it straight away.
I may be wrong, but aren't the graphics automatically centered in a .grp?
Yes. And no. If you have an image of size 63x63, then yes, StarCraft will center the graphics so pixel 32,32 is in the center of where the unit is drawn, but you're still allowed to position the center of your dropship at a point different from 32,32. So, you can squash your dropship into the top right of your 63x63 image, that will just mean that when StarCraft draws the dropship it'll appear to be up and right of the center position.
I'm not really sure about what you mean by two different sprites for the Lodestar. However, if the two sprite's graphics are going to have the same number of frames and the same palette, it is much easier on both of us to just stick them in one sprite. We're not gaining anything by putting them into two separate sprites in that case.
Dark_Soul74
04-02-2005, 7:57 AM
Well, the advantage would be to have a centered graphic, but I don't know how SC centers the gaphics...
Well, the advantage would be to have a centered graphic, but I don't know how SC centers the gaphics...
In the *.grp files, every image has to be 128*128 or 64*64 and the current image in the middle of it, so that it'll center.
Some units has image sizes like 64*128 by default but you'll have to change them into 128*128 because otherwise they cause bugs.
Also note that shadow is case-sensitive and may sometimes mess up so be careful with it.
BSTRhino
04-04-2005, 3:24 AM
So Dark_Soul, do you still want the Merge Templar to leave a trail behind when it moves? Also, which frames will be the Merge Templar's spellcasting/attacking animation?
Are you finalised with the hellfire dropship's graphics? If so, we can find someone to center the units straight away.
Dark_Soul74
04-04-2005, 3:17 PM
As I've explained on MSN to you, it loses the 'glow' when it's idle, and only then(no trail). You can use the rest as you'd like to, there is plenty of variety in the frames. Spellcasting...I'd recommend using some of the higher frames, particularly one of the sets of alternating between normal and high contrast.
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