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Active: 2308 users

Stronger Team Color - Page 59

Forum Index > SC2 General
Post a Reply
Prev 1 57 58 59 60 61 74 Next
System42
Profile Joined August 2011
172 Posts
December 21 2011 04:37 GMT
#1161
it looks better imo
sotaporo
Profile Joined June 2011
Finland195 Posts
December 21 2011 04:52 GMT
#1162
if you set your shaders to medium+ and change from your variables.txt hdr=0 colors will be more clear not like these models but still
Lobotomist
Profile Joined May 2010
United States1541 Posts
December 23 2011 07:43 GMT
#1163
Hey, just wanted to say thanks for all the hard work on this! I'm colorblind and play a lot of 2v2 and I really couldn't tell the difference between my zerglings and enemy zerglings, never mind ling/zealot vs ling/zealot. This mod helps tremendously. Also, banelings look awesome.
Teching to hive too quickly isn't just a risk: it's an ultrarisk
pzea469
Profile Blog Joined September 2008
United States1520 Posts
December 24 2011 11:40 GMT
#1164
On December 23 2011 16:43 Lobotomist wrote:
Hey, just wanted to say thanks for all the hard work on this! I'm colorblind and play a lot of 2v2 and I really couldn't tell the difference between my zerglings and enemy zerglings, never mind ling/zealot vs ling/zealot. This mod helps tremendously. Also, banelings look awesome.


Always makes me feel good to read something like this. Glad it helps and that you enjoy the mod.

Also thanks for the dating tips in your sig. Im on the hunt!
Kill the Deathball
Fuchsteufelswild
Profile Joined October 2009
Australia2028 Posts
December 29 2011 05:08 GMT
#1165
Sorry, could someone clarify this? I have Stronger Colours installed now using raVensc2's installer, but SC2.exe only runs the process rather than the game (as if checking the patch server forever) if I try using that DarkStalker mod. Was the previous method of adding those dds files with an MPQ editor disabled from working, because I thought I read something like that, but my enUS.SC2Assets file is in Liberty.SC2Mod, not LibertyMulti.SC2Mod. Where should I put the dds files?
ZerO - FantaSy - Calm - Nal_rA - Jaedong - NaDa - EffOrt - Bisu - by.hero - StarDust - Welmu - Nerchio - Supernova - Solar - Squirtle - LosirA - Grubby - IntoTheRainbow - Golden... ~~~ Incredible Miracle and Woongjin Stars 화이팅!
raVensc2
Profile Joined April 2011
116 Posts
Last Edited: 2011-12-29 05:43:46
December 29 2011 05:33 GMT
#1166
On December 29 2011 14:08 Fuchsteufelswild wrote:
Sorry, could someone clarify this? I have Stronger Colours installed now using raVensc2's installer, but SC2.exe only runs the process rather than the game (as if checking the patch server forever) if I try using that DarkStalker mod. Was the previous method of adding those dds files with an MPQ editor disabled from working, because I thought I read something like that, but my enUS.SC2Assets file is in Liberty.SC2Mod, not LibertyMulti.SC2Mod. Where should I put the dds files?


The .dds files should go inside the enUS.SC2Assets mpq file found inside the Liberty.SC2Mod directory. Inside that file, put the dds files inside the Assets/Textures directory. You will get a message to replace two files if you have installed Stronger Team Color.
Fuchsteufelswild
Profile Joined October 2009
Australia2028 Posts
Last Edited: 2011-12-29 06:12:22
December 29 2011 06:05 GMT
#1167
Yep, that worked. Thanks for that! Now though, I've forgotten what the Stronger Team Colour Stalkers looked like without the Dark Stalker mod, because I've only just started using both of them.
I really think they look great for protoss, not sure about my opinion for terran, but mostly worse than the standard for zerg, with the exception of banelings. I also wish the two following things regarding colours:
Yellow is too much of an unappealing shade, the original colour is just a little darker and richer (as opposed to bright) which made it much more appealing. Of course it's meant to be brighter, but the actual shade is just a bit different, I'm sure.
The light blue that people love to incorrectly call Teal could actually be made to be a little greenish (halfway between or even if still closer to blue), so that it's actually like Turquoise (without being quite so fluorescent as Cyan). I'd love that. No need to make it darker like actual Teal ("Teal" in Brood War pretty much was teal).
I'll edit this with further opinions once I've decided on more. :D
ZerO - FantaSy - Calm - Nal_rA - Jaedong - NaDa - EffOrt - Bisu - by.hero - StarDust - Welmu - Nerchio - Supernova - Solar - Squirtle - LosirA - Grubby - IntoTheRainbow - Golden... ~~~ Incredible Miracle and Woongjin Stars 화이팅!
danduz
Profile Joined September 2010
United States77 Posts
December 29 2011 15:06 GMT
#1168
Wait a minute... Can someone help me out? This only applies to those who use Korean SC2 unit sounds as well as the color mod. The color mod replaces the enUS.SC2Assets file and so does the Korean SC2 unit sound mod. How do I go about ... doing this?
chaos5061
Profile Joined July 2011
United States4 Posts
January 10 2012 04:36 GMT
#1169
Thanks for the great mod. Love the way the banelings are now.
raVensc2
Profile Joined April 2011
116 Posts
January 14 2012 07:51 GMT
#1170
On December 30 2011 00:06 danduz wrote:
Wait a minute... Can someone help me out? This only applies to those who use Korean SC2 unit sounds as well as the color mod. The color mod replaces the enUS.SC2Assets file and so does the Korean SC2 unit sound mod. How do I go about ... doing this?


The color mod does not "replace" the enUS.SC2Assets, you don't just simply replace your enUS.SC2Assets with the one given to you. You use the MPQ editor to import the folders that Pzea compiled for you into the SC2Assets file.

Afaik the unit sounds are inside the base.SC2Assets file, not enUS.SC2Assets, so you should have no trouble importing the models in enUS.SC2Assets and sounds inside base.SC2Assets.
zergburger
Profile Joined May 2011
United States10 Posts
January 15 2012 23:02 GMT
#1171
Is step 3 supposed to take forever? Let it run all night and still nowhere near being done <.<
ddrei
Profile Joined September 2010
Austria8 Posts
January 19 2012 07:50 GMT
#1172
did anyone have any luck with installing this mod into a mac version (enGB)? i fiddled around with the mpq and it kinda worked but i get tons of graphic warnings ingame.
pzea469
Profile Blog Joined September 2008
United States1520 Posts
January 19 2012 19:34 GMT
#1173
On January 19 2012 16:50 ddrei wrote:
did anyone have any luck with installing this mod into a mac version (enGB)? i fiddled around with the mpq and it kinda worked but i get tons of graphic warnings ingame.


What sort of graphic warnings? If it's things not appearing, or units being replaced for spheres or things like that, then that's caused by having the mpq editor open while starting SC2. At least that's how it works on pc, I really don't know much about macs :/
Kill the Deathball
Tobberoth
Profile Joined August 2010
Sweden6375 Posts
Last Edited: 2012-01-19 19:45:02
January 19 2012 19:44 GMT
#1174
On December 30 2011 00:06 danduz wrote:
Wait a minute... Can someone help me out? This only applies to those who use Korean SC2 unit sounds as well as the color mod. The color mod replaces the enUS.SC2Assets file and so does the Korean SC2 unit sound mod. How do I go about ... doing this?

The program doesn't replace it, it edits it. Your korean sounds will still be there.
KicKDoG
Profile Joined December 2003
Sweden765 Posts
January 19 2012 19:54 GMT
#1175
If you use this its a chance to get banned right? I think it looks cool, haven't really tried it yet! but i don't want to risk anything.
http://www.twitter.com/KicKDoG_LoL baylife plox?
pzea469
Profile Blog Joined September 2008
United States1520 Posts
January 19 2012 20:05 GMT
#1176
On January 20 2012 04:54 KicKDoG wrote:
If you use this its a chance to get banned right? I think it looks cool, haven't really tried it yet! but i don't want to risk anything.


Well it would be very odd to be banned for using this. Seeing as how Dustin said that they like the mod. It would be weird for them to give it positive attention and then all of a sudden banning people. But, if they ever decide to ban people for it, I would hope they have the decency to give out a big warning first, since many people use it. No i doubt you would get banned for it. More likely would be for them to release a patch that simply doesn't allow this type of mpq editing.
Kill the Deathball
People_0f_Color
Profile Joined August 2010
177 Posts
January 19 2012 21:38 GMT
#1177
Is this Mac compatible? Sorry for asking such a noobie q.
TheNewblet
Profile Joined January 2012
Canada1 Post
January 19 2012 23:56 GMT
#1178
Just installed this today, no problems.

However, has anyone ever noticed lower FPS or lagging of any kind due to the modification?
Gemini_19
Profile Joined June 2010
United States1253 Posts
January 19 2012 23:58 GMT
#1179
On January 20 2012 06:38 People_0f_Color wrote:
Is this Mac compatible? Sorry for asking such a noobie q.


If you can edit MPQ's on a mac then yes it is.
@GGemini19 GM Protoss | http://www.twitch.tv/geminisc2 | I <333 HerO & Trap | Check out my Build of the Week series on /r/allthingsprotoss, TL, or Spawning Tool
TelecoM
Profile Blog Joined January 2010
United States10691 Posts
January 20 2012 00:06 GMT
#1180
On January 20 2012 08:56 TheNewblet wrote:
Just installed this today, no problems.

However, has anyone ever noticed lower FPS or lagging of any kind due to the modification?


Yeah kind of, to be honest when I used it I did notice a little drop in FPS and a little more lag but that is probably due to my computer. Although I played Zerg then and I think Zerg is the race that uses the most FPS / whatever , for some reason my game always seems to play faster now that I don't play Zerg, I'm going to RE DL it and see how it does with my toss. ^^
AKA: TelecoM[WHITE] Protoss fighting
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