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Stronger Team Color - Page 19

Forum Index > SC2 General
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Prev 1 17 18 19 20 21 74 Next
pzea469
Profile Blog Joined September 2008
United States1520 Posts
May 09 2011 02:26 GMT
#361
On May 09 2011 03:59 Wiwiweb wrote:
Oh also, maybe this is just me, but I feel like the fungal effect is much darker since I installed this. I have trouble figuring out what is fungaled and what isn't. Maybe this is just me, but in any case, i think it would be a good idea to lighten that up, would help tons.

Edit: Here is how it looks like:
[image loading]


I didnt change it but I also agree that it doesnt stand out as much as it should
Kill the Deathball
Kinetik_Inferno
Profile Joined December 2010
United States1431 Posts
May 09 2011 02:30 GMT
#362
No buildings should have extra team color. Hatcheries, extractors, spawning pools, gateways, nexuses (Any non-terran buildings) just look wrong and corny. They should have normal team color areas, just brighter.
pzea469
Profile Blog Joined September 2008
United States1520 Posts
May 11 2011 03:30 GMT
#363
On May 09 2011 11:30 Kinetik_Inferno wrote:
No buildings should have extra team color. Hatcheries, extractors, spawning pools, gateways, nexuses (Any non-terran buildings) just look wrong and corny. They should have normal team color areas, just brighter.


Idk, the thing is that when video is compressed it's not always immediately apparent as to what teamcolor a building has. It's usually always obvious since most matches aren't mirror and because you can tell from whose base you are in, but SOMETIMES in games, let's say pvp, we will see both protoss in the beginning of the match, and we can't right away tell if their red or blue. Eventually they are identifiable but it's not as immediate as I think it should be. When playing it isn't really an issue though.

When I added teamcolor I tried to add it in a fitting way, by following parts of the buildings and of the units. I feel like a did a good job with the gateway and the nexus for example, but other people have said what you are saying. That it looks corny. I definitely feel like it makes it clearer though, and idk if I would consider changing that yet. Idk maybe I'll wait to see if more people feel like that after trying them. I have considered making some zerg buildings less team color as they are supposed to be made of flesh, so the color might be too solid on some parts.

Also keep in mind that to someone that isn't into SC2 and is watching for the first time, something like not being able to right away, clearly, identify what is what, might create confusion.

Just keep letting me know what you guys think.
Kill the Deathball
doomed
Profile Joined May 2010
Australia420 Posts
May 11 2011 05:14 GMT
#364
On May 09 2011 11:30 Kinetik_Inferno wrote:
No buildings should have extra team color. Hatcheries, extractors, spawning pools, gateways, nexuses (Any non-terran buildings) just look wrong and corny. They should have normal team color areas, just brighter.


Not to steal the thread or anything like that, because Mr. pzea469 inspired me, but I actually have made an entire texture pack just like that.

With a slight curve to the default textures making them a bit more rigid in color and then multiplied the team colors, so that they are stronger, but at the same places as normal.

Very few like 1 or 2 of the zerg units has gotten a slight extra bit of color as they can be seen a bit easier in mirror matches.

I will upload the package and images tonight.

Teliko
Profile Joined January 2011
Ireland1044 Posts
Last Edited: 2011-05-11 14:50:06
May 11 2011 14:49 GMT
#365
The LibertyMulti.SC2Mod folder prioritising seems to have been removed in patch 1.3.3. On Eu at least.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
epidemic15
Profile Joined January 2011
United States4 Posts
May 12 2011 00:28 GMT
#366
Wow, I just installed and it looks fantastic. Is there anyway for them to know the textures are changed?
pzea469
Profile Blog Joined September 2008
United States1520 Posts
May 12 2011 20:12 GMT
#367
On May 12 2011 09:28 epidemic15 wrote:
Wow, I just installed and it looks fantastic. Is there anyway for them to know the textures are changed?

Not really sure. Im sure they could find out if they really wanted, but they dont really seem to care. More concerned with hackers
Kill the Deathball
epidemic15
Profile Joined January 2011
United States4 Posts
May 13 2011 18:15 GMT
#368
I've installed it, worth the risk imo . Thanks to you pzea469 for releasing this to us.
-Zoda-
Profile Blog Joined April 2011
France3578 Posts
May 18 2011 16:16 GMT
#369
On May 11 2011 23:49 Teliko wrote:
The LibertyMulti.SC2Mod folder prioritising seems to have been removed in patch 1.3.3. On Eu at least.

I doesn't work for me too, on gbEU.
♪ 最初はi つなぐdo それ つまりlife 常に移動 ♪ - IGN: Uhryks
Pharaun
Profile Blog Joined September 2010
Germany150 Posts
May 18 2011 20:27 GMT
#370
Can you tell me where the colors are defined in the textures? Because whe ni open textures like scv_diffuse.dds (i think its called liek that) there is no color,....and i need some textures with colors (not to edit to print out for paper models) thanks for any help.
It has to start somewhere. - It has to start sometime. - What better place than here. - What better time than now?!!!! -All hell can't stop us now
pzea469
Profile Blog Joined September 2008
United States1520 Posts
May 18 2011 20:32 GMT
#371
On May 19 2011 05:27 Pharaun wrote:
Can you tell me where the colors are defined in the textures? Because whe ni open textures like scv_diffuse.dds (i think its called liek that) there is no color,....and i need some textures with colors (not to edit to print out for paper models) thanks for any help.


When you have it open in photoshop, look in the alpha channels. You will see there is one that when turned on makes the parts where there would be team color red.
Kill the Deathball
Pharaun
Profile Blog Joined September 2010
Germany150 Posts
May 18 2011 20:46 GMT
#372
On May 19 2011 05:32 pzea469 wrote:
Show nested quote +
On May 19 2011 05:27 Pharaun wrote:
Can you tell me where the colors are defined in the textures? Because whe ni open textures like scv_diffuse.dds (i think its called liek that) there is no color,....and i need some textures with colors (not to edit to print out for paper models) thanks for any help.


When you have it open in photoshop, look in the alpha channels. You will see there is one that when turned on makes the parts where there would be team color red.


Thank you very much.
It has to start somewhere. - It has to start sometime. - What better place than here. - What better time than now?!!!! -All hell can't stop us now
aswann
Profile Joined October 2010
20 Posts
May 18 2011 20:52 GMT
#373
Really like I on the units, but I don't think it's needed for the buildings.

Shame blizzard hasn't made this legal.
johax
Profile Joined August 2010
Sweden165 Posts
May 18 2011 20:57 GMT
#374
It's very good. I think it is only needed for melee and short ranged units, I'm thinking of mirror matchups with were roaches and zerglings are going up against roaches and zerglings. I really can't tell if my zerglings have the edge or not so this will be good for that. But I do not look to break the terms, I will take no risk to get banned for trivial things.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
May 18 2011 21:01 GMT
#375
Lol wow this looks beautiful, though some units have a little too much color, not that I really care.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Everhate
Profile Joined September 2010
United States640 Posts
May 18 2011 21:01 GMT
#376
I find it quite cool that the sc2 community is able to do things like this, a nice idea whether or not blizzard takes the initiative to implement their own version.

On a side note, when i first read the title I thought it would be about which color is the strongest...clearly Pink is the most overpowered, which is why it is rarely allowed in tournaments.
raDon
Profile Joined December 2010
Germany34 Posts
May 18 2011 21:02 GMT
#377
Really good job!
Is it legal to use it ?
never qq
linduxed
Profile Joined October 2010
Sweden111 Posts
Last Edited: 2011-05-18 21:26:17
May 18 2011 21:24 GMT
#378
I've heard mixed reports about the last patch disabling the loading of correctly named+placed folders. Some say it works, for me it broke.

artanis2 said the following in the thread about changing MPQ content with the folder method:
On May 12 2011 01:45 artanis2 wrote:
The mod prioritizing still exists but it appears that with 1.3.3 SC2 no longer treats subdirectories as MPQs. If you use a tool to create a new MPQ in the libertymulti directory with the name "base.SC2Assets" you can still override the files from the liberty "base.SC2Assets". I just used ladik's mpq editor to test this.

So essentially you create a MPQ file named base.SC2Assets which you then correctly fill with the content and then place it in LibertyMulti.SC2Mod.

You can achieve this effect by simply dragging and dropping the "Assets" subfolder that you should have in the base.SC2Assets folder.
This assumes that you used the folder method before, if you didn't then look for the folder structure in the base.SC2Assets MPQ file located in the Liberty.SC2Mod folder and emulate it in your new MPQ.
Pharaun
Profile Blog Joined September 2010
Germany150 Posts
May 18 2011 21:51 GMT
#379
On May 19 2011 05:32 pzea469 wrote:
Show nested quote +
On May 19 2011 05:27 Pharaun wrote:
Can you tell me where the colors are defined in the textures? Because whe ni open textures like scv_diffuse.dds (i think its called liek that) there is no color,....and i need some textures with colors (not to edit to print out for paper models) thanks for any help.


When you have it open in photoshop, look in the alpha channels. You will see there is one that when turned on makes the parts where there would be team color red.


can anyone tell me how this works in gimp? i have 4 channels: red blue green and the normal textur...what i have to do?
It has to start somewhere. - It has to start sometime. - What better place than here. - What better time than now?!!!! -All hell can't stop us now
doomed
Profile Joined May 2010
Australia420 Posts
May 18 2011 23:11 GMT
#380
Patch 1.3.3 haven't changed anything in terms of getting the texture mods to work. Runs just fine. At least if you do the change after you have patched.
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