EDIT: For those of you whose clients began to patch after installing this, have a read of this.
This is a new mod people were requesting a while ago, but I never got around to doing because I knew it'd take up quite a bit of time, and I was on holidays. Basically, this swaps all of the Terran multiplayer models with the campaign mercenaries, as well as the collectors edition Thor, Outback Hunter and Mercenary reaper from the Left 2 Die mod, and the Science Vessel swapped with Raven.
If you don't want the Science Vessel installed, follow the instructions in the spoiler.
There was a vote as to whether I should include the Science Vessel or not and it remained tied after 70 votes, so I'm going to include it in the download. If you don't want to use the Science Vessel, delete the following from each folder of the Terran download.
Textures folder btn-unit-terran-raven The 4 files beginning with 'sciencevessel' The 4 files beginning with 'scientist3portrait' wireframe-terran-raven
Delete the Portraits folder entirely. Delete the 'Raven' folder within the Units folder.
On top of that, while I was messing around with this, I also came across a number of new Protoss models called the "Dark Protoss". I don't know if these were actually used in the campaign, I don't remember seeing them, but they were in the campaign MPQ archive anyway. There was no dark model for the Collosus or Phoenix, so I swapped the Phoenix with the Hero from the last Protoss mission of the campaign. There's still a bug with this that I'm trying to fix which is that it won't turn when it's firing, it just continues facing the path it's moving in unlike the standard phoenix. All of the Dark flying units didn't have a warp in animation either, so I had to leave that default. I also added the "Dark Pylon", a model no longer in the game.
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.
I've also recently finished a complete retexture of the Protoss buildings to match the units
I also included a few models that can be found in the Left 2 Die mod for Zerg. I left out the "Kaboomer" Baneling, because they were pretty much identical. As for the Roach Hunterling swap, the Hunterling is actually a melee unit, so it doesn't actually have set coordinates for a ranged attack animation. Because of that, you'll see part of the roach acid stream appear behind the Hunterlings head. If you don't want it, just look through the download and delete anything with hunterling, roach or brutalisk in the name. Also included is the Choker, Swarm Guardian, Spotter and Stank.
I'll include three separate downloads, in case people don't want all races installed. First up, like always, yes MPQ editing is against the terms of service. Most of you probably know this by now, but I have to say it or else I'll get shouted at. My mods have been downloaded over 30,000 times now, and no one has been banned in the year that SC2 has been released. I'm not saying it's impossible to get banned, just that it hasn't happened yet. And if anyone was going to get banned, it'd be me seeing as I open and close SC2 with new experimental MPQs like 50+ times a day when I'm working on new things like this.
Installation
In order to open the games MPQ files to add the download, you'll need to download MPQEditor. Don't worry, it's ridiculously easy to use. Make sure your SC2 is closed before doing any of this. In each of the downloads (one for each race), you'll find two folders. One called "Assets", the other "Mods". The reason for this is because some models have been altered at some point in the past, and because of that, no longer load from the default base MPQ. This includes units like the Thor, Marine, Archon and a few others. If you want to keep those units working, you need to reapply the "Mods" folder when a major patch comes out, which I'll explain below. Terran also have an extra folder called "LocalizedData".
Before you open the MPQ files that you'll be directed to below, make sure you BACK THEM UP in case you do something wrong or change your mind later. People will be asking me for a backup because they did something wrong and I won't be providing it because it'll literally take me weeks to upload. Just back it up somewhere on your computer, it's not difficult.
To install this, go to C:\Program Files (x86)\StarCraft II\Mods\Liberty.SC2Mod and open base.SC2Assets using the MPQEditor and drop the folder inside. Even though both Terran and Protoss have the same Assets name, you can still drop them both in to the MPQ. It won't replace whichever one you did first.
Mods
This one will stop working whenever there's a major patch, and will need to be reapplied, but it only takes 5 seconds anyway. Go to C:\Program Files (x86)\StarCraft II\Versions and you'll notice a bunch of folders called "Base" followed by a number. At the time of this being written (1.3.6), the last Base folder is called Base19132. If there's a Base folder with a bigger number below it, use that instead. Once you're in the base folder, open patch.SC2Archive with the MPQEditor and drop the Mods folder in there.
Some clients might begin to patch when you run them after you've installed this. I don't know why some clients do this and others don't, but it's because of the Mods folder. If this happens to you, just reapply your backup and only install the Assets this time. Unfortunately you'll be missing out on a couple of units, but there's nothing I can do. LocalizedData (Terran only)
For this folder, go back to C:\Program Files (x86)\StarCraft II\Mods\Liberty.SC2Mod, only this time open enGB.SC2Assets and then drop the folder in there. The reason Terran have this additional folder is because it includes the new voices for the Nova model.
After that, you should be ready to go. Close the MPQEditor and test it out.
A pretty amusing bug I came across when trying to mod the siege tank
After I tried to animate the Hunterling model to burrow, they began to overdose on Ready Brek
And the new battlecruiser flower
While I was texturing the Protoss buildings, I also made a pretty big mistake and had to start from scratch for about 20 of the textures because they randomly all got aids.
The Dark Protoss skins were used in the campaign, it was in the mission A Sinister Turn within the prophecy missions. I love the protoss models, but I am a bit too lazy to download the editor and reinstall them every major patch.
On September 04 2011 05:26 Nerski wrote: Should probably put a warning that anytime you mess with the sc2 files you do run the risk of getting your account ban...just sayin.
To all the people asking: this kind of modding is a little less innocent than sound modding, so do it at your own risk. Doing anything with the MPQ files is against the rules afaik.
On September 04 2011 05:24 Logarythm wrote: Will using this get me banned?
First up, like always, yes MPQ editing is against the terms of service. Most of you probably know this by now, but I have to say it or else I'll get shouted at. My mods have been downloaded over 30,000 times now, and no one has been banned in the year that SC2 has been released. I'm not saying it's impossible to get banned, just that it hasn't happened yet. And if anyone was going to get banned, it'd be me seeing as I open and close SC2 with new experimental MPQs like 50+ times a day when I'm working on new things like this.
On September 04 2011 05:24 Enhancer_ wrote: As a Zerg player, I don't appreciate you making Protoss and Terran armies scarier.
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 :<
The Dark Protoss models look especially interesting, especially since they never showed up in the campaign. Perhaps they could be a super secret spoiler for the HotS or LotV campaigns? Blizzard needs to have a way of getting a PvP matchup into the campaign, and having an evil Protoss faction seems to be an easy way of doing that.
On September 04 2011 05:56 Gamegene wrote: I don't think you should put the collector's edition inside this mod pack.
They are supposed to be limited.
It's no different than any of the other model swaps. Even if you don't have the collectors edition yourself, the model for it is still in your game client so that you can still see the model for whenever you're playing against a person who does have it. All I did was take that model and rename it to replace the default.
On September 04 2011 06:13 eviltomahawk wrote: The Dark Protoss models look especially interesting, especially since they never showed up in the campaign. Perhaps they could be a super secret spoiler for the HotS or LotV campaigns? Blizzard needs to have a way of getting a PvP matchup into the campaign, and having an evil Protoss faction seems to be an easy way of doing that.
They appeared in the mission where you save the preservers from the hybrid Maar, they were all dark protoss units.
On September 04 2011 06:47 NaeNo wrote: I think you really should swap the science vessel ( medivac ) for the upgraded medivac model you know, this one :
Because I feel like science vessel look weird
Is that actually real o_O never seen it. What's the model called? I could make it that if people wanted.
On September 04 2011 06:47 NaeNo wrote: I think you really should swap the science vessel ( medivac ) for the upgraded medivac model you know, this one :
Because I feel like science vessel look weird
Is that actually real o_O never seen it. What's the model called? I could make it that if people wanted.
its real, you get this in the campaign if you get the medivac upgrades
On September 04 2011 06:13 eviltomahawk wrote: The Dark Protoss models look especially interesting, especially since they never showed up in the campaign. Perhaps they could be a super secret spoiler for the HotS or LotV campaigns? Blizzard needs to have a way of getting a PvP matchup into the campaign, and having an evil Protoss faction seems to be an easy way of doing that.
They're the design used for the enemy protoss faction in the mission 'A Sinister Turn'.
On September 04 2011 05:26 Nerski wrote: Should probably put a warning that anytime you mess with the sc2 files you do run the risk of getting your account ban...just sayin.
He did if you read it...
And im also sure everyone knows this.
You'd be surprised how many people don't realize it (look at how many asked already), and typically people clearly point that out right away. I honestly didn't read the entire post word for word, putting the 'you could be banned for this' in paragraph 3 makes it a lot easier to miss.
Not that I don't think the overall vagueness of the TOS is kinda silly, but I know it's that way so that they can deem whatever they want 'bad' and just mass ban.
Personally i'd love it if blizzard personally promoted some of the better mods and said this one is ok to use we have no problem with it. So that some small change in any detection programs they run wouldn't some day down the road mass ban a bunch of innocents. Even if they never changed their TOS.
I use all of your other mods, and I will definitely check this out. Thanks for all the work you do! Too bad I don't play protoss too much... Guess I'll have to wait for HOTS for more models to be implemented.
Awesome mod! But if I can make a suggestion, maybe replace Raven with Science Vessel and replace Medevac with the black skull dropship used in the campaign.
Alright, it's pretty clear what people want for Medivac, I'll get working on an update in a few hours. Shame that Science Vessel doesn't suit any multiplayer unit, it's an awesome model :/
I'll gonna leave the Ghost vote open for a while longer, looks like it could still change.
On September 04 2011 17:50 Elendil wrote: Hey,
looks awesome and is awesome :D
but i if my stalker immortal or any other protoss unit shoots on sth or dies many rectangels will appear
do u have the "bug" too?
i think there miss some textures
Edit:
Bugger, you're right... it seems they use a different texture for the death animation. I'll take a look in to it.
On September 04 2011 23:59 Teliko wrote: Alright, it's pretty clear what people want for Medivac, I'll get working on an update in a few hours. Shame that Science Vessel doesn't suit any multiplayer unit, it's an awesome model :/
I'll gonna leave the Ghost vote open for a while longer, looks like it could still change.
I'm sure a lot of people, including me, prefer this over the normal hellion look.
Anyways great post and keep up the good work! :D
Ooooh! Completely forgot about that one too. I'll add it once I get the chance, I'm having trouble with Protoss death textures atm and need some time to fix them first. Thanks for the suggestion ♥
On September 04 2011 23:59 Teliko wrote: Alright, it's pretty clear what people want for Medivac, I'll get working on an update in a few hours. Shame that Science Vessel doesn't suit any multiplayer unit, it's an awesome model :/
I'll gonna leave the Ghost vote open for a while longer, looks like it could still change.
On September 04 2011 17:50 Elendil wrote: Hey,
looks awesome and is awesome :D
but i if my stalker immortal or any other protoss unit shoots on sth or dies many rectangels will appear
do u have the "bug" too?
i think there miss some textures
Edit:
Bugger, you're right... it seems they use a different texture for the death animation. I'll take a look in to it.
You could replace the raven with the science vessel...
I had a vote and that option was in it. People chose to completely remove it.
Dark Protoss Models are from the Protoss mission in which you have to save the preservers. The mission in which you get a hybrid send at you every now and then. In which you have to power the buildings scattered around the map.
On September 05 2011 00:39 Sumadin wrote: Left2 die also contains a Merc model for reapers. Which if i remempers right was quite nice too.
I'll look in to it, cheers.
On September 05 2011 00:43 Strike_ wrote: Does this work with the stronger colours mod?
Well the new models still load textures from the old models. Mercenary units are basically the old units with some additional modelling placed on top of them. Whether or not the new parts get placed over where Pzea opened up the textures for his team colours mod, I don't know, because I don't use it. If someone could get back to me on that, I'll add it to the OP.
i have a modded a little bit on my own and all my dark protoss units/effects and the dark nexus work without any bugs (except from the effect: dark stalkermissleimpact)
Here is what i did: i copied all darkprotoss(darkprotoss units/effects and the dark nexus) m3-datas to libertyMulti.sc2mod/base.sc2assets and then i copied these texturesfrom liberty.sc2campaign/base.sc2assets into base.sc2asstes:
Question: Since DTs come in two different forms, would it be possible to do that with this? For example, 3 different forms of ghost: the standard, nova, and spectre.
Hmm I'm sure someone's already mentioned this but Science Vessel replacing Raven would be a bit better than Science Vessel to Medivac. Otherwise it looks great, I would totally play customs with these models.
On September 05 2011 00:44 ToastieNL wrote: Dark Protoss Models are from the Protoss mission in which you have to save the preservers. The mission in which you get a hybrid send at you every now and then. In which you have to power the buildings scattered around the map.
I don't think so. There's a unique stalker model that was used in that mission(iirc), and the phoenix is Urun's. http://starcraft.wikia.com/wiki/Urun
They might be scrapped skins from a pre-release version of the mission, or I could just be forgetting them.
@Teliko, any hope of Mohandar's void ray ever being used? :3
On September 04 2011 23:59 Teliko wrote: Alright, it's pretty clear what people want for Medivac, I'll get working on an update in a few hours. Shame that Science Vessel doesn't suit any multiplayer unit, it's an awesome model :/
You could just use it for the Raven.
--edit--
never mind, I just saw your reply to somebody else suggesting the same thing.
Also why no Gabriel Tosh option for the Ghost reskin? He'd be much better than the regular Spectre
Huge update. Fixed Protoss death animations, added Dark Colossus, Mothership and Observer (Credit to Delirium for modelling and texturing). Added Mercenary Hellion and Reaper from the Left 2 Die mod, removed Science vessel and and replaced with the campaign drop ship. Fixed battlecruiser death animation. Swapped ghost to Nova.
Terran now have one small extra step for installation, because the Nova model includes new voices. Read the OP for instructions and new download links.
This means every Protoss unit now has a new model, and every Terran unit apart from SCV and Raven. I'm gonna reopen a vote for Raven -> Science Vessel and see what people think, because it seems a shame to leave them out.
Poll: Swap Raven to Science Vessel?
Yes. Model, voice and portrait. (33)
44%
No. (33)
44%
Yes. Model only. (9)
12%
75 total votes
Your vote: Swap Raven to Science Vessel?
(Vote): Yes. Model only. (Vote): Yes. Model, voice and portrait. (Vote): No.
Teliko There are bug with Archon morhping animation. Can you fix that?
About Zergs. Can you replace:
- Ultralisk to Stank, with smaller model, same as ultralisk and his portrait - Overseer to L2D green overseer and his greeny portrait - Roach to Hunterling and his portrait with unit mode icon?
And will you make infested terrans modification in future? I mean modified building and unit models with infested, parasited, etc? Like Marines replaced by Infested Terrans, marauders with parasite on him, buildings have infested animation, like in L2D
On September 05 2011 23:47 Elendil wrote: can u add dark buildings pls )))) would be amazing
There's only textures for dark pylons and nexus. I could add the pylons, but the nexus would look really out of place on its own. I might try retexturing them myself some time, depends on how long it takes.
On September 06 2011 00:14 Existor wrote: Teliko There are bug with Archon morhping animation. Can you fix that?
About Zergs. Can you replace:
- Ultralisk to Stank, with smaller model, same as ultralisk and his portrait - Overseer to L2D green overseer and his greeny portrait - Roach to Hunterling and his portrait with unit mode icon?
And will you make infested terrans modification in future? I mean modified building and unit models with infested, parasited, etc? Like Marines replaced by Infested Terrans, marauders with parasite on him, buildings have infested animation, like in L2D
I've had a look at the Dark Archon model, and Blizzard never actually implemented a morphing animation for it. I'll see if I can export the animation from the default Archon using Autodesk 3ds Max and try add it to the dark model, but it's unlikely.
As for the zerg request, I'm already in the process of swapping infestor, baneling, roach, overseer and ultralisk. I could have a go at the infested Terran buildings if people are interested, but I'm not sure that that many people will want it as not every building has an infested texture.
Hmm I just realized that all the mercenary units are just the same units but with more wings/guns/engines/etc added to the sides. Kind of disappointing tbh.
On September 06 2011 03:48 Horse...falcon wrote: Hmm I just realized that all the mercenary units are just the same units but with more wings/guns/engines/etc added to the sides. Kind of disappointing tbh.
Well, they have to look some what like the original units.
On September 06 2011 03:48 Horse...falcon wrote: Hmm I just realized that all the mercenary units are just the same units but with more wings/guns/engines/etc added to the sides. Kind of disappointing tbh.
Well, they have to look some what like the original units.
Indeed, they're supposed to be upgrades of the unit. They need to still resemble the old one. I noticed that the mercenary models still load the textures from the original models, plus a few more for the armour that goes on top of it, so it's actually literally the exact same model they use as well.
so i followed the directions in the utub, but i ended up w/ all P units just being glowing outlines: looks like my unit models just got deleted w/out getting replaced? so if i try again it couldn't hurt right?
There's only textures for dark pylons and nexus. I could add the pylons, but the nexus would look really out of place on its own. I might try retexturing them myself some time, depends on how long it takes.
i have the dark nexus and it looks awesome :D
dark pylon would be awesome if i tried to copied it the pylon was twice bigger than the normal one oO
On September 06 2011 04:10 tsarnicky wrote: so i followed the directions in the utub, but i ended up w/ all P units just being glowing outlines: looks like my unit models just got deleted w/out getting replaced? so if i try again it couldn't hurt right?
Don't just watch the video, make sure you actually read the instructions in the OP.
There's only textures for dark pylons and nexus. I could add the pylons, but the nexus would look really out of place on its own. I might try retexturing them myself some time, depends on how long it takes.
i have the dark nexus and it looks awesome :D
dark pylon would be awesome if i tried to copied it the pylon was twice bigger than the normal one oO
Are you using the Dark Pylons textures, or just the model? It's possible that the model itself is meant to be twice as big. The purpose of the Dark Pylon wasn't to power buildings, it was to cloak them. I haven't looked at the model in comparison with other buildings yet, but if it is bigger, that's my guess.
I'm replacing the asset and mod folders but for some reason it is not working... i've tried the other mods (in which you change matchmaking pictures, etc) with success, but with this models it doesn't seem to work
On September 06 2011 05:03 snozberry wrote: I'm replacing the asset and mod folders but for some reason it is not working... i've tried the other mods (in which you change matchmaking pictures, etc) with success, but with this models it doesn't seem to work
Can you add a screenshot
On September 06 2011 05:03 Incursus wrote: Is there a way to make the standard Phoenix dark in this pack?
BTW This thing is amazing.
The only dark phoenix model available is another custom model textured by Delirium which still has the weird texture, but I can send you it if you want.
On September 06 2011 05:03 snozberry wrote: I'm replacing the asset and mod folders but for some reason it is not working... i've tried the other mods (in which you change matchmaking pictures, etc) with success, but with this models it doesn't seem to work
On September 06 2011 05:03 Incursus wrote: Is there a way to make the standard Phoenix dark in this pack?
BTW This thing is amazing.
The only dark phoenix model available is another custom model textured by Delirium which still has the weird texture, but I can send you it if you want.
That would be awesome if you would send it to me sir!
Also, I noticed a sort of bug with the Colossus, the selection box is strange, I will drag it over only two Colossi and it will select like 4 or so, something about the selection range is off I think. Might just be me though.
On September 06 2011 05:03 snozberry wrote: I'm replacing the asset and mod folders but for some reason it is not working... i've tried the other mods (in which you change matchmaking pictures, etc) with success, but with this models it doesn't seem to work
Can you add a screenshot
On September 06 2011 05:03 Incursus wrote: Is there a way to make the standard Phoenix dark in this pack?
BTW This thing is amazing.
The only dark phoenix model available is another custom model textured by Delirium which still has the weird texture, but I can send you it if you want.
That would be awesome if you would send it to me sir!
Also, I noticed a sort of bug with the Colossus, the selection box is strange, I will drag it over only two Colossi and it will select like 4 or so, something about the selection range is off I think. Might just be me though.
It can actually be downloaded from here. If a model comes with it, I don't think you'll need it. Just grab the textures and remove the word "dark" from each of the filenames and place them in to the textures folder of the base mpq.
I'll take a look in to the colossus bug, thanks for reporting.
On September 06 2011 05:03 snozberry wrote: I'm replacing the asset and mod folders but for some reason it is not working... i've tried the other mods (in which you change matchmaking pictures, etc) with success, but with this models it doesn't seem to work
On September 06 2011 05:03 Incursus wrote: Is there a way to make the standard Phoenix dark in this pack?
BTW This thing is amazing.
The only dark phoenix model available is another custom model textured by Delirium which still has the weird texture, but I can send you it if you want.
Nevermind, I got it. The units look amazing man thank you.
Also, the new unit models affect gameplay at all or are they just a change in appearance?
On September 06 2011 05:03 snozberry wrote: I'm replacing the asset and mod folders but for some reason it is not working... i've tried the other mods (in which you change matchmaking pictures, etc) with success, but with this models it doesn't seem to work
Can you add a screenshot
On September 06 2011 05:03 Incursus wrote: Is there a way to make the standard Phoenix dark in this pack?
BTW This thing is amazing.
The only dark phoenix model available is another custom model textured by Delirium which still has the weird texture, but I can send you it if you want.
Nevermind, I got it. The units look amazing man thank you.
Also, the new unit models affect gameplay at all or are they just a change in appearance?
Only appearance, I'll never be releasing something that could give players an advantage over their opponents.
I'm gonna leave the Science Vessel vote open a bit longer as it still seems a bit indecisive.
New update for Zergs. Included a few models that can be found in the Left 2 Die mod. I left out the "Chocker" Infestor and "Kaboomer" Baneling, because they were pretty much identical. As for the Roach Hunterling swap, the Hunterling is actually a melee unit, so it doesn't actually have set coordinates for a ranged attack animation. Because of that, you'll see part of the roach acid stream appear behind the Hunterlings head. If you don't want it, just look through the download and delete anything with hunterling, roach or brutalisk in the name.
On September 04 2011 05:24 Enhancer_ wrote: As a Zerg player, I don't appreciate you making Protoss and Terran armies scarier.
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.
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~ ;~;
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.
New version for Protoss which includes the "Dark Pylon", a model which is no longer in the game.
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.
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.
Possible final update coming up in a couple minutes for Zerg and Terran including the Swarm Guardian, Choker and Science Vessel. For those of you who don't want the vessel, simply don't install this update as that's all it contains.
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!
Provided I haven't missed something extra that can done with Zerg, this will possibly be the last update until I find the time to do some building textures. Added Infestor -> Choker, Corrupter -> Swarm Guardian, Raven -> Science Vessel and various bugfixes. If you have a previous Terran version installed and don't want the Science Vessel, there's no need to install this new version.
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.
- 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.
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.
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 Trying edit zerg buildings to fit new "greeny-grey" style
: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 -_-
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.
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.
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.
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
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.
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 16:18 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.
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
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.
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
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.
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 .
Anything I've ever released is client-side only. No one knows you're using it.
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.
If thats true than i am all for it, this is awesome :D! however, i know that blizz has stuff against changing any element of their copywritten game, will this get us banned or not? also if it won't get us banned does anyone know how it would look on low graphics since i play on low to have a very smooth game?
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.
If thats true than i am all for it, this is awesome :D! however, i know that blizz has stuff against changing any element of their copywritten game, will this get us banned or not? also if it won't get us banned does anyone know how it would look on low graphics since i play on low to have a very smooth game?
Did you read the OP or just look at the pictures?
"First up, like always, yes MPQ editing is against the terms of service. Most of you probably know this by now, but I have to say it or else I'll get shouted at. My mods have been downloaded over 30,000 times now, and no one has been banned in the year that SC2 has been released. I'm not saying it's impossible to get banned, just that it hasn't happened yet. And if anyone was going to get banned, it'd be me seeing as I open and close SC2 with new experimental MPQs like 50+ times a day when I'm working on new things like this."
It's technically against the TOS. Blizzard can ban you and be within their rights. But they never seem to ban anyone for cosmetic changes (see the threads about changing voice packs, language packs, menu screen background, etc...). So it's reasonably safe, in the sense that if Blizzard is reasonable, you're safe.
On October 03 2011 02:43 nGBeast wrote: Backing up the Assets MPQ, jesus its such a big file lol.
If you feel confident that you won't slip up, or won't change your mind later, it's not really necessary. That's moreso just a disclaimer I have to leave everywhere to stop people from asking me to upload backups after they forget to. Uploading 2 gig files on a 2mb connection is a lot less fun than just having people back it up themselves. Another thing you can do is extract the files you're going to be replacing and back those up instead, reducing the size from like 2 gigs to 30mb.
On October 03 2011 03:05 nGBeast wrote: Glad I did, cause as soon as I did the mods file it patched so I had to go back and re-do it all :D
You'll only need to replace the patch file that the mods went in, it'll work without that. It just means you won't be able to use as many units as others.
On October 03 2011 03:07 Yoshi Kirishima wrote: OMG this is stupidly sexy haha can't believe i didn't know this for a month o.o
On October 03 2011 04:16 Existor wrote: Teliko, why you don't use method with creating new MPQ archive and putting inside new files only?
It's never been confirmed that using a new MPQ is any more or less likely to cause someone to get banned, it was never more than a theory. And even then, it's safe either way. No one has ever been banned for either method.
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.
If thats true than i am all for it, this is awesome :D! however, i know that blizz has stuff against changing any element of their copywritten game, will this get us banned or not? also if it won't get us banned does anyone know how it would look on low graphics since i play on low to have a very smooth game?
Did you read the OP or just look at the pictures?
"First up, like always, yes MPQ editing is against the terms of service. Most of you probably know this by now, but I have to say it or else I'll get shouted at. My mods have been downloaded over 30,000 times now, and no one has been banned in the year that SC2 has been released. I'm not saying it's impossible to get banned, just that it hasn't happened yet. And if anyone was going to get banned, it'd be me seeing as I open and close SC2 with new experimental MPQs like 50+ times a day when I'm working on new things like this."
It's technically against the TOS. Blizzard can ban you and be within their rights. But they never seem to ban anyone for cosmetic changes (see the threads about changing voice packs, language packs, menu screen background, etc...). So it's reasonably safe, in the sense that if Blizzard is reasonable, you're safe.
I attempted to read, but not gonna lie the pictures got me after the protoss pictures came up T.T >.< sorry if my post was ill informed
On October 03 2011 07:50 theEpsilon wrote: My game patched as well, but i failed at the editing, so I will try it again. Maybe it patches because I use a downloaded client and not a cd version?
Well I always reinstall using the cd, so I guess it's a possibility, but I'm not entirely sure that makes a lot of sense. It's unlikely a downloaded version would be any different after installation, but I've never tried it, so I wouldn't rule it out. My internet is getting upgraded from 2mb to 100mb in like a week, so i'll test it then. Sure as hell not downloading 12gigs on 2mb.
Hi! Just wanted to say that this is really great! However, i noticed that the marine model isn't working correctly for me (everything else is though) Anyways, really nice!
On October 03 2011 11:56 NiTroSc2 wrote: Hi! Just wanted to say that this is really great! However, i noticed that the marine model isn't working correctly for me (everything else is though) Anyways, really nice!
Did you put the mods folder into the correct mpq in the Base19679 folder?
On October 03 2011 11:56 NiTroSc2 wrote: Hi! Just wanted to say that this is really great! However, i noticed that the marine model isn't working correctly for me (everything else is though) Anyways, really nice!
Did you put the mods folder into the correct mpq in the Base19679 folder?
I did, but then it started to patch so i decided to leave the mods folder out and just install the assets.
On October 03 2011 11:56 NiTroSc2 wrote: Hi! Just wanted to say that this is really great! However, i noticed that the marine model isn't working correctly for me (everything else is though) Anyways, really nice!
Did you put the mods folder into the correct mpq in the Base19679 folder?
I did, but then it started to patch so i decided to leave the mods folder out and just install the assets.
Ah, I see. Just to test Epsilon's theory, did you install sc2 via cd or download?
On October 03 2011 11:56 NiTroSc2 wrote: Hi! Just wanted to say that this is really great! However, i noticed that the marine model isn't working correctly for me (everything else is though) Anyways, really nice!
Did you put the mods folder into the correct mpq in the Base19679 folder?
I did, but then it started to patch so i decided to leave the mods folder out and just install the assets.
Ah, I see. Just to test Epsilon's theory, did you install sc2 via cd or download?
I installed using the cd. Also to note i have a relocalizer in order to switch regions, although i'm not sure that affects anything.
On October 03 2011 11:56 NiTroSc2 wrote: Hi! Just wanted to say that this is really great! However, i noticed that the marine model isn't working correctly for me (everything else is though) Anyways, really nice!
Did you put the mods folder into the correct mpq in the Base19679 folder?
I did, but then it started to patch so i decided to leave the mods folder out and just install the assets.
Ah, I see. Just to test Epsilon's theory, did you install sc2 via cd or download?
I installed using the cd. Also to note i have a relocalizer in order to switch regions, although i'm not sure that affects anything.
Oooh I never thought about that either, I guess that might affect it. Gotta find all the people who said the mods folder wouldn't work and see if they did either of these things now :/
Sigh,, Dragged and dropped the files... It started patching, took out all the new modded files and put back the old mpq's and its forever patching... Have to re-install... Q__Q
On October 03 2011 14:10 HikariPrime wrote: Sigh,, Dragged and dropped the files... It started patching, took out all the new modded files and put back the old mpq's and its forever patching... Have to re-install... Q__Q
Are you sure you put the files in the right place/backed up the right file? It wouldn't be possible for it to cause a file you're not even using to stop working.
On October 03 2011 11:56 NiTroSc2 wrote: Hi! Just wanted to say that this is really great! However, i noticed that the marine model isn't working correctly for me (everything else is though) Anyways, really nice!
Did you put the mods folder into the correct mpq in the Base19679 folder?
I did, but then it started to patch so i decided to leave the mods folder out and just install the assets.
Ah, I see. Just to test Epsilon's theory, did you install sc2 via cd or download?
I installed using the cd. Also to note i have a relocalizer in order to switch regions, although i'm not sure that affects anything.
Oooh I never thought about that either, I guess that might affect it. Gotta find all the people who said the mods folder wouldn't work and see if they did either of these things now :/
I installed from dvd and mods are working for me. No relocalizer. Im not sure if it's helpful, but here it is. ^_^
Awesome update for Protoss, I finally got around to completely rexturing every building to match the Dark Protoss unit theme. This also goes for the standard pylon or the new dark pylon, so you'll get a complete dark protoss feeling regardless of which you use. This only uses redesigned textures and will work on any region as it doesn't affect the patch mpq.
This is the first time I've ever done a retexturing like this, so if you can think of any improvements for it, let me know. I had to redesign 39 textures individually, so they're all starting to look the same to me right now. If I made a particular building too bright/dark, tell me.
Half way through, I realised I'd made a complete balls of the textures by saving them as interpolated alpha instead of explicit, so all the work I'd done had gotten infected by aids.
Download (This file goes into the base.sc2assets.mpq in the mods/liberty.sc2mod of your sc2 directory.)
Protoss is epic With buildings, interface and units, it's totally different race for now
My thoughts:
- UI must be a bit lighter, maybe 20%. Now it's very dark. What I mean - posted earlier in this topic with slighty lighter UI. - Need to decrease slighty green colors on buildings. Glow slightly smaller, thinner strips.
What about UI, I've increased brightness of the UI, a bit.
Screenshot update of what the buildings would actually look like in a normal ladder game and with the original pylon. Someone suggested I use this instead of the previous one and it does actually look a lot nicer, so;
I only downloaded the Terran one, but only a few units have new models. Thors/Marines are still the same old model. I only dropped the assets folder since it was patching when i dropped all three. Any way to fix this and get all terran model swaps?
i think it would be nice if blizzard could make it so that you can change the color scheme like the ones you have for 1 v 1s, the game would be so much cooler
On October 05 2011 17:39 JcGuiao wrote: I only downloaded the Terran one, but only a few units have new models. Thors/Marines are still the same old model. I only dropped the assets folder since it was patching when i dropped all three. Any way to fix this and get all terran model swaps?
The Thor and Marine models are part of the mods folder, so if that doesn't work, there's no way around it to my knowledge. Sorry.
On October 05 2011 23:20 Zushen wrote: thanks for your help man! and have you ever considered using the dominion marauder model from the campaign? or the tauren marine? lol
I prefer the look of the mercenary Marauder, personally
btw, i didn't install the game on the default path C:\Program Files (x86)\StarCraft II\ i installed it on E:\StarCraft II, because the first time i tried this mod, the client began to patch, and i ended up uninstalling the game, and re-install it on a faster HD. i have a digital version of sc2.
edit: i fixed it now, it turned out that i didn't close the mpq editor before running sc2. thanks to ImmortalTofu for telling me that. but i still can't apply mod folder. i want CE thor so badly
It really is a shame that Blizzard is against stuff like this, I would not personaly use it for ladder and what not, but if I was just trying random stuff with my friends I might load this up to see how it looks.
On October 05 2011 03:18 Teliko wrote: Screenshot update of what the buildings would actually look like in a normal ladder game and with the original pylon. Someone suggested I use this instead of the previous one and it does actually look a lot nicer, so;
When are u gonna upload this updated pack? Love the small changes plus a couple buildings are kinda messed up from the old one so i would love the update! :D
Man, all these mods are so SICK. Blizzard should implement this into their games and allow us to change skins (unlocking new skins for races, similar to unlocking new skins for guns in COD).
I downloaded and installed both the protoss units and protoss buildings, but am having a problem with the buildings. Is it not working now with the new patch? Every building besides the nexus and pylon are just all green, there is no texture or anything. its like its halfway textured . please respond because i really really like the pics of the building textures and would love to fix this somehow.
Hey, First i wanted to say i'm really impressed by this, i am using a lot of your backgroudns and am a huge fan of your work, howevere, i encounter a slight problem with this one and i'm sorry if this error was posted before, i read through the first 5 pages but couldn't find it. So what happens is i apply the protoss buildings and units, even units only but i get the error message: the launcher has to be in the same folder as the game
I love the way this looks for the Protoss units / buildings, but I am having a problem where most of the Protoss buildings are not properly textured - the gateway, assimilator, cybercore, etc are all just blank purple buildings. Did I do something wrong, or do I need to have my graphics settings above a certain threshold in order for it to work? [I am playing on low currently] If posting a screen cap would be helpful I can do that too , just let me know
On October 07 2011 00:46 mrafaeldie12 wrote: My ghost is still a ghost with the nova portrait and my marines are just regular ol' marines!!T_T
U have to update the patch.SC2archive in your version folder as well. Worked for me.
But I have a problem regarding the protoss buildings. Can't get it to work Everything else works fine, but the buildings, except Nexus and Pylon, only appear in player color.
So what have i done wrong? I did put them here : C:\Program Files (x86)\StarCraft II\Mods\Liberty.SC2Mod in base.SC2Assets. Should they be put somewhere else?
By comparing my backup with downloaded zip-file i noticed there are some aditional files like ..._emissivegreen.dds and ..._emissivered.dds which are not included in the file. Is it possible this might have an effect? I'm open to suggestions anyway^^
On October 07 2011 00:46 mrafaeldie12 wrote: My ghost is still a ghost with the nova portrait and my marines are just regular ol' marines!!T_T
U have to update the patch.SC2archive in your version folder as well. Worked for me.
But I have a problem regarding the protoss buildings. Can't get it to work Everything else works fine, but the buildings, except Nexus and Pylon, only appear in player color.
So what have i done wrong? I did put them here : C:\Program Files (x86)\StarCraft II\Mods\Liberty.SC2Mod in base.SC2Assets. Should they be put somewhere else?
By comparing my backup with downloaded zip-file i noticed there are some aditional files like ..._emissivegreen.dds and ..._emissivered.dds which are not included in the file. Is it possible this might have an effect? I'm open to suggestions anyway^^
They look like they are completely untextured. Meaning, the game might not detect the textures u made.
Dear OP,
Is there an easy way to get these mods (Protoss Units + Protoss Buildings) to work on the Mac? I can't use MPQEditor because it only supports Windows and I'd like to play on my Mac. With the Stronger team Color mod, I could just paste a EnGB.SC2Data in my files and it'd work!
On October 07 2011 00:46 mrafaeldie12 wrote: My ghost is still a ghost with the nova portrait and my marines are just regular ol' marines!!T_T
U have to update the patch.SC2archive in your version folder as well. Worked for me.
But I have a problem regarding the protoss buildings. Can't get it to work Everything else works fine, but the buildings, except Nexus and Pylon, only appear in player color.
So what have i done wrong? I did put them here : C:\Program Files (x86)\StarCraft II\Mods\Liberty.SC2Mod in base.SC2Assets. Should they be put somewhere else?
By comparing my backup with downloaded zip-file i noticed there are some aditional files like ..._emissivegreen.dds and ..._emissivered.dds which are not included in the file. Is it possible this might have an effect? I'm open to suggestions anyway^^
I have this exact problem, and i know i installed it correctly so there is obviously something we're both doing wrong. Any info on how to fix this would be appreciated
On October 05 2011 03:18 Teliko wrote: Screenshot update of what the buildings would actually look like in a normal ladder game and with the original pylon. Someone suggested I use this instead of the previous one and it does actually look a lot nicer, so;
When are u gonna upload this updated pack? Love the small changes plus a couple buildings are kinda messed up from the old one so i would love the update! :D
I've already posted it. I was just adding a new screenshot example using the ally/enemy colours instead of team colours because it looked a lot more appealing to have the green player colour on top of the green effect of the texture. The link can be found in the op.
As for the rest of you having troubles, apologies for not being able to get back sooner, but I've moved house today and there's been an issue with getting the internet set up. While they're going to install it tomorrow, apparently they're not going to let us use it for another week -_- For now, I'll leave some quick reminders. Don't forget to close the mpq editor before running sc2. If various units arent working, like marine, it's because you haven't followed the instructions on installing the "Mods" folder correctly. If you have followed the instructions correctly and it forces your client to patch, there's nothing I can do about it right now. It's a mystery to me as to why some people suffer from this. You can try the mpq prioritisation method posted by existor, but I've never tried it or had the patch bug, so I can't promise anything. As always, back up your mpqs before doing any editing.
I'll get around to all the problems people are experiencing once my internet gets itself together, it's really awkward to experiment with mpqs to test various peoples problems when I've very limited access to the internet, so apologies for the delay.
I just want to say thank you for your work and time spent into such customization! Also I'm testing right now if Existor's MPQ prioritization method will work for people who can't use certain models, will be posting result later.
Update: Existor's MPQ prioritization method does work, I now have the marine and Thor skin working. 1) Go to your Liberty.SC2Mod folder and make a copy of your base.SC2Assets file (make sure to make a backup as well.) 2) Unzip the Terran folder you downloaded from Teliko. 3) Open up the Terran folder, then go into the Mods, then keep going until you see Portrait, Textures, and Units folder. 4) Open up the copy base.SC2Assets file you just copied with the editor, then drag and drop the textures and units folder in to the Asset folder. 5) After you are done, close the editor, and put the base.SC2Assets into the Liberty.Multi SC2Mod folder. 6) The skins should be working now.
On October 05 2011 03:18 Teliko wrote: Screenshot update of what the buildings would actually look like in a normal ladder game and with the original pylon. Someone suggested I use this instead of the previous one and it does actually look a lot nicer, so;
When are u gonna upload this updated pack? Love the small changes plus a couple buildings are kinda messed up from the old one so i would love the update! :D
I've already posted it. I was just adding a new screenshot example using the ally/enemy colours instead of team colours because it looked a lot more appealing to have the green player colour on top of the green effect of the texture. The link can be found in the op.
As for the rest of you having troubles, apologies for not being able to get back sooner, but I've moved house today and there's been an issue with getting the internet set up. While they're going to install it tomorrow, apparently they're not going to let us use it for another week -_- For now, I'll leave some quick reminders. Don't forget to close the mpq editor before running sc2. If various units arent working, like marine, it's because you haven't followed the instructions on installing the "Mods" folder correctly. If you have followed the instructions correctly and it forces your client to patch, there's nothing I can do about it right now. It's a mystery to me as to why some people suffer from this. You can try the mpq prioritisation method posted by existor, but I've never tried it or had the patch bug, so I can't promise anything. As always, back up your mpqs before doing any editing.
I'll get around to all the problems people are experiencing once my internet gets itself together, it's really awkward to experiment with mpqs to test various peoples problems when I've very limited access to the internet, so apologies for the delay.
Apreciate what you are doing, Have fun with your new place.
If you could spare the time, could you help me with this:
Dear OP,
Is there an easy way to get these mods (Protoss Units + Protoss Buildings) to work on the Mac? I can't use MPQEditor because it only supports Windows and I'd like to play on my Mac. With the Stronger team Color mod, I could just paste a EnGB.SC2Data in my files and it'd work!
On October 07 2011 17:59 GUImperfect wrote: here is my dark protoss building fix [url blocked] this was a dark protoss mod i did long ago using blizzard's textures from the mini campaign
im also uploading war pig and marauder merc portraits [url blocked]
The buildings work for me with this now. Great thanks to you man. There actually seem to miss some .dds files in what u uploaded there Teliko.
Anyway could u be so kind to upload the merc/hero pics for terran and protoss units (banshee, tank phoenix, mothership etc.) Dunno if there are any for zerg.
Some clients might begin to patch when you run them after you've installed this. I don't know why some clients do this and others don't, but it's because of the Mods folder. If this happens to you, just reapply your backup and only install the Assets this time. Unfortunately you'll be missing out on a couple of units, but there's nothing I can do.
Thank you so much existentialism! ive been trying to get that to work for sometime now haha. but when i did this the other units that i modded reverted back to there old model T.T is there a fix for that?
On October 07 2011 16:30 existentialism wrote: I just want to say thank you for your work and time spent into such customization! Also I'm testing right now if Existor's MPQ prioritization method will work for people who can't use certain models, will be posting result later.
Update: Existor's MPQ prioritization method does work, I now have the marine and Thor skin working. 1) Go to your Liberty.SC2Mod folder and make a copy of your base.SC2Assets file (make sure to make a backup as well.) 2) Unzip the Terran folder you downloaded from Teliko. 3) Open up the Terran folder, then go into the Mods, then keep going until you see Portrait, Textures, and Units folder. 4) Open up the copy base.SC2Assets file you just copied with the editor, then drag and drop the textures and units folder in to the Asset folder. 5) After you are done, close the editor, and put the base.SC2Assets into the Liberty.Multi SC2Mod folder. 6) The skins should be working now.
Worked like a charm for me! Thanks for the steps Again, great mod.
On October 05 2011 03:18 Teliko wrote: Screenshot update of what the buildings would actually look like in a normal ladder game and with the original pylon. Someone suggested I use this instead of the previous one and it does actually look a lot nicer, so;
When are u gonna upload this updated pack? Love the small changes plus a couple buildings are kinda messed up from the old one so i would love the update! :D
I've already posted it. I was just adding a new screenshot example using the ally/enemy colours instead of team colours because it looked a lot more appealing to have the green player colour on top of the green effect of the texture. The link can be found in the op.
As for the rest of you having troubles, apologies for not being able to get back sooner, but I've moved house today and there's been an issue with getting the internet set up. While they're going to install it tomorrow, apparently they're not going to let us use it for another week -_- For now, I'll leave some quick reminders. Don't forget to close the mpq editor before running sc2. If various units arent working, like marine, it's because you haven't followed the instructions on installing the "Mods" folder correctly. If you have followed the instructions correctly and it forces your client to patch, there's nothing I can do about it right now. It's a mystery to me as to why some people suffer from this. You can try the mpq prioritisation method posted by existor, but I've never tried it or had the patch bug, so I can't promise anything. As always, back up your mpqs before doing any editing.
I'll get around to all the problems people are experiencing once my internet gets itself together, it's really awkward to experiment with mpqs to test various peoples problems when I've very limited access to the internet, so apologies for the delay.
I did use the latest packages but i still get the dark pylon :< . How can i get rid of the dark pylon and go to the regular pylon ?
On October 08 2011 05:39 Zushen wrote: Thank you so much existentialism! ive been trying to get that to work for sometime now haha. but when i did this the other units that i modded reverted back to there old model T.T is there a fix for that?
Just simply put the other units folder into it as well.
I just noticed that the new dropships dont show their cargo, the bar above the ship and the pics on the bottom are missing. I remember the merc medivac in the campaign was able to show both. Did I mess something up?
On October 11 2011 16:30 1ll0gic wrote: Awesome mod! Unfortunately mine still patches. Idk if it makes any difference, but I have the DL version of SC instead of the CD.
I'll keep checking back here to see if anyone found a solution to the patch problem, but anyways great work Teliko!
I asked the same question before, people with a CD client also seem to have that problem. Waiting for Teliko to show the updater who's boss as well.
This looks absolutely awesome, I've always wanted something like this since playing the single player. Just to make sure, this is compatible with the brood war sounds as well right?
On October 12 2011 11:11 Amlitzer wrote: This looks absolutely awesome, I've always wanted something like this since playing the single player. Just to make sure, this is compatible with the brood war sounds as well right?
You don't replace sound files, so I dont see a problem using both.
Ahoyhoy everyone, apologies for being afk for so long. We had huge problems getting the internet set up at the new house, but we finally got it sorted and it feels goooood.
Old internet:
New internet:
From slower than 78% to faster than 97%? Hhhhoboi. This is probably a relevant time to announce that I'm hoping to start streaming, possibly casting, at some point in future. Not many looking for EU casters, so I'm trying to find a US stream seeing as I sleep at retarded times anyway, but I'll see how things go.
Anyway, huge thanks to those of you who helped others in my absence, but I'll answer what I can just to prevent any confusion.
On October 05 2011 03:18 Teliko wrote: Screenshot update of what the buildings would actually look like in a normal ladder game and with the original pylon. Someone suggested I use this instead of the previous one and it does actually look a lot nicer, so;
When are u gonna upload this updated pack? Love the small changes plus a couple buildings are kinda messed up from the old one so i would love the update! :D
The link is already up to date, I was only posting a nicer screenshot
On October 07 2011 00:46 mrafaeldie12 wrote: My ghost is still a ghost with the nova portrait and my marines are just regular ol' marines!!T_T
This is because you're not installing the mods folder correctly. If you tried that and it caused you to patch, try this as a fix. (Credit to BioVolt for already having this written out for me while my internet was ballsing up. This goes to everyone else having patching issues.)
To install this, go to C:\Program Files (x86)\StarCraft II\Mods\Liberty.SC2Mod and copy base.SC2Assets to C:\Program Files (x86)\StarCraft II\Mods\LibertyMulti.SC2Mod then using the MPQEditor open the new base.SC2Assets file you just copied to C:\Program Files (x86)\StarCraft II\Mods\LibertyMulti.SC2Mod\ and drop the mods folder in there. Your client will not try to patch on startup anymore and you will have all the units now, including the collector's edition Thor! (If your client does try to patch, make sure your remembered to replace the patch.SC2Archive with the original backup and startup again.
On October 07 2011 04:37 soLremarK wrote: Hello,
I love the way this looks for the Protoss units / buildings, but I am having a problem where most of the Protoss buildings are not properly textured - the gateway, assimilator, cybercore, etc are all just blank purple buildings. Did I do something wrong, or do I need to have my graphics settings above a certain threshold in order for it to work? [I am playing on low currently] If posting a screen cap would be helpful I can do that too , just let me know
I think this may have been my fault. Apparently when I zipped the Protoss Buildings folder, it decided to create the zip called Protoss Buildings, and retain that folder inside the archive, so people were probably accidentally installing the wrong folder name because of that. I'm waiting for the update to be accepted on sc2mapster, but for now you can just ignore the Protoss Buildings folder and only install the Assets folder.
On October 07 2011 00:46 mrafaeldie12 wrote: My ghost is still a ghost with the nova portrait and my marines are just regular ol' marines!!T_T
U have to update the patch.SC2archive in your version folder as well. Worked for me.
But I have a problem regarding the protoss buildings. Can't get it to work Everything else works fine, but the buildings, except Nexus and Pylon, only appear in player color.
So what have i done wrong? I did put them here : C:\Program Files (x86)\StarCraft II\Mods\Liberty.SC2Mod in base.SC2Assets. Should they be put somewhere else?
By comparing my backup with downloaded zip-file i noticed there are some aditional files like ..._emissivegreen.dds and ..._emissivered.dds which are not included in the file. Is it possible this might have an effect? I'm open to suggestions anyway^^
They look like they are completely untextured. Meaning, the game might not detect the textures u made.
Dear OP,
Is there an easy way to get these mods (Protoss Units + Protoss Buildings) to work on the Mac? I can't use MPQEditor because it only supports Windows and I'd like to play on my Mac. With the Stronger team Color mod, I could just paste a EnGB.SC2Data in my files and it'd work!
Kind regards
I've personally never done this on a mac, but here's a quote from another of my threads by BoBisComing2getU
On July 28 2011 00:25 BoBisComing2getU wrote: If you're using a mac, first you have to download MPQ Extractor and DropMPQ. Then go to the enUS.SC2Assets file and open it with MPQ Extractor. A folder called enUS should appear in the liberty.SC2mod folder right above the original enUS.SC2Assets file. Drag the enUS folder onto you desktop. Then open the folder containing your desired sounds and use the contents to replace the contents of the old sound folder found in the folder LocalizedData inside the enUS you just put on your desktop (NOTE: if you are lazy and simply replace the old sound folder with the new it will not work. You must keep the old/original sound folder and replace all its contents.) Then open up DropMPQ and drop the now edited enUS folder into it. A .mpq file should appear on your desktop. Change the extension of the .mpq file to .SC2Assets. Replace the old enUS.SC2Assets file in the liberty.SC2 mod with the new one on your desktop and you should be good to go. If you are confused about where some of these files are located I wrote this post assuming everyone had already read Teliko's OP, so you might want to try giving that a read.+ Show Spoiler +
As always, do this at your own peril. MPQ editing is against the ToS. While there are a lot of people doing it without any reported bans such as Pzea's Stronger Team Colours, the Background Menu Customisation or my Ghost to Nova Model Edit, I'm not going to tell you there's no chance of getting banned for doing it because there's always a risk no matter what anyone tells you.
Still interested? Awesome, me too. First off, you're going to need to download the MPQEditor. This is by no means advanced software, it just lets us open the files used to make SC what it is, and let us see what's inside. As well as edit them. Obviously.
Go to your SC2 folder, Mods\Liberty.SC2mod and then open enGB.SC2assets with the MPQEditor (Just drag and drop it onto the editor). This might also be called enUS/ruRU/deDE/zhTW.SC2Assets or whatever. Depends on your region. There's also one in there called enGB.SC2Data. Make sure you don't mix them up. BACK UP YOUR enGB.SC2ASSETS FIRST INCASE YOU MESS UP or change your mind later.
After you've got that open, go to the folder "LocalizedData" inside. This will have the two folders "Facial" and "Sounds" within it. You're going to need to replace the "Sounds" folder with the one in the download below. After that, you're good to go.
Thanks again Teliko for the sound files and all your help!
On October 05 2011 03:18 Teliko wrote: Screenshot update of what the buildings would actually look like in a normal ladder game and with the original pylon. Someone suggested I use this instead of the previous one and it does actually look a lot nicer, so;
When are u gonna upload this updated pack? Love the small changes plus a couple buildings are kinda messed up from the old one so i would love the update! :D
I've already posted it. I was just adding a new screenshot example using the ally/enemy colours instead of team colours because it looked a lot more appealing to have the green player colour on top of the green effect of the texture. The link can be found in the op.
As for the rest of you having troubles, apologies for not being able to get back sooner, but I've moved house today and there's been an issue with getting the internet set up. While they're going to install it tomorrow, apparently they're not going to let us use it for another week -_- For now, I'll leave some quick reminders. Don't forget to close the mpq editor before running sc2. If various units arent working, like marine, it's because you haven't followed the instructions on installing the "Mods" folder correctly. If you have followed the instructions correctly and it forces your client to patch, there's nothing I can do about it right now. It's a mystery to me as to why some people suffer from this. You can try the mpq prioritisation method posted by existor, but I've never tried it or had the patch bug, so I can't promise anything. As always, back up your mpqs before doing any editing.
I'll get around to all the problems people are experiencing once my internet gets itself together, it's really awkward to experiment with mpqs to test various peoples problems when I've very limited access to the internet, so apologies for the delay.
I did use the latest packages but i still get the dark pylon :< . How can i get rid of the dark pylon and go to the regular pylon ?
You'll have to install your backup and remove any files regarding dark pylon from the download before applying it, or extract the pylon from your backup and install it to your main mpq manually.
On October 09 2011 01:05 theEpsilon wrote: I just noticed that the new dropships dont show their cargo, the bar above the ship and the pics on the bottom are missing. I remember the merc medivac in the campaign was able to show both. Did I mess something up?
Would I be right in saying you noticed this is one of the unit test maps? I was having this issue too, but it happened when I wasn't using the mod, too. I think it just happens when you're on maps that allow you to control two or more players because you're not meant to be able to see as the opponent.
On October 12 2011 11:11 Amlitzer wrote: This looks absolutely awesome, I've always wanted something like this since playing the single player. Just to make sure, this is compatible with the brood war sounds as well right?
On October 09 2011 01:05 theEpsilon wrote: I just noticed that the new dropships dont show their cargo, the bar above the ship and the pics on the bottom are missing. I remember the merc medivac in the campaign was able to show both. Did I mess something up?
Would I be right in saying you noticed this is one of the unit test maps? I was having this issue too, but it happened when I wasn't using the mod, too. I think it just happens when you're on maps that allow you to control two or more players because you're not meant to be able to see as the opponent.
Yes, I noticed that on a unit test map. Didn't see the bug occur on a normal map, altough I got to admit, I didn't pay much attention to the cargo of dropships.
On October 09 2011 01:05 theEpsilon wrote: I just noticed that the new dropships dont show their cargo, the bar above the ship and the pics on the bottom are missing. I remember the merc medivac in the campaign was able to show both. Did I mess something up?
Would I be right in saying you noticed this is one of the unit test maps? I was having this issue too, but it happened when I wasn't using the mod, too. I think it just happens when you're on maps that allow you to control two or more players because you're not meant to be able to see as the opponent.
Yes, I noticed that on a unit test map. Didn't see the bug occur on a normal map, altough I got to admit, I didn't pay much attention to the cargo of dropships.
Tried it again, still seems to be fine for me outside custom maps. While you naturally wouldn't notice the cargo being there because you're used to it, you would probably have noticed if it wasn't there
It seems this recent patch manage to change something again, now my marine and thor skins aren't working, the rest are fine. Even though it shouldn't be cause I used the MPQ prioritization method instead of installing it directly =/.
hey Teliko if I could make a suggestion, it woulkd be super cool if we could get two-tone team colors similar to the dark Protoss buildings but for terran or zerg if possible
On November 11 2011 18:11 existentialism wrote: It seems this recent patch manage to change something again, now my marine and thor skins aren't working, the rest are fine. Even though it shouldn't be cause I used the MPQ prioritization method instead of installing it directly =/.
MPQ prioritisation was killed in the latest patch, you'll need to install them directly.
On November 14 2011 21:57 Zushen wrote: hey Teliko if I could make a suggestion, it woulkd be super cool if we could get two-tone team colors similar to the dark Protoss buildings but for terran or zerg if possible
Not really sure what you could change them to :/ Zerg would look pretty awful as any other colour.
On November 11 2011 18:11 existentialism wrote: It seems this recent patch manage to change something again, now my marine and thor skins aren't working, the rest are fine. Even though it shouldn't be cause I used the MPQ prioritization method instead of installing it directly =/.
MPQ prioritisation was killed in the latest patch, you'll need to install them directly.
On November 14 2011 21:57 Zushen wrote: hey Teliko if I could make a suggestion, it woulkd be super cool if we could get two-tone team colors similar to the dark Protoss buildings but for terran or zerg if possible
Not really sure what you could change them to :/ Zerg would look pretty awful as any other colour.
aww that sucks, now I cant use the marine model anymore =/ o well...
On November 16 2011 02:31 KoKoRo wrote: I'm currently trying to figure a way around getting my SC2 to not patch when I apply the Terran mod, because I was one of the unfortunate ones. :<
Suddenly I run into this type of error while patching. I didn't even touch the campaign folders. I'll investigate further.
It actually happened to me once now after I reinstalled the game, but now it's working again. I've no idea how it works, it's really confusing :S Anyway, you could still use the mod, just don't install the files that go in to patch mpq from the versions folder.
On November 16 2011 02:31 KoKoRo wrote: I'm currently trying to figure a way around getting my SC2 to not patch when I apply the Terran mod, because I was one of the unfortunate ones. :<
Suddenly I run into this type of error while patching. I didn't even touch the campaign folders. I'll investigate further.
It actually happened to me once now after I reinstalled the game, but now it's working again. I've no idea how it works, it's really confusing :S Anyway, you could still use the mod, just don't install the files that go in to patch mpq from the versions folder.
I'm too stubborn to give up so easily.
Either way, I found a quick fix to avoid the update server. Basically just pull your Ethernet cable, turn on SC2, plug Ethernet cable back in. Got it to work, dunno if I have to do this every time or not, I'll edit this post if it starts up the patch server for me again after I restart the game. Speaking of which, maybe restarting my computer would change anything? Something I'll have to save for another time.
On November 16 2011 02:31 KoKoRo wrote: I'm currently trying to figure a way around getting my SC2 to not patch when I apply the Terran mod, because I was one of the unfortunate ones. :<
Suddenly I run into this type of error while patching. I didn't even touch the campaign folders. I'll investigate further.
It actually happened to me once now after I reinstalled the game, but now it's working again. I've no idea how it works, it's really confusing :S Anyway, you could still use the mod, just don't install the files that go in to patch mpq from the versions folder.
I'm too stubborn to give up so easily.
Either way, I found a quick fix to avoid the update server. Basically just pull your Ethernet cable, turn on SC2, plug Ethernet cable back in. Got it to work, dunno if I have to do this every time or not, I'll edit this post if it starts up the patch server for me again after I restart the game. Speaking of which, maybe restarting my computer would change anything? Something I'll have to save for another time.
Edit: Yes you have to unplug every time.
I tried doing this, but I'm getting an error report saying that the files is damage or corrupted, maybe I did something wrong, I'll check again
On November 16 2011 02:31 KoKoRo wrote: I'm currently trying to figure a way around getting my SC2 to not patch when I apply the Terran mod, because I was one of the unfortunate ones. :<
Suddenly I run into this type of error while patching. I didn't even touch the campaign folders. I'll investigate further.
It actually happened to me once now after I reinstalled the game, but now it's working again. I've no idea how it works, it's really confusing :S Anyway, you could still use the mod, just don't install the files that go in to patch mpq from the versions folder.
I'm too stubborn to give up so easily.
Either way, I found a quick fix to avoid the update server. Basically just pull your Ethernet cable, turn on SC2, plug Ethernet cable back in. Got it to work, dunno if I have to do this every time or not, I'll edit this post if it starts up the patch server for me again after I restart the game. Speaking of which, maybe restarting my computer would change anything? Something I'll have to save for another time.
Edit: Yes you have to unplug every time.
I tried doing this, but I'm getting an error report saying that the files is damage or corrupted, maybe I did something wrong, I'll check again
If you didn't resolve your problem, start from scratch. I haven't gotten either of those error messages. If WoW has taught me anything, there should be a way to stop the automatic update server.
On November 16 2011 02:31 KoKoRo wrote: I'm currently trying to figure a way around getting my SC2 to not patch when I apply the Terran mod, because I was one of the unfortunate ones. :<
Suddenly I run into this type of error while patching. I didn't even touch the campaign folders. I'll investigate further.
It actually happened to me once now after I reinstalled the game, but now it's working again. I've no idea how it works, it's really confusing :S Anyway, you could still use the mod, just don't install the files that go in to patch mpq from the versions folder.
I'm too stubborn to give up so easily.
Either way, I found a quick fix to avoid the update server. Basically just pull your Ethernet cable, turn on SC2, plug Ethernet cable back in. Got it to work, dunno if I have to do this every time or not, I'll edit this post if it starts up the patch server for me again after I restart the game. Speaking of which, maybe restarting my computer would change anything? Something I'll have to save for another time.
Edit: Yes you have to unplug every time.
I tried doing this, but I'm getting an error report saying that the files is damage or corrupted, maybe I did something wrong, I'll check again
If you didn't resolve your problem, start from scratch. I haven't gotten either of those error messages. If WoW has taught me anything, there should be a way to stop the automatic update server.
No, still getting the error report, I even reinstall the game =/
On November 16 2011 02:31 KoKoRo wrote: I'm currently trying to figure a way around getting my SC2 to not patch when I apply the Terran mod, because I was one of the unfortunate ones. :<
Suddenly I run into this type of error while patching. I didn't even touch the campaign folders. I'll investigate further.
It actually happened to me once now after I reinstalled the game, but now it's working again. I've no idea how it works, it's really confusing :S Anyway, you could still use the mod, just don't install the files that go in to patch mpq from the versions folder.
I'm too stubborn to give up so easily.
Either way, I found a quick fix to avoid the update server. Basically just pull your Ethernet cable, turn on SC2, plug Ethernet cable back in. Got it to work, dunno if I have to do this every time or not, I'll edit this post if it starts up the patch server for me again after I restart the game. Speaking of which, maybe restarting my computer would change anything? Something I'll have to save for another time.
Edit: Yes you have to unplug every time.
I tried doing this, but I'm getting an error report saying that the files is damage or corrupted, maybe I did something wrong, I'll check again
If you didn't resolve your problem, start from scratch. I haven't gotten either of those error messages. If WoW has taught me anything, there should be a way to stop the automatic update server.
No, still getting the error report, I even reinstall the game =/
Yeah, I ran the repair and started getting it too.
I'm afraid some people seem to just randomly get the patch bug. I got it once also during one of my many reinstalls, so it doesn't seem to be specific region clients. It definitely seems to occur more commonly to people who download the installer online, but that's the only conclusion I've reached so far. Keep in mind the patch bug is caused via changing the patch mpqs in the base folder, so you can still use some of this mod, you just can't use the parts that access that particular mpq until I can work out what the hell causes the patch bug, unfortunately.
On November 22 2011 17:13 Bensio wrote: Specific units just dont seem to work for me, Stalker, Sentry, Carrier, Archon, Dark Templar :/
There are some units that have been affected by patches, which causes them to have to be modified from the base folder's patch.mpq. If you have a client that patch bugs when you modify if, you'll have to skip those units now that the mpq prioritisation method has been removed.
On February 07 2012 15:39 l_Kyo_l wrote: We still never got any confirmation if this works with the stronger team color mod, otherwise I'd have it installed >.>~
It won't work with it, because they essentially do the exact same. The two people creating them just changed the textures in different ways. If you want to "combine" them just paint the mask that makes out where team colours appear, stronger on the Dark models.
crap im an idiot and i didnt back them up properly now its trying to patch when i load it can i just let it download all the patches and will it work after that but without the mods, only assets, or do i need to reinstall the game?
EDIT: NVM the game answered itself fuck, time to install the game again
Ok so first of all can i say that this looks amazing. I especially love the voidray and the immortal
The only problem is, alot of the units dont seems to change. I wasnt able to install the mods as it kept trying to patch it when i did. This meant that the stalker and sentry didnt change, but everything else did (hadnt tested it on HT DT or archon) The only thing that seemed to change for terran was medivac and marauder and nothing seemed to change for zerg.
If it trys to patch when i put the mods in, theres no way round it is there? it looks really bad when half my army is dark but nothing else is
i can report as of april 11 2012 that this does work with the folder prioritization method does work with mod folder units as i am a victim of the patch bug
On April 12 2012 08:40 Zushen wrote: i can report as of april 11 2012 that this does work with the folder prioritization method does work with mod folder units as i am a victim of the patch bug
I'm still trying to get more feedback before I adjust all the guides, but I think I might have found a resolution for the patch bug. I'd appreciate if you could also try this so I can get more confirmation. If you could PM me after, letting me know if it did or didn't work, that'd be awesome.
I'm still trying to get more feedback before I adjust all the guides, but I think I might have found a resolution for the patch bug. I'd appreciate if you could also try this so I can get more confirmation. If you could PM me after, letting me know if it did or didn't work, that'd be awesome.
ok so if i try to start sc2 directly from the launcher it gives me the bug but the sc2 switcher does work! not sure if it might put you on the radar for a ban but still great find!
On April 12 2012 10:48 Zushen wrote: ok so if i try to start sc2 directly from the launcher it gives me the bug but the sc2 switcher does work! not sure if it might put you on the radar for a ban but still great find!
Awesome stuff. Seems this definitely works out for everyone then. I'm sure that it wouldn't make it more likely to be caught using mods, though. If anything, it's most likely safer seeing as this launcher seems to completely avoid any contact with the patch server until after the game is fully launched.
Thanks again for the feedback, it's a huge help to me <3
I think it would be cool if Blizzard added different skins for units/buildings in HotS. For example you can choose between Protoss and dark Protoss or something like that, same for Terran and Zerg of course!
If you run it without the mods installed, does it still crash with the switcher?
I first thought about it and restored the original patch, then tried to run the game through SC2Switcher.exe and it worked. Then he tried to install Mods \ Liberty.SC2Mod \ Base.SC2Assets \ Assets in the latest patch and the game began again after crash SC2Switcher.exe. I'm depressed.
If you run it without the mods installed, does it still crash with the switcher?
I first thought about it and restored the original patch, then tried to run the game through SC2Switcher.exe and it worked. Then he tried to install Mods \ Liberty.SC2Mod \ Base.SC2Assets \ Assets in the latest patch and the game began again after crash SC2Switcher.exe. I'm depressed.
H'm.. Weird. This is the first time I've heard of it not working so far :/ Will look in to it.
On April 13 2012 05:56 Teliko wrote:Will look in to it.
Thanks, I'll wait for the news. I really want to return to the dark stalker and the sentry. Light stalker looks horrible. :/
I just installed the files on a client that otherwise would have been patch bugging without the sc2switcher, and it seems to be running custom games just fine. At what point in the game did it cause you to get the crash error?
Edit: After another bit of playing around with files, I've discovered it was the protoss unit textures that were causing you to crash. When I originally, made this, I added more files than originally required for the verions/base folder and it seems that by doing this when using the sc2switcher, it causes the game to crash unless it was only replacing previous files, not adding extra to it. I can't remember why I did this at this stage because it was so long ago, but have tried running the game with the files that were causing the crash removed and haven't noticed anything wrong with the textures on the units, so far now it seems to be fine.
If you could try installing this file to the versions/base/patch and let me know if it still causes you to crash, that'd be awesome.
On April 13 2012 22:13 MAGISTR wrote: Teliko, thank you so much, it works. :')
Awesome, thanks for the help. Make sure you let me know if you notice anything else that needs fixing. Different people seem to have different problems, it's difficult for me to fix them all when I'm not getting half of them :/
i tried using the color mod on top of the dark model for protoss out of curiosity. all it does is revert all the buildings to original but has the green lights/flashes. looked kind of cool but for terran or zerg i didnt see any difference
With the help of many awesome people, the resolution to the patch bug has been confirmed. If you were one of the people whose clients started patching after installing parts of this mod, you can read about it and how to fix it here:
Everything is working, the sound the images etc. but when i start a game whether it be custom or ladder my game crashes and asks me to send an error report to blizzard.... Help?
Have you installed the latest protoss file? The link was updated a few weeks ago after the patch bug was solved because the old protoss files were causing crashes.
If they have lots of unused units in the campaign, then sure, but else there won't be enough unused zerg models to swap with. I've added pretty much everything that'd been made for zerg outside the multiplayer, like from Left 2 Die or whatever it was called.
No i was only adding the terran files, i tried removing them and putting in the backups and starting Sc 2 again but it doesn't work. Says that its missing a file called icuuc.dII. I had to uninstall and im re installing atm, just 7 more hours to go......
If you had a backup, you wouldn't need to reinstall. icuuc is in the support folder, is has absolutely nothing to do with the mpqs, so you must have made a mistake.
Yes, they can be used on ladder, but it's a client side effect. No one else will see it.
Ah alright, ive been waiting 8 hours for it to dl from the internet QQ. I swear i backed up all of the folders.... I extracted the Assets/Mods/Localized folders in the files into a backup folder then deleted them from the mpq and added in yours. When i was done i had to use Sc2Switcher because the regular Sc 2 shortcut wouldnt work anymore and whenever i'd open it with Sc 2Switcher halfway through the loading of a game (custom and ladder) it would crash, so i took out your files and put back in the files i extracted then i got the error and couldn't start it up again..... I followed your directions completely as you stated sir =[.
Don't delete anything from the mpq. My download doesn't include files that it doesn't replace, that's why it's crashing. Just put in the new files and let it replace the old ones, don't delete anything.
I tested this a lot before confirming the resolution. The Terran files are fine, not sure why you can't get the switcher to work, no one has ever reported that happening before.
Well im downloading only the terran files, i follow your directions perfectly then i open Sc2switcher and it gets an error and wont open up. Also my main Sc 2 keeps doing the patching thing. Think you could help me out ?? I really want those terran mercenaries they're so cool lol
Bleh i have to re-dl Sc 2 from bnet again..... uninstalled thinking i had the installer to just re-install but it was in the Sc 2 folder or something..... Can you upload an updated video of you installing just the terran files and using Scswitcher to open Sc 2?
How do you back up the files!?!? i dont know how to back up the assets/mods/localize i've tried extracting them into a folder on my desktop then when it glitched i deleted the assets/mod/local that i put with yours and returned the basic ones but then Sc 2 still didnt start...
You have to open different files for each QQ, do i right click on assets and copy paste?? Also that fixes the issue of having to back up but not the bugs im getting =/. Restart after you're done? Put the files in different places?? im newb at this moding lol.
I reinstalled Starcraft 2 and did the same process that i did on my brothers computer but i keep getting the same errors that i did before...... Why does it work on my brothers computer but not mine!?!?!?
On May 16 2012 21:23 Lorch wrote: Can anyone tell me what I need to do to only get the darker UI, I don't really care about the models I just want the darker protoss UI.
Just open textures folder and find files, that contains "console" in their name. Copy those files into ingame MPQ-archive and don't touch all other new textures
Yes i followed your instructions perfectly. When i did it on my brothers computer it works perfectly but on mine for some reason it doesnt....
The only file that seems to be causing me trouble is the mods folder. When i put in the other one's i get units but im missing marine/thor/raven/ghost which are pretty big components since i love those models the most. I feel that putting the mods folder into the patch.SC2Archive is causing the patch bug for me. Is there any way to put these files in the assets folder or somewhere else to get the models?? Sc2switcher doesnt work for me as a solution that you posted on your website.
Wow.... Now for some reason when i reinstall Sc 2 i get the patch bug DURING the actual patching process and can't reinstall Starcraft 2..... I've deleted every Starcraft 2 related file from my registry in an attempt to reinstall Starcraft 2 but to nothing.....
WHY are you reinstalling it again? I said back everything up like three times at this stage, you should never have to reinstall if you were doing everything like I'd said. And if it works fine on your brothers computer, then that just confirms there's nothing wrong with the files, it's your computer. I'm running out of ideas because you seem to be breaking it yourself even more by doing whatever you're doing to it, but the last thing I can think of is to just take the installation from your brothers computer, move it on to your computer and play off that. If you're still getting the patch bug after that, there's nothing I can do to help.
I somehow missed this thread, but this is quite sexy. The units look so much more badass this way, although i would be too tempted to get BCs all the time...
Ok well in an attempt to make up for everything i deleted every trace of Starcraft 2 from my registry and tried to start over new but...... Now i get the patch bug RIGHT after i install Starcraft 2 and i cant even get it on..... I just reinstall it because i dont know how to backup the files. I dont have external hardware to do that QQ. i tried copying the patch.SCArchive files etc. but it didnt work.
How do i take the installation from his computer and move it to mine??? x.X
1) Those auto-installers installs somewhere and into something, that you can't control and don't know, what it modifies. Replace everything MANUALLY and you will know, what to backup and what to not.
2) Install your game normally, then launch it, WITHOUT ANY MODS AND MODIFIED FILES -_- If you're corrupted your StarCraft 2 via registry, then delete it finally from your PC, and install ORIGINAL UNMODIFIED GAME CLIENT.
I just reinstall it because i dont know how to backup the files
What? Ctrl-C -> go to Desktop -> Ctrl-V. Thats all!
So I can get the unit textures to work properly (I'm protoss), but when doing the buildings it royally screws up the in-game graphics, to where mineral batches are little globes, and sometimes units don't show up, causing me to have to use my backed up assets. Any reasons why the building Assets would do this? It might be worth noting that the pylon building included with the protoss units assets works fine as well.
Yeah, I do that. The units Assets and mods work fine, I close MPQ editor, open SC2, and have badass protoss motherfuckers. Then I close out SC2, and edit in the Protoss Buildings pack and it makes the background on the lognii screen lose most of its texture, and in game, well, it's hard to describe. It's like I'm playing a game that's about 25 percent coded. I just re-instate the backed-up copy of my assets and it's back to normal. I tried going in and grabbing the individual files for the buildings from within the buildings asset to simply add to the unit one, but still has the same problem.
On May 17 2012 04:00 Kiri wrote: FIXED!! okay did the manual patch from the website and now its back to normal.
Since it worked on your brother's computer, you can always take the .MPQ file from his and pop it into your Star2 folder. Just keep a copy of your own unmodified .MPQ somewhere on your computer. The file is only 99MB or something. Getting back to what you had to begin with is hardly "FIXED".
On June 17 2012 04:36 Sphen5117 wrote: Yeah, I do that. The units Assets and mods work fine, I close MPQ editor, open SC2, and have badass protoss motherfuckers. Then I close out SC2, and edit in the Protoss Buildings pack and it makes the background on the lognii screen lose most of its texture, and in game, well, it's hard to describe. It's like I'm playing a game that's about 25 percent coded. I just re-instate the backed-up copy of my assets and it's back to normal. I tried going in and grabbing the individual files for the buildings from within the buildings asset to simply add to the unit one, but still has the same problem.
What you're describing is exactly the consequence of leaving the MPQ editor open. All I can think of is you closed it the first time and forgot the second time. How else would the loading screen and mineral patches turn in the globes when you're working with an MPQ than only effects buildings? When something turns in to a globe, it means the game is unable to locate the model associated with that object. By leaving the MPQ editor open, you deny sc2 any access to those MPQs. There might be some other error you've encountered, but there's no way it's a problem with the MPQ itself because it has no association with the login screen or mineral patches.
On June 17 2012 04:36 Sphen5117 wrote: Yeah, I do that. The units Assets and mods work fine, I close MPQ editor, open SC2, and have badass protoss motherfuckers. Then I close out SC2, and edit in the Protoss Buildings pack and it makes the background on the lognii screen lose most of its texture, and in game, well, it's hard to describe. It's like I'm playing a game that's about 25 percent coded. I just re-instate the backed-up copy of my assets and it's back to normal. I tried going in and grabbing the individual files for the buildings from within the buildings asset to simply add to the unit one, but still has the same problem.
What you're describing is exactly the consequence of leaving the MPQ editor open. All I can think of is you closed it the first time and forgot the second time. How else would the loading screen and mineral patches turn in the globes when you're working with an MPQ than only effects buildings? When something turns in to a globe, it means the game is unable to locate the model associated with that object. By leaving the MPQ editor open, you deny sc2 any access to those MPQs. There might be some other error you've encountered, but there's no way it's a problem with the MPQ itself because it has no association with the login screen or mineral patches.
Odd as shit. Got it to work finally, perhaps you're right and I developed temporary amnesia the second time. I retried and backed up the files about 6 different times, I guess every single time I remembered to close it for the units, then went back and left it open every. Single. Time. For the buildings. King of dumbshits right here.
Meh, when I was developing this stuff, I'd have had to run sc2 like 50 times a day for testing and probably left it open accidentally half the time. Sometimes remembering the easiest part can slip your mind when the rest of it can get confusing as hell.
Will you continue this mod? What about portrait replacement for all units?
I mean Dark Mercenary marine instead standart marine portrait, and also Selendis instead mothership crystal portrait, or Tassadar instead executor, or Confederate Adjutant instead standart one, or greenish Battlecruiser Captain instead current, etc
Holy F how did I miss this thread the first time around?
Hmm...not sure I want the terran armies to look EVEN scarier though. I have enough probelms with the cutesy dropships. Dropships of DOOOM have a psychological added extra-effect. :D
OMG This is some badass stuff! Do you think it's possible to have the HybridMaar, Destroyer model swaped with Archon? And Same with the Ultralisk: HybridReaver or Brutalisk?
omg, excellent work, can anyone confirm that none get banned since 1-2years using that? Because it could sooo stupid being banned by... modifying texture to have a badasser view...
I can confirm that there've been no reported bans in the year and a half I've been designing mods for sc2, and there's been roughly over 60,000 people who have used them at some point, so it's safe to assume you won't get banned.
I'm not really encouraged enough to adjust or update this mod or others at this moment because I'm not playing sc2 as much right now, but after the arcade patch is released I'll be paying some more attention just to make sure everything still works and to see what new mods can be made. I'll look in to adding some of your suggestions then.
Hi, the protoss gateway, forge, and robo do not appear correctly. Their textures are a pure color that matches the player color. All I did was open up base.SC2Assets with MPQ editor and place the Assets folder from the Protoss Buildings into the editor. Is there an additional step I need to take?
edit: Also, on the MPQeditor, for file locale, I choose 0000 neutral, 0409 not English (United States), if that makes any difference.
ok so I decided that I would switch to protoss and I would put it the dark protoss theme. Everything is working except for the pylon Its only giving me the old obelisk is there a sepearate download for the new dark pylon that was shown on Xel'naga caverns?
On July 29 2012 12:04 sathin wrote: says it cant open with adobe or something but i didnt mean to open it with adobe now im stuck and so confused help D:
On July 29 2012 13:13 MerdaPura wrote: I will give 50000000 internetz to whoever ocmbines STC and this one. 4 realz.
It's not really a matter of just combining the two mods. STC is designed by opening every single unit and buildings texture in photoshop and redesigning each one individually to expose more transparency so you can see more of the colour on the default model. It would have taken Pzea a pretty long damn time. As much as I'm all for doing it for this mod, there's really no motive for me to do anything involved with SC2 modding until after we get some answers on patch 1.5. If I was to spend time on turning this mod STC compatible, it's could potentially be a waste of time after the patch hits.