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Dark Mercenary Model Swap - Page 6

Forum Index > SC2 General
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Prev 1 4 5 6 7 8 16 Next All
Teliko
Profile Joined January 2011
Ireland1044 Posts
September 13 2011 01:58 GMT
#101
Guess there's still more updates to come. New version for Zerg. Added Spotter portrait to Overseer, swapped Broodlord with Leviathan (and no, I don't mean a full-scale Leviathan. I rescaled the model and hitbox to a Broodlord size). Half fixed the Roach bug. When you upgrade Tunnelling Claws, it should no longer revert to the old Roach model. Burrow bug is still a work in progress.

Download

[image loading]
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
phodacbiet
Profile Joined August 2010
United States1740 Posts
September 13 2011 02:03 GMT
#102
Ehh the mass ban will prolly happen right before HoTs hit so people have to fork out double the cash. Until then it is prolly safe to do this.
theang123
Profile Blog Joined February 2011
Malaysia103 Posts
September 13 2011 02:25 GMT
#103
is there a way for this mod to only apply on my army?
I live to die.
Teliko
Profile Joined January 2011
Ireland1044 Posts
September 13 2011 03:04 GMT
#104
On September 13 2011 11:25 theang123 wrote:
is there a way for this mod to only apply on my army?

Unfortunately not. The way this works is it completely replaces the original models by tricking the game in to thinking these are the originals.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
tsarnicky
Profile Joined May 2011
104 Posts
September 13 2011 03:55 GMT
#105
IMO ultras should be brutas
good macro... all is good... perfect -oGsMC
Teliko
Profile Joined January 2011
Ireland1044 Posts
September 16 2011 07:49 GMT
#106
Important bug update for Zerg, minor bug update for Terran. I previously couldn't fix the Hunterling burrow animation because every time I exported the model, the team colour would illuminate ridiculously through the models textures. However, thanks to PSGMud over at SC2Mapster.com, the problem has been resolved. This is a VERY basic burrow animation I added to the model myself. The previous version did not have any form of burrow display, so it's important to update this.

As for Terran, I've also now fixed the unusual lightsaber animation where Nova would thrust a lightsaber when attempting to nuke or snipe. This turned out to be a simple problem of Ghosts animations being called Spell A, B and C, whereas Novas were called Stand Work, Stand Work Start and Stand Work End. When trying to nuke/snipe, the game would try to load Spell B and C for snipe, and all three for Nuke. When it couldn't find them, it loaded the closest match, being just "Spell" which is where she starts wrecking shit up with a lightsaber.

New Zerg download

New Terran download
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
Teliko
Profile Joined January 2011
Ireland1044 Posts
September 22 2011 01:05 GMT
#107
Patch 1.4 bugfix for Terran. Ghost was somehow modified in the patch has been moved to a different mpq. This will prevent the Nova model from turning back in to Ghost.

Download

I've also fully tested Zerg and Protoss, both should still be fully functional.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
Nightsend
Profile Joined April 2011
United States9 Posts
September 22 2011 05:58 GMT
#108
So that's why I had a male ghost with a female voice...
Teliko
Profile Joined January 2011
Ireland1044 Posts
September 22 2011 17:27 GMT
#109
New version for Protoss. Retextured the UI to give it a better feel to the Dark Protoss theme.

Download

[image loading]
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
Zushen
Profile Joined June 2011
275 Posts
October 02 2011 06:19 GMT
#110
hey i tried doing this a couple times and i got this error message: + Show Spoiler +
The patch "base\Campaigns\Liberty.SC2Campaign\Base.SC2Maps\Maps\Campaign\TArcade.SC2Map\DocumentHeader" could not be applied. (MD5 mismatch: expected 0x77BAEC1045F02AAE736BD23739362737, actual 0xBEB20DF80165B17625B2AF24940F540B.)(PTCApply_BSDiff failed.) If this problem persists, you may be able to solve it by uninstalling and then reinstalling the game. If you are unable to correct this problem, please contact Blizzard Technical Support. (BNUpdate:TCApply)
. after i did all the editing when i start up sc2 it would try to patch, i would get to 3% and then say that not sure what do do
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2011-10-02 07:34:44
October 02 2011 07:15 GMT
#111
Grewt work, but I think, a bit too dark. Can you add some dark-grey textures to UI borders?\\And wait, you haven't changed protoss buildings? I mean nexus, stargate, etc to dark style?

And what about lighter UI, I mean something, like this.

[image loading]
KimJongChill
Profile Joined January 2011
United States6429 Posts
October 02 2011 07:18 GMT
#112
My god, this makes starcraft so sexy. I would have liked it better, though, if only alternate versions of the units are used, rather than completely different ones.
MMA: U realise MMA: Most of my army EgIdra: fuck off MMA: Killed my orbital MMA: LOL MMA: just saying MMA: u werent loss
doomed
Profile Joined May 2010
Australia420 Posts
October 02 2011 07:37 GMT
#113
I agree, I think a lot of these mods has awesome elements but people tend to go way too far and ruin the experience at the end of it.
Teliko
Profile Joined January 2011
Ireland1044 Posts
October 02 2011 14:34 GMT
#114
On October 02 2011 16:18 KimJongChill wrote:
My god, this makes starcraft so sexy. I would have liked it better, though, if only alternate versions of the units are used, rather than completely different ones.

On October 02 2011 16:37 doomed wrote:
I agree, I think a lot of these mods has awesome elements but people tend to go way too far and ruin the experience at the end of it.

You can remove whichever ones you don't like. Just because they're in the download doesn't mean you have to use them. Say for example you didn't want to use Leviathan -> Broodlord, just search around the folders and remove anything with Broodlord or Leviathan in the filename. There'll be a .m3 for the model, a .m3 for the portrait, two .dds files for the command card icon and wireframe, and four .dds files for the specular, emmisive, diffusive and normal textures of the model. If you don't want the Nova -> Ghost, then there would also be the audio files for the voice.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
Zushen
Profile Joined June 2011
275 Posts
October 02 2011 15:22 GMT
#115
Hey Teliko i read the section about this on your website and you said that the dragging and dropping them in a nd replacing em was outdated because of the patch and there was a link to the new method of folder prioritization and you said that was also outdated. so im not sure how to do this
rUiNati0n
Profile Joined December 2010
United States1155 Posts
October 02 2011 15:44 GMT
#116
This is pretty cool looking. Too bad I'm too lazy to actually download it and get it working. It looks really nice.
eating corn while thinking about eating more corn
Teliko
Profile Joined January 2011
Ireland1044 Posts
October 02 2011 15:48 GMT
#117
On October 03 2011 00:22 Zushen wrote:
Hey Teliko i read the section about this on your website and you said that the dragging and dropping them in a nd replacing em was outdated because of the patch and there was a link to the new method of folder prioritization and you said that was also outdated. so im not sure how to do this

That was a method without using mpq editing where you would recreate the mpqs folder structure in the LibertyMulti.SC2Mod folder and it would prioritise that folder over the contents of the target mpq. This is replacing the contents of the mpq, I've just premade the folder structure that gets dropped in to the mpq to make it easier for everyone to install.

MPQ folder replacing works differently than normal folders. As an example, say I have two folders called A. My original A folder has two more files inside it called B and C, while the new A folder that I want to replace it with only has a file inside it called B. If I drop the new A folder in the same location as the original A folder and replace it, the original A folder and all of its contents will be completely replaced with the new A folder, thus only the new B file will remain.

Now say we do the same thing again, only this time the first A folder is inside an mpq archive. If I drop my new A folder inside the mpq and replace the old one, it ignores the C file inside the original A folders because the new one doesn't have a file called that, and so it will only replace the B file with the new one from the new A folder. So now you still have C and the new B file.

So by pre-emptively replicating the folder structure before I upload my work, people just need to drop the one big folder as soon as they open the mpq and then the folder structure will do the rest of the work for them, without interfering with any files it shouldn't.

TL;DR (or too much mindfuck) my method works.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
Skamtet
Profile Joined July 2010
Canada634 Posts
Last Edited: 2011-10-02 16:14:29
October 02 2011 16:12 GMT
#118
nvm t.t
docvoc
Profile Blog Joined July 2011
United States5491 Posts
Last Edited: 2011-10-02 17:23:05
October 02 2011 16:56 GMT
#119
i don't think this would be allowed, for fun sure, but if one used this on ladder, i know i would report it because it would mess with my knowledge of how to respond ESPECIALLY FOR THE ZERG. those units do not look like the original zerg units even though the protoss and terran do. I like the inginuity, a lot, but i don't like the fact that i can't tell the zerg units from the originals .
EDIT: i would love though to have that HUD, that thing is sick for protoss :D
User was warned for too many mimes.
Iranon
Profile Blog Joined March 2010
United States983 Posts
Last Edited: 2011-10-02 16:59:35
October 02 2011 16:59 GMT
#120
On October 03 2011 01:56 docvoc wrote:
i don't think this would be allowed, for fun sure, but if one used this on ladder, i know i would report it because it would mess with my knowledge of how to respond ESPECIALLY FOR THE ZERG. those units do not look like the original zerg units even though the protoss and terran do. I like the inginuity, a lot, but i don't like the fact that i can't tell the zerg units from the originals .


It doesn't replace how your units look to the other player, it replaces how it looks for you... All it does is tell your game engine to put different models and animations on your screen when it displays what the server tells it to.
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