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Teliko
Ireland1044 Posts
Download ![]() | ||
phodacbiet
United States1739 Posts
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theang123
Malaysia103 Posts
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Teliko
Ireland1044 Posts
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. | ||
tsarnicky
104 Posts
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Teliko
Ireland1044 Posts
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 | ||
Teliko
Ireland1044 Posts
Download I've also fully tested Zerg and Protoss, both should still be fully functional. | ||
Nightsend
United States9 Posts
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Teliko
Ireland1044 Posts
Download ![]() | ||
Zushen
275 Posts
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: ![]() | ||
Existor
Russian Federation4295 Posts
And what about lighter UI, I mean something, like this. ![]() | ||
KimJongChill
United States6429 Posts
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doomed
Australia420 Posts
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Teliko
Ireland1044 Posts
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. | ||
Zushen
275 Posts
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rUiNati0n
United States1155 Posts
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Teliko
Ireland1044 Posts
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. | ||
Skamtet
Canada634 Posts
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docvoc
United States5491 Posts
![]() EDIT: i would love though to have that HUD, that thing is sick for protoss :D | ||
Iranon
United States983 Posts
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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