Maybe i'll use ultra more now :D. Overseer too, but they will be cheaper, so i would use them more anyway.
Dark Mercenary Model Swap - Page 5
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Tuczniak
1561 Posts
Maybe i'll use ultra more now :D. Overseer too, but they will be cheaper, so i would use them more anyway. | ||
MartynX
United Kingdom122 Posts
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Tuczniak
1561 Posts
On September 08 2011 04:17 MartynX wrote: There is a topic about it http://www.teamliquid.net/forum/viewmessage.php?topic_id=249974 .How have you done the custom fonts in the menu? | ||
Existor
Russian Federation4295 Posts
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Enhancer_
Canada320 Posts
On September 04 2011 05:52 Teliko wrote: rofl, I actually didn't want to leave zerg out and looked around some more models in case there was something else in the MPQs for them, but couldn't fine anything :< I forgive you :D. New Ultralisks make me happy. Now when I decide to lose games by building them I'll at least do it in style. | ||
-Kyo-
Japan1926 Posts
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Teliko
Ireland1044 Posts
On September 08 2011 06:46 Existor wrote: Can you replace Infestor to Chocker? I like his "ultralisk'ish" style, his portrait (green more cool, than standart brown) and green neural ![]() I haven't got a lot of spare time right now, but I'll look in to it in the next day or two. On September 08 2011 08:01 tQKyo wrote: Has anyone gotten around to testing this with stronger team colors mod yet, I saw the question but no answer? I have it, but I'm waiting for a confirmation that it works since I'm too lazy to do it myself then have to re-copy the folders~ ;~; I'd like some feedback on this too seeing as I don't use the teamcolours mod myself. Technically, it should work because all of the mercenary and dark protoss models still load the textures from the standard models, but I'm not going to say it's still definitely visible until I know for sure. | ||
Teliko
Ireland1044 Posts
The Dark Pylon is not in the multiplayer version of the game. Originally, when it was being tested, it would cloak buildings in a radius around the building, making it more difficult for enemies to scout out 'tech' buildings in a Protoss base, to determine how they were teching. Additionally, it also hid base defenses until they began firing. The Dark Pylon was taken out because it was not found as useful as what was intended. There are discussions of finding a possible replacement building that would also serve as a base defense, but nothing has been confirmed yet. Download ![]() Infestor -> Chocker swap coming up soon. I know the vote for science vessel is still tied, so I think I'm gonna add a swap for it to the download, and just leave instructions on what files to remove from the download yourself if you don't want the Science Vessel to be installed. | ||
FizzleIzzle
United States8 Posts
The stronger team colors work on some of the models.... I have yet to figure out why some work and some dont Teliko I ran into the same bug with the tank siege mode animation. How did you end up fixing it? | ||
ReaperX
Hong Kong1758 Posts
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Teliko
Ireland1044 Posts
On September 10 2011 13:44 FizzleIzzle wrote: I was already doing this before Teliko released it all as a download ( thanks for that!) The stronger team colors work on some of the models.... I have yet to figure out why some work and some dont Teliko I ran into the same bug with the tank siege mode animation. How did you end up fixing it? I'm guessing it's because some models have more additional cover than others, like Hellion just has a bigger flamethrower, whereas the Siege Tank has an overall body cover on top of the old model covering up the previous transparency areas in the textures. The problem with the siegetank was that SiegeTank.m3 purely refers to the siegetank model while active in siege mode only. When it's not sieged, it's actually just called Tank.m3. On September 10 2011 13:47 ReaperX wrote: Teliko you're a sick bastard, thanks so much! <33333 | ||
Teliko
Ireland1044 Posts
If you're a new user and still don't want the Science vessel, read the spoilers in OP for instructions on preventing it from being installed. Download Zerg Update Download Terran Update ![]() ![]() | ||
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zturchan
Canada156 Posts
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Teliko
Ireland1044 Posts
On September 10 2011 15:47 zturchan wrote: Is there any hope of being able to use this on my mac? Apparently it is possible, it just takes an extra few steps. I can't confirm it as I've never tried it on a mac, but try out what this guy says http://www.teamliquid.net/forum/viewpost.php?post_id=10504473 | ||
Enhancer_
Canada320 Posts
- Doesn't have a melee attack animation - When burrowed (without burrow movement) the Roach stays above ground. - When you get burrow movement, the model reverts back completely to the Roach model with the extra spines Not sure if the burrowed (no movement) Hunterling appears above ground still even if it's your enemies' units. | ||
Teliko
Ireland1044 Posts
On September 11 2011 02:01 Enhancer_ wrote: The Roach swap is bugged in a number of ways. - Doesn't have a melee attack animation - When burrowed (without burrow movement) the Roach stays above ground. - When you get burrow movement, the model reverts back completely to the Roach model with the extra spines Not sure if the burrowed (no movement) Hunterling appears above ground still even if it's your enemies' units. I see what you mean by the burrow... The reason for this is because Hunterlings were never designed to burrow, so Blizzard never gave them the animation. I had a go at adding a simple burrow animation myself and, well... I got the burrow to work, but at the cost of a seemingly inadequate sacrifice ![]() I can fix the fact that after you research burrow movement, the model swaps back to the old roach, but I don't know what the shit is going on here. The only conclusion I've reached so far is that they've been eating too much Ready Brek. | ||
Existor
Russian Federation4295 Posts
![]() http://www.teamliquid.net/forum/viewmessage.php?topic_id=264847 | ||
Daralii
United States16991 Posts
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Teliko
Ireland1044 Posts
On September 12 2011 12:17 Daralii wrote: My best guess would be that the texture broke somehow when you added the animation, but I don't know how. It's not connected to the animation, I tried just importing the model to autodesk 3ds max, didn't touch anything and exported again, and the textures still broke. I have all the textures applied to the maps when I import it to autodesk, so they're definitely getting exported with it. I reckon the fact that the Roach model has been modified by Blizzard at some point in the past, causing the model to be loaded from the patch mpq instead of the base mpq, is somehow interfering with the models textures. On September 12 2011 12:15 Existor wrote: I think, zerg zombie style must be everything, including buildings ![]() :O Nice work. I never have the patience for texturing. I'm never satisfied unless it's 100% perfect, which I'm incapable of achieving -_- | ||
Existor
Russian Federation4295 Posts
:O Nice work. I never have the patience for texturing. I'm never satisfied unless it's 100% perfect, which I'm incapable of achieving -_- Added links to download current version. It's still WIP, I will slighty update it later. Contains your zerg units (without roach replacement) | ||
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