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Dark Mercenary Model Swap

Forum Index > SC2 General
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Teliko
Profile Joined January 2011
Ireland1044 Posts
Last Edited: 2012-04-17 17:07:34
September 03 2011 20:17 GMT
#1
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.

+ Show 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.

Assets

+ Show Spoiler +
Textures folder
btn-unit-terran-raven
The 4 files beginning with 'sciencevessel'
The 4 files beginning with 'scientist3portrait'
wireframe-terran-raven

Units folder
Raven
RavenDeath

LocalizedData

+ Show Spoiler +
Just follow the folders until you reach the Ghost and Raven folders, then delete the Raven.

Mods

+ Show Spoiler +
Delete the Portraits folder entirely.
Delete the 'Raven' folder within the Units folder.

[image loading]

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.

+ Show Spoiler [Dark Pylon Info] +
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.

[image loading]

I've also recently finished a complete retexture of the Protoss buildings to match the units

[image loading]

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.

[image loading]

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.

Downloads

Terran
Protoss
Zerg
Protoss Buildings

Assets

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

[image loading]

After I tried to animate the Hunterling model to burrow, they began to overdose on Ready Brek

[image loading]

And the new battlecruiser flower

[image loading]

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.

[image loading]

For more mods and future releases, take a look at

http://TelikoStarcraft.com/
http://facebook.com/TelikoStarcraft
http://twitter.com/TelikoStarcraft
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
marttorn
Profile Blog Joined May 2011
Norway5211 Posts
September 03 2011 20:21 GMT
#2
Ah this is so cool! As i'm a lazy mac using bastard I won't bother figuring out how to do this for my mac but nonetheless really awesome
memes are a dish best served dank
Demonace34
Profile Blog Joined January 2011
United States2493 Posts
September 03 2011 20:23 GMT
#3
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.
NaNiwa|IdrA|HuK|iNcontroL|Jinro|NonY|Day[9]|PuMa|HerO|MMA|NesTea|NaDa|Boxer|Ryung|
Jakkerr
Profile Joined December 2010
Netherlands2549 Posts
September 03 2011 20:24 GMT
#4
Looks great but I'm pretty sure it's illegal since the Thor is part of the 'Limited edition'.
Logarythm
Profile Joined November 2010
United States264 Posts
September 03 2011 20:24 GMT
#5
Will using this get me banned?
Making bad decisions.
Enhancer_
Profile Joined May 2011
Canada320 Posts
September 03 2011 20:24 GMT
#6
As a Zerg player, I don't appreciate you making Protoss and Terran armies scarier.
Nerski
Profile Blog Joined November 2010
United States1095 Posts
September 03 2011 20:26 GMT
#7
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.
Twitter: @GoForNerski /// Youtube: Youtube.com/nerskisc
HaXXspetten
Profile Blog Joined October 2009
Sweden15718 Posts
September 03 2011 20:26 GMT
#8
Really kewl xD
arthur
Profile Joined April 2009
United Kingdom488 Posts
September 03 2011 20:32 GMT
#9
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.
youtube.com/f1337
pyaar
Profile Blog Joined August 2010
United States423 Posts
September 03 2011 20:32 GMT
#10
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.
Madera
Profile Joined July 2011
Sweden2672 Posts
September 03 2011 20:34 GMT
#11
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.


Please, read the OP before asking.
Teliko
Profile Joined January 2011
Ireland1044 Posts
September 03 2011 20:52 GMT
#12
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 :<
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
Bladeorade
Profile Joined August 2010
United States1898 Posts
September 03 2011 20:54 GMT
#13
Big ups for Joe Satriani!

And these look awesome
Stijx
Profile Blog Joined February 2011
United States804 Posts
September 03 2011 20:55 GMT
#14
That looks so awesome :D
Gamegene
Profile Blog Joined June 2011
United States8308 Posts
September 03 2011 20:56 GMT
#15
I don't think you should put the collector's edition inside this mod pack.

They are supposed to be limited.
Throw on your favorite jacket and you're good to roll. Stroll through the trees and let your miseries go.
unit
Profile Blog Joined March 2009
United States2621 Posts
September 03 2011 21:09 GMT
#16
im so tempted, that protoss looks immaculate ~___~ so damned tempted
eviltomahawk
Profile Blog Joined August 2010
United States11133 Posts
September 03 2011 21:13 GMT
#17
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.
ㅇㅅㅌㅅ
Boblhead
Profile Joined August 2010
United States2577 Posts
September 03 2011 21:13 GMT
#18
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.



its client sided only, with collectors edition your opponent/s can see the collectors edition thor.
Original exxo
Profile Joined April 2011
United States257 Posts
September 03 2011 21:16 GMT
#19
I want to switch to tos now :D
Teliko
Profile Joined January 2011
Ireland1044 Posts
September 03 2011 21:25 GMT
#20
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.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
Zaros
Profile Blog Joined September 2010
United Kingdom3692 Posts
September 03 2011 21:39 GMT
#21
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.
NaeNo
Profile Joined September 2011
6 Posts
September 03 2011 21:47 GMT
#22
I think you really should swap the science vessel ( medivac ) for the upgraded medivac model you know, this one :
[image loading]

Because I feel like science vessel look weird
Teliko
Profile Joined January 2011
Ireland1044 Posts
September 03 2011 22:06 GMT
#23
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 :
[image loading]

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.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
Whitewing
Profile Joined October 2010
United States7483 Posts
September 03 2011 22:12 GMT
#24
Dark Protoss units look so cool.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
intotheheart
Profile Blog Joined January 2011
Canada33091 Posts
September 03 2011 22:13 GMT
#25
This is a pretty sweet page man! Keep up the good work (and if anyone gets banned please let us know).
kiss kiss fall in love
Sandro
Profile Joined April 2011
897 Posts
September 03 2011 22:27 GMT
#26
Have you considered a Ghost <-> Spectre swap OP?
Assaulter
Profile Joined December 2010
Lithuania324 Posts
September 03 2011 22:52 GMT
#27
On September 04 2011 07:06 Teliko wrote:
Show nested quote +
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 :
[image loading]

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
TelecoM
Profile Blog Joined January 2010
United States10666 Posts
September 03 2011 22:55 GMT
#28
Dark Protoss looks sweet as hell, too bad I play Zerg though, make a Zerg mod !
AKA: TelecoM[WHITE] Protoss fighting
Dfgj
Profile Joined May 2008
Singapore5922 Posts
September 03 2011 22:56 GMT
#29
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'.

And they are awesome
Al Bundy
Profile Joined April 2010
7257 Posts
September 03 2011 22:59 GMT
#30
Nice job, the Terran units look quite good, however I don't really dig the Medivac - Science Vessel swap
o choro é livre
TheAmazombie
Profile Blog Joined September 2010
United States3714 Posts
September 03 2011 23:05 GMT
#31
Rad. I never use these mods as I am a bit too afraid of messing things up, but I love them!
We think too much and feel too little. More than machinery, we need humanity. More than cleverness, we need kindness and gentleness. Without these qualities, life will be violent and all will be lost. -Charlie Chaplin
Inside.Out
Profile Blog Joined December 2010
Canada569 Posts
September 03 2011 23:23 GMT
#32
what? no dark zerg?

id totally download and install all 3 if there was one for z
Spacedude
Profile Joined April 2011
Denmark161 Posts
September 03 2011 23:32 GMT
#33
Thanks, Teliko, awesome work.
Protoss win, Protoss OP. Terran win, Terran OP. Zerg win, Zerg OP. Less whine, more gg.
CeriseCherries
Profile Blog Joined May 2011
6170 Posts
September 03 2011 23:39 GMT
#34
Mmm... can you make it so my Zerg units look like Terran ones? I mean it would be awesome if all my units were marines

Meh jelly of toss and terran. Still wish that Dark Archon was a unit tho q.q
Remember, no matter where you go, there you are.
youngminii
Profile Blog Joined May 2010
Australia7514 Posts
September 03 2011 23:41 GMT
#35
Yeeeeeeeeeah I'm definitely using this.

I'm a sucker for shiny new things like this.
lalala
simbot
Profile Joined August 2010
Australia95 Posts
September 03 2011 23:42 GMT
#36
that void ray owns
Teliko
Profile Joined January 2011
Ireland1044 Posts
September 04 2011 00:04 GMT
#37
On September 04 2011 07:59 AlBundy wrote:
Nice job, the Terran units look quite good, however I don't really dig the Medivac - Science Vessel swap

I'll swap it to the other Medivac someone was talking about if I can find the specific model name for it.
On September 04 2011 08:23 EcstatiC wrote:
what? no dark zerg?

id totally download and install all 3 if there was one for z

Like I was saying, these models are taken from models already in the game. There are no other Zerg models.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
Nerski
Profile Blog Joined November 2010
United States1095 Posts
September 04 2011 00:07 GMT
#38
On September 04 2011 05:32 arthur wrote:
Show nested quote +
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.
Twitter: @GoForNerski /// Youtube: Youtube.com/nerskisc
DeepBlu2
Profile Blog Joined April 2004
United States975 Posts
Last Edited: 2011-09-04 00:09:13
September 04 2011 00:07 GMT
#39
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.
u gotta sk8
Windows 7
Profile Joined December 2010
United States236 Posts
September 04 2011 00:12 GMT
#40
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.
FC
Teliko
Profile Joined January 2011
Ireland1044 Posts
Last Edited: 2011-09-04 15:00:26
September 04 2011 01:16 GMT
#41
Alright, need some opinions from people for an update.
Poll: Ghost to ?

Nova (60)
 
51%

Spectre (52)
 
44%

Default (5)
 
4%

117 total votes

Your vote: Ghost to ?

(Vote): Spectre
(Vote): Nova
(Vote): Default

Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
Elendil
Profile Joined June 2011
Germany6 Posts
Last Edited: 2011-09-04 09:23:22
September 04 2011 08:50 GMT
#42
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:
Complete the Circle
Teliko
Profile Joined January 2011
Ireland1044 Posts
September 04 2011 14:59 GMT
#43
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.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
Zimmah
Profile Joined March 2011
Netherlands1 Post
Last Edited: 2011-09-04 15:14:56
September 04 2011 15:14 GMT
#44
Hey man,

I've been trying to get the CE Thor model swap to work for awhile now, thanks for helping me! The siege tank model is also very awesome.

One thing you should add is the custom hellion model they used in Left 2 Die:
[image loading]
source: http://starcraft.wikia.com/wiki/Outback_Hunter

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
Whitewing
Profile Joined October 2010
United States7483 Posts
September 04 2011 15:19 GMT
#45
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.
Show nested quote +
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...
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Tuczniak
Profile Joined September 2010
1561 Posts
September 04 2011 15:26 GMT
#46
Haha, good job.

So funny. But I won't use it. It would give me mind fuck during ladder games.

Maybe i'll change one unit, when i decide which one.. zerg would be the best though.
Teliko
Profile Joined January 2011
Ireland1044 Posts
September 04 2011 15:36 GMT
#47
On September 05 2011 00:14 Zimmah wrote:
Hey man,

I've been trying to get the CE Thor model swap to work for awhile now, thanks for helping me! The siege tank model is also very awesome.

One thing you should add is the custom hellion model they used in Left 2 Die:
[image loading]
source: http://starcraft.wikia.com/wiki/Outback_Hunter

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 05 2011 00:19 Whitewing wrote:
Show nested quote +
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.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
Sumadin
Profile Joined August 2011
Denmark588 Posts
September 04 2011 15:39 GMT
#48
Left2 die also contains a Merc model for reapers. Which if i remempers right was quite nice too.
The basic key to beating a priest is playing a deck that is terrible.
Strike_
Profile Blog Joined January 2011
Netherlands704 Posts
September 04 2011 15:43 GMT
#49
Does this work with the stronger colours mod?
ToastieNL
Profile Blog Joined July 2010
Netherlands845 Posts
September 04 2011 15:44 GMT
#50
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.
Zerg lategame is imbalanced as shit. Also: "Protoss is really strong recently. Perhaps, it's time for there to be some changes for Terran." -MMA. Even MMA asks for buffs. Srsly Blizzard. Srsly.
KevinIX
Profile Joined October 2009
United States2472 Posts
September 04 2011 15:50 GMT
#51
A Thor in a Science Vessel. That's ridiculous.
Liquid FIGHTING!!!
Teliko
Profile Joined January 2011
Ireland1044 Posts
September 04 2011 15:50 GMT
#52
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.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
Strike_
Profile Blog Joined January 2011
Netherlands704 Posts
September 04 2011 15:51 GMT
#53
On September 05 2011 00:36 Teliko wrote:
I had a vote and that option was in it. People chose to completely remove it.

Whaat!? But it fits so perfectly D:
Elendil
Profile Joined June 2011
Germany6 Posts
Last Edited: 2011-09-05 07:12:21
September 05 2011 07:11 GMT
#54
@teliko

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:
[image loading]

i hope u can read that :D
Complete the Circle
Fishgle
Profile Blog Joined May 2011
United States2174 Posts
September 05 2011 08:08 GMT
#55
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.
aka ChillyGonzalo / GnozL
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
September 05 2011 08:10 GMT
#56
oh man i cant wait to see someone do a complete zerg skin revamp
Horse...falcon
Profile Joined December 2010
United States1851 Posts
September 05 2011 08:37 GMT
#57
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.
Artosis: "From horsssse....falcon"
Daralii
Profile Joined March 2010
United States16991 Posts
September 05 2011 08:46 GMT
#58
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

[image loading]
Fear is freedom! Subjugation is liberation! Contradiction is truth!
Elendil
Profile Joined June 2011
Germany6 Posts
Last Edited: 2011-09-05 09:13:59
September 05 2011 09:12 GMT
#59
mohandar is easy have the files anywhere on my computer :D
with selendis and urun but urun is a little bit buggy :D
Complete the Circle
The Touch
Profile Joined September 2010
United Kingdom667 Posts
Last Edited: 2011-09-05 10:29:33
September 05 2011 10:25 GMT
#60
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
You Got The Touch
Teliko
Profile Joined January 2011
Ireland1044 Posts
Last Edited: 2011-09-07 13:59:59
September 05 2011 12:05 GMT
#61
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.


Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
Elendil
Profile Joined June 2011
Germany6 Posts
September 05 2011 14:47 GMT
#62
can u add dark buildings pls )))) would be amazing
Complete the Circle
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2011-09-05 15:17:47
September 05 2011 15:14 GMT
#63
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
Teliko
Profile Joined January 2011
Ireland1044 Posts
September 05 2011 18:45 GMT
#64
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.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
Horse...falcon
Profile Joined December 2010
United States1851 Posts
September 05 2011 18:48 GMT
#65
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.
Artosis: "From horsssse....falcon"
NoobTrolling
Profile Joined August 2011
Canada56 Posts
September 05 2011 18:51 GMT
#66
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.
Teliko
Profile Joined January 2011
Ireland1044 Posts
September 05 2011 19:06 GMT
#67
On September 06 2011 03:51 NoobTrolling wrote:
Show nested quote +
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.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
tsarnicky
Profile Joined May 2011
104 Posts
September 05 2011 19:10 GMT
#68
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?
good macro... all is good... perfect -oGsMC
Elendil
Profile Joined June 2011
Germany6 Posts
September 05 2011 19:13 GMT
#69
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
Complete the Circle
Teliko
Profile Joined January 2011
Ireland1044 Posts
September 05 2011 19:40 GMT
#70
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.
On September 06 2011 04:13 Elendil wrote:
Show nested quote +
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.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
snozberry
Profile Joined May 2011
United States126 Posts
September 05 2011 20:03 GMT
#71
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
Incursus
Profile Blog Joined May 2010
United States415 Posts
September 05 2011 20:03 GMT
#72
Is there a way to make the standard Phoenix dark in this pack?


BTW This thing is amazing.
Don't be surprised when a crack in the ice...appears under your feet.
MShaw006
Profile Joined April 2011
United States74 Posts
Last Edited: 2011-09-05 20:15:13
September 05 2011 20:12 GMT
#73
I'm really interested, but I'm curious... Anyone been banned for this yet? And will this be hard/impossible on my mac?

EDIT: Forget first question, just reread OP. Still curious about how to do this on mac, though.
Teliko
Profile Joined January 2011
Ireland1044 Posts
September 05 2011 20:13 GMT
#74
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.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
September 05 2011 20:16 GMT
#75
Protoss air + medivac look nice as hell. I also like the archon.
get rich or die mining
TL+ Member
Incursus
Profile Blog Joined May 2010
United States415 Posts
September 05 2011 20:40 GMT
#76
On September 06 2011 05:13 Teliko wrote:
Show nested quote +
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
Show nested quote +
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.
Don't be surprised when a crack in the ice...appears under your feet.
Teliko
Profile Joined January 2011
Ireland1044 Posts
September 05 2011 20:50 GMT
#77
On September 06 2011 05:40 Incursus wrote:
Show nested quote +
On September 06 2011 05:13 Teliko wrote:
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.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
snozberry
Profile Joined May 2011
United States126 Posts
Last Edited: 2011-09-05 20:50:40
September 05 2011 20:50 GMT
#78
On September 06 2011 05:13 Teliko wrote:
Show nested quote +
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
Show nested quote +
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?
Teliko
Profile Joined January 2011
Ireland1044 Posts
September 05 2011 20:58 GMT
#79
On September 06 2011 05:50 snozberry wrote:
Show nested quote +
On September 06 2011 05:13 Teliko wrote:
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.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
Teliko
Profile Joined January 2011
Ireland1044 Posts
Last Edited: 2011-09-07 13:59:08
September 07 2011 13:58 GMT
#80
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.

Download

[image loading]
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
Tuczniak
Profile Joined September 2010
1561 Posts
September 07 2011 19:05 GMT
#81
Overseer and ultralisk are pretty cool. I'm going to use them.

Maybe i'll use ultra more now :D. Overseer too, but they will be cheaper, so i would use them more anyway.
MartynX
Profile Joined May 2011
United Kingdom122 Posts
September 07 2011 19:17 GMT
#82
How have you done the custom fonts in the menu?
Tuczniak
Profile Joined September 2010
1561 Posts
September 07 2011 19:34 GMT
#83
On September 08 2011 04:17 MartynX wrote:
How have you done the custom fonts in the menu?
There is a topic about it http://www.teamliquid.net/forum/viewmessage.php?topic_id=249974 .
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2011-09-07 21:47:08
September 07 2011 21:46 GMT
#84
Can you replace Infestor to Chocker? I like his "ultralisk'ish" style, his portrait (green more cool, than standart brown) and green neural
Enhancer_
Profile Joined May 2011
Canada320 Posts
September 07 2011 22:07 GMT
#85
On September 04 2011 05:52 Teliko wrote:
Show nested quote +
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.
-Kyo-
Profile Blog Joined August 2010
Japan1926 Posts
Last Edited: 2011-09-07 23:01:42
September 07 2011 23:01 GMT
#86
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~ ;~;
Anime is cuter than you. Legacy of the Void GM Protoss Gameplay: twitch.tv/kyo7763 youtube.com/user/KyoStarcraft/
TL+ Member
Teliko
Profile Joined January 2011
Ireland1044 Posts
September 08 2011 03:48 GMT
#87
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.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
Teliko
Profile Joined January 2011
Ireland1044 Posts
September 09 2011 07:33 GMT
#88
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.

Download

[image loading]

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.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
FizzleIzzle
Profile Joined January 2011
United States8 Posts
September 10 2011 04:44 GMT
#89
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?
Hatred outlives the hateful.
ReaperX
Profile Blog Joined January 2011
Hong Kong1758 Posts
September 10 2011 04:47 GMT
#90
Teliko you're a sick bastard, thanks so much!
Artosis : Clide. idrA : Shut up.
Teliko
Profile Joined January 2011
Ireland1044 Posts
Last Edited: 2011-09-10 05:18:35
September 10 2011 05:14 GMT
#91
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!

<33333
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
Teliko
Profile Joined January 2011
Ireland1044 Posts
September 10 2011 06:07 GMT
#92
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.

Download Zerg Update
Download Terran Update

[image loading]

[image loading]
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
zturchan
Profile Joined January 2011
Canada156 Posts
September 10 2011 06:47 GMT
#93
Is there any hope of being able to use this on my mac?
Teliko
Profile Joined January 2011
Ireland1044 Posts
September 10 2011 15:25 GMT
#94
On September 10 2011 15:47 zturchan wrote:
Is there any hope of being able to use this on my mac?

Apparently it is possible, it just takes an extra few steps. I can't confirm it as I've never tried it on a mac, but try out what this guy says

http://www.teamliquid.net/forum/viewpost.php?post_id=10504473
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
Enhancer_
Profile Joined May 2011
Canada320 Posts
September 10 2011 17:01 GMT
#95
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.
Teliko
Profile Joined January 2011
Ireland1044 Posts
September 12 2011 02:45 GMT
#96
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

[image loading]

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.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2011-09-12 04:41:31
September 12 2011 03:15 GMT
#97
I think, zerg zombie style must be everything, including buildings Trying edit zerg buildings to fit new "greeny-grey" style

http://www.teamliquid.net/forum/viewmessage.php?topic_id=264847
Daralii
Profile Joined March 2010
United States16991 Posts
September 12 2011 03:17 GMT
#98
My best guess would be that the texture broke somehow when you added the animation, but I don't know how.
Fear is freedom! Subjugation is liberation! Contradiction is truth!
Teliko
Profile Joined January 2011
Ireland1044 Posts
Last Edited: 2011-09-12 03:31:19
September 12 2011 03:22 GMT
#99
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 -_-
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2011-09-12 04:03:50
September 12 2011 03:39 GMT
#100
:O Nice work. I never have the patience for texturing. I'm never satisfied unless it's 100% perfect, which I'm incapable of achieving -_-

Added links to download current version. It's still WIP, I will slighty update it later. Contains your zerg units (without roach replacement)
Teliko
Profile Joined January 2011
Ireland1044 Posts
September 13 2011 01:58 GMT
#101
Guess there's still more updates to come. New version for Zerg. Added Spotter portrait to Overseer, swapped Broodlord with Leviathan (and no, I don't mean a full-scale Leviathan. I rescaled the model and hitbox to a Broodlord size). Half fixed the Roach bug. When you upgrade Tunnelling Claws, it should no longer revert to the old Roach model. Burrow bug is still a work in progress.

Download

[image loading]
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
phodacbiet
Profile Joined August 2010
United States1739 Posts
September 13 2011 02:03 GMT
#102
Ehh the mass ban will prolly happen right before HoTs hit so people have to fork out double the cash. Until then it is prolly safe to do this.
theang123
Profile Blog Joined February 2011
Malaysia103 Posts
September 13 2011 02:25 GMT
#103
is there a way for this mod to only apply on my army?
I live to die.
Teliko
Profile Joined January 2011
Ireland1044 Posts
September 13 2011 03:04 GMT
#104
On September 13 2011 11:25 theang123 wrote:
is there a way for this mod to only apply on my army?

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

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

New Zerg download

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

Download

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

Download

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

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

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

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

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

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

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

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

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

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


It doesn't replace how your units look to the other player, it replaces how it looks for you... All it does is tell your game engine to put different models and animations on your screen when it displays what the server tells it to.
Teliko
Profile Joined January 2011
Ireland1044 Posts
October 02 2011 17:03 GMT
#121
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.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
docvoc
Profile Blog Joined July 2011
United States5491 Posts
October 02 2011 17:30 GMT
#122
On October 03 2011 01:59 Iranon wrote:
Show nested quote +
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?
User was warned for too many mimes.
Iranon
Profile Blog Joined March 2010
United States983 Posts
October 02 2011 17:35 GMT
#123
On October 03 2011 02:30 docvoc wrote:
Show nested quote +
On October 03 2011 01:59 Iranon wrote:
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.
nGBeast
Profile Joined July 2010
United States914 Posts
October 02 2011 17:43 GMT
#124
Backing up the Assets MPQ, jesus its such a big file lol.
Teliko
Profile Joined January 2011
Ireland1044 Posts
October 02 2011 17:59 GMT
#125
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.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
nGBeast
Profile Joined July 2010
United States914 Posts
October 02 2011 18:05 GMT
#126
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
Yoshi Kirishima
Profile Blog Joined July 2009
United States10317 Posts
October 02 2011 18:07 GMT
#127
OMG this is stupidly sexy haha can't believe i didn't know this for a month o.o

Thank you!
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Teliko
Profile Joined January 2011
Ireland1044 Posts
October 02 2011 18:09 GMT
#128
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

Thank you!

♥
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
October 02 2011 19:16 GMT
#129
Teliko, why you don't use method with creating new MPQ archive and putting inside new files only?
Teliko
Profile Joined January 2011
Ireland1044 Posts
Last Edited: 2011-10-02 19:33:48
October 02 2011 19:32 GMT
#130
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.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
docvoc
Profile Blog Joined July 2011
United States5491 Posts
October 02 2011 20:33 GMT
#131
On October 03 2011 02:35 Iranon wrote:
Show nested quote +
On October 03 2011 02:30 docvoc wrote:
On October 03 2011 01:59 Iranon wrote:
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
User was warned for too many mimes.
theEpsilon
Profile Joined May 2011
Austria23 Posts
October 02 2011 22:50 GMT
#132
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?
Teliko
Profile Joined January 2011
Ireland1044 Posts
October 03 2011 02:19 GMT
#133
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.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
NiTroSc2
Profile Blog Joined December 2010
United States144 Posts
October 03 2011 02:56 GMT
#134
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!
Teliko
Profile Joined January 2011
Ireland1044 Posts
October 03 2011 03:08 GMT
#135
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?
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
NiTroSc2
Profile Blog Joined December 2010
United States144 Posts
October 03 2011 03:15 GMT
#136
On October 03 2011 12:08 Teliko wrote:
Show nested quote +
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.
Teliko
Profile Joined January 2011
Ireland1044 Posts
October 03 2011 03:37 GMT
#137
On October 03 2011 12:15 NiTroSc2 wrote:
Show nested quote +
On October 03 2011 12:08 Teliko wrote:
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?
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
NiTroSc2
Profile Blog Joined December 2010
United States144 Posts
October 03 2011 03:40 GMT
#138
On October 03 2011 12:37 Teliko wrote:
Show nested quote +
On October 03 2011 12:15 NiTroSc2 wrote:
On October 03 2011 12:08 Teliko wrote:
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.
Teliko
Profile Joined January 2011
Ireland1044 Posts
October 03 2011 03:43 GMT
#139
On October 03 2011 12:40 NiTroSc2 wrote:
Show nested quote +
On October 03 2011 12:37 Teliko wrote:
On October 03 2011 12:15 NiTroSc2 wrote:
On October 03 2011 12:08 Teliko wrote:
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 :/
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
HikariPrime
Profile Joined May 2011
United States122 Posts
October 03 2011 05:10 GMT
#140
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
Teliko
Profile Joined January 2011
Ireland1044 Posts
October 03 2011 19:12 GMT
#141
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.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
Tuczniak
Profile Joined September 2010
1561 Posts
October 03 2011 19:20 GMT
#142
On October 03 2011 12:43 Teliko wrote:
+ Show Spoiler +
On October 03 2011 12:40 NiTroSc2 wrote:
Show nested quote +
On October 03 2011 12:37 Teliko wrote:
On October 03 2011 12:15 NiTroSc2 wrote:
On October 03 2011 12:08 Teliko wrote:
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. ^_^
Teliko
Profile Joined January 2011
Ireland1044 Posts
Last Edited: 2011-10-05 01:48:53
October 04 2011 16:53 GMT
#143
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.

[image loading]

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.

[image loading]

Download (This file goes into the base.sc2assets.mpq in the mods/liberty.sc2mod of your sc2 directory.)
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
Serashin
Profile Joined November 2010
235 Posts
October 04 2011 17:00 GMT
#144
The Dark Templer Shrine honestly doesnt make sense like this.
There are to many targets , and i smile everytime they try to defend and thinking they are smart.
porytom
Profile Joined March 2011
24 Posts
October 04 2011 17:22 GMT
#145
On October 05 2011 02:00 Serashin wrote:
The Dark Templer Shrine honestly doesnt make sense like this.


too dark for you? C:
Teliko
Profile Joined January 2011
Ireland1044 Posts
October 04 2011 17:23 GMT
#146
On October 05 2011 02:00 Serashin wrote:
The Dark Templer Shrine honestly doesnt make sense like this.

Do you mean having it retextured or the fact it'd be referred to as the Dark Dark Shrine?
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2011-10-04 17:48:56
October 04 2011 17:25 GMT
#147
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.

[image loading]

Download
http://www.mediafire.com/?jiafgncl1bx60x0
Teliko
Profile Joined January 2011
Ireland1044 Posts
October 04 2011 18:18 GMT
#148
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;

[image loading]
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
JcGuiao
Profile Joined April 2011
Canada56 Posts
October 05 2011 08:39 GMT
#149
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?
Zushen
Profile Joined June 2011
275 Posts
October 05 2011 14:20 GMT
#150
thanks for your help man! and have you ever considered using the dominion marauder model from the campaign? or the tauren marine? lol
GeoffreyStarcraft
Profile Joined March 2011
20 Posts
October 05 2011 14:33 GMT
#151
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
Sarang
Profile Blog Joined September 2010
Australia2363 Posts
October 05 2011 15:12 GMT
#152
Holy shit, looking at those protoss buildings makes me want to switch to protoss ...

Sure it'll suck not having stim or scan anymore, but goddamn my buildings will look awesome.
"Killer helped me feel better before coming to the arena. He told me to say that." - Bomber
MangoTango
Profile Blog Joined June 2010
United States3670 Posts
October 05 2011 15:18 GMT
#153
Oh man, these skins look AWESOME.
"One fish, two fish, red fish, BLUE TANK!" - Artosis
Teliko
Profile Joined January 2011
Ireland1044 Posts
October 05 2011 16:46 GMT
#154
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
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
da_head
Profile Blog Joined November 2008
Canada3350 Posts
October 05 2011 16:51 GMT
#155
holy shit that looks sick! nice work
When they see MC Probe, all the ladies disrobe.
HellionDrop
Profile Blog Joined June 2011
281 Posts
October 06 2011 02:56 GMT
#156
it's not working for me at all, even if i just apply one single change the whole game's texture just broke
Teliko
Profile Joined January 2011
Ireland1044 Posts
October 06 2011 04:05 GMT
#157
On October 06 2011 11:56 HellionDrop wrote:
it's not working for me at all, even if i just apply one single change the whole game's texture just broke

Eh? Broke in what way? Could you send me a SS?
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
HellionDrop
Profile Blog Joined June 2011
281 Posts
Last Edited: 2011-10-06 07:56:24
October 06 2011 06:12 GMT
#158
main menu
[image loading]
and in game
[image loading]

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
MuATaran
Profile Joined January 2011
Canada231 Posts
October 06 2011 06:15 GMT
#159
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.
"Our Banshees will blot out the Sun! ... Then we shall Stim in the Shade." - Doa
firehand101
Profile Blog Joined March 2011
Australia3152 Posts
October 06 2011 06:16 GMT
#160
Those zerg units actually look so fricken scary, that is an amazing job!
The opinions expressed by our users do not reflect the official position of TeamLiquid.net or its staff.
KoKoRo
Profile Joined April 2010
United States186 Posts
October 06 2011 09:23 GMT
#161
I'll be downloading this when I get home, have my own computer again, and an internet connection worth something.

Except I'll be leaving out the raven -> science vessel swap. Only because it'd be too confusing for me. Thanks for sharing man!
When you ain't got nothin', you got nothin' to lose.
Asprobouboulis
Profile Blog Joined June 2011
Greece42 Posts
October 06 2011 09:32 GMT
#162
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;

[image loading]


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
God works in mysterious ways... But So do my bowel movements, but that doesn't make them omnipotent.
Yaki
Profile Joined April 2011
France4234 Posts
October 06 2011 10:56 GMT
#163
This is so cool I love the protoss buildings color
MC ■ MarineKing ■ LosirA ■ To someone who has lost after trying his best, no words from the winner can console him.
Azera
Profile Blog Joined December 2010
3800 Posts
October 06 2011 11:26 GMT
#164
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).
Check out some great music made by TLers - http://bit.ly/QXYhdb , by intrigue. http://bit.ly/RTjpOR , by ohsea.toc.
NA.Demise
Profile Joined August 2011
United States11 Posts
October 06 2011 11:47 GMT
#165
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.
Ruyzan
Profile Joined February 2011
Germany5 Posts
Last Edited: 2011-10-06 13:59:06
October 06 2011 13:42 GMT
#166
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

Edit: i even get this after putting in my back up
mrafaeldie12
Profile Joined July 2011
Brazil537 Posts
October 06 2011 15:46 GMT
#167
My ghost is still a ghost with the nova portrait and my marines are just regular ol' marines!!T_T
"..it all comes thumbling down thumbling down thumblin down"
RemarK
Profile Blog Joined April 2011
United States452 Posts
October 06 2011 19:37 GMT
#168
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 <3 StarCraft.
Muppetz
Profile Joined May 2011
Germany47 Posts
Last Edited: 2011-10-06 19:42:40
October 06 2011 19:38 GMT
#169
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
[image loading]
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^^
lowallyn
Profile Joined April 2011
Canada84 Posts
October 06 2011 20:10 GMT
#170
this is sweet
Eat bitter.
ToastieNL
Profile Blog Joined July 2010
Netherlands845 Posts
October 06 2011 21:22 GMT
#171
On October 07 2011 04:38 Muppetz wrote:
Show nested quote +
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
[image loading]
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
Zerg lategame is imbalanced as shit. Also: "Protoss is really strong recently. Perhaps, it's time for there to be some changes for Terran." -MMA. Even MMA asks for buffs. Srsly Blizzard. Srsly.
NA.Demise
Profile Joined August 2011
United States11 Posts
October 06 2011 22:43 GMT
#172
On October 07 2011 04:38 Muppetz wrote:
Show nested quote +
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
[image loading]
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
DreamChaser
Profile Blog Joined February 2011
1649 Posts
October 06 2011 22:45 GMT
#173
So GOOOOD these look totally bad ass
Plays against every MU with nexus first.
Teliko
Profile Joined January 2011
Ireland1044 Posts
October 07 2011 04:44 GMT
#174
On October 06 2011 18:32 Asprobouboulis wrote:
Show nested quote +
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;

[image loading]


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.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
existentialism
Profile Joined October 2011
United States3 Posts
Last Edited: 2011-10-07 07:56:35
October 07 2011 07:30 GMT
#175
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.
ToastieNL
Profile Blog Joined July 2010
Netherlands845 Posts
October 07 2011 08:48 GMT
#176
On October 07 2011 13:44 Teliko wrote:
Show nested quote +
On October 06 2011 18:32 Asprobouboulis wrote:
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;

[image loading]


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!

Kind regards

Zerg lategame is imbalanced as shit. Also: "Protoss is really strong recently. Perhaps, it's time for there to be some changes for Terran." -MMA. Even MMA asks for buffs. Srsly Blizzard. Srsly.
GUImperfect
Profile Joined April 2011
Guam23 Posts
October 07 2011 08:59 GMT
#177
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]

screenshots
[image loading]
[image loading]
¯\_(ツ)_/¯
Muppetz
Profile Joined May 2011
Germany47 Posts
October 07 2011 12:43 GMT
#178
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.

Thanks a lot for all this, soo great :D
ToastieNL
Profile Blog Joined July 2010
Netherlands845 Posts
October 07 2011 14:45 GMT
#179
For on the Windows; already found a fix for this:


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.
Zerg lategame is imbalanced as shit. Also: "Protoss is really strong recently. Perhaps, it's time for there to be some changes for Terran." -MMA. Even MMA asks for buffs. Srsly Blizzard. Srsly.
Zushen
Profile Joined June 2011
275 Posts
October 07 2011 20:39 GMT
#180
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?
NiTroSc2
Profile Blog Joined December 2010
United States144 Posts
October 07 2011 21:37 GMT
#181
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.
Asprobouboulis
Profile Blog Joined June 2011
Greece42 Posts
October 08 2011 01:41 GMT
#182
On October 07 2011 13:44 Teliko wrote:
Show nested quote +
On October 06 2011 18:32 Asprobouboulis wrote:
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;

[image loading]


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 ?
God works in mysterious ways... But So do my bowel movements, but that doesn't make them omnipotent.
theEpsilon
Profile Joined May 2011
Austria23 Posts
Last Edited: 2011-10-08 02:28:46
October 08 2011 02:28 GMT
#183
Installed it again. Still patches, but the rest works now. Best of luck to you solving the patch problem.
existentialism
Profile Joined October 2011
United States3 Posts
October 08 2011 06:11 GMT
#184
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.
theEpsilon
Profile Joined May 2011
Austria23 Posts
October 08 2011 16:05 GMT
#185
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?
NA.Demise
Profile Joined August 2011
United States11 Posts
October 11 2011 00:36 GMT
#186
how do i get rid of the dark pylon and have the regular one. i don't like the dark pylon
Bawert
Profile Joined October 2010
United States16 Posts
October 11 2011 01:27 GMT
#187
this is probably the SICKEST mod out there for all colors, i'm blown away
John Madden
Profile Blog Joined October 2010
American Samoa894 Posts
October 11 2011 01:44 GMT
#188
It looks like my units had their up and go in the morning,
FOOTBALL
1ll0gic
Profile Joined August 2011
10 Posts
October 11 2011 07:30 GMT
#189
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!
Fushin
Profile Joined June 2010
France193 Posts
October 11 2011 09:11 GMT
#190
It's like 20% cooler, good job !
theEpsilon
Profile Joined May 2011
Austria23 Posts
October 11 2011 17:50 GMT
#191
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.
Amlitzer
Profile Joined August 2010
United States471 Posts
October 12 2011 02:11 GMT
#192
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?
"Not even justice, I want to get truth!"
theEpsilon
Profile Joined May 2011
Austria23 Posts
October 13 2011 18:02 GMT
#193
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.
RemarK
Profile Blog Joined April 2011
United States452 Posts
October 16 2011 06:59 GMT
#194
Hey for the dark protoss buildings fix where are we supposed to put the folder of buildings textures?
I <3 StarCraft.
theEpsilon
Profile Joined May 2011
Austria23 Posts
October 16 2011 11:55 GMT
#195
On October 16 2011 15:59 soLremarK wrote:
Hey for the dark protoss buildings fix where are we supposed to put the folder of buildings textures?


Open the base.SC2Assets with the editor and drop all the files to base.SC2Assets/Assets/Textures.
Teliko
Profile Joined January 2011
Ireland1044 Posts
Last Edited: 2011-10-20 19:49:41
October 18 2011 06:06 GMT
#196
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:

[image loading]

New internet:

[image loading]

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 06 2011 18:32 Asprobouboulis wrote:
Show nested quote +
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;

[image loading]


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 06:22 ToastieNL wrote:
Show nested quote +
On October 07 2011 04:38 Muppetz wrote:
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
[image loading]
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 08 2011 10:41 Asprobouboulis wrote:
Show nested quote +
On October 07 2011 13:44 Teliko wrote:
On October 06 2011 18:32 Asprobouboulis wrote:
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;

[image loading]


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?

Absolutely

[/wall of text]
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
theEpsilon
Profile Joined May 2011
Austria23 Posts
October 23 2011 17:06 GMT
#197
On October 18 2011 15:06 Teliko wrote:
Show nested quote +
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.
Teliko
Profile Joined January 2011
Ireland1044 Posts
October 25 2011 07:03 GMT
#198
On October 24 2011 02:06 theEpsilon wrote:
Show nested quote +
On October 18 2011 15:06 Teliko wrote:
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
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
existentialism
Profile Joined October 2011
United States3 Posts
November 11 2011 09:11 GMT
#199
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 =/.
Zushen
Profile Joined June 2011
275 Posts
November 14 2011 12:57 GMT
#200
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
Teliko
Profile Joined January 2011
Ireland1044 Posts
November 14 2011 18:56 GMT
#201
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.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
CojL
Profile Joined June 2011
Sweden26 Posts
November 14 2011 20:58 GMT
#202
looks pretty sick, might try it out =d
Zushen
Profile Joined June 2011
275 Posts
November 14 2011 21:22 GMT
#203
:\
Mario1209
Profile Joined September 2010
United States1077 Posts
November 14 2011 21:24 GMT
#204
Wow, looks really cool =P
Co-Manager of Soviet Gaming * http://twitter.com/#!/sGMarioo * http://www.facebook.com/SovietGamingfanpage * https://twitter.com/#!/SovietGaming
theamazingscv
Profile Joined November 2011
4 Posts
November 15 2011 05:34 GMT
#205
On November 15 2011 03:56 Teliko wrote:
Show nested quote +
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.
Show nested quote +
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...
KoKoRo
Profile Joined April 2010
United States186 Posts
November 15 2011 17:31 GMT
#206
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. :<

[image loading]

Suddenly I run into this type of error while patching. I didn't even touch the campaign folders. I'll investigate further.
When you ain't got nothin', you got nothin' to lose.
Teliko
Profile Joined January 2011
Ireland1044 Posts
Last Edited: 2011-11-15 17:46:32
November 15 2011 17:44 GMT
#207
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.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
KoKoRo
Profile Joined April 2010
United States186 Posts
Last Edited: 2011-11-15 18:07:10
November 15 2011 18:06 GMT
#208
On November 16 2011 02:44 Teliko wrote:
Show nested quote +
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.
When you ain't got nothin', you got nothin' to lose.
theamazingscv
Profile Joined November 2011
4 Posts
November 17 2011 07:11 GMT
#209
On November 16 2011 03:06 KoKoRo wrote:
Show nested quote +
On November 16 2011 02:44 Teliko wrote:
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
omisa
Profile Joined January 2011
United States494 Posts
November 17 2011 07:47 GMT
#210
Man, this is awesome. Although, the cannon does look kinda cool with aids, imo.

<3 Satriani \m/
\m/
KoKoRo
Profile Joined April 2010
United States186 Posts
November 17 2011 08:24 GMT
#211
On November 17 2011 16:11 theamazingscv wrote:
Show nested quote +
On November 16 2011 03:06 KoKoRo wrote:
On November 16 2011 02:44 Teliko wrote:
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.
When you ain't got nothin', you got nothin' to lose.
theamazingscv
Profile Joined November 2011
4 Posts
November 17 2011 09:44 GMT
#212
On November 17 2011 17:24 KoKoRo wrote:
Show nested quote +
On November 17 2011 16:11 theamazingscv wrote:
On November 16 2011 03:06 KoKoRo wrote:
On November 16 2011 02:44 Teliko wrote:
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 =/
KoKoRo
Profile Joined April 2010
United States186 Posts
November 18 2011 04:33 GMT
#213
On November 17 2011 18:44 theamazingscv wrote:
Show nested quote +
On November 17 2011 17:24 KoKoRo wrote:
On November 17 2011 16:11 theamazingscv wrote:
On November 16 2011 03:06 KoKoRo wrote:
On November 16 2011 02:44 Teliko wrote:
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.
When you ain't got nothin', you got nothin' to lose.
Teliko
Profile Joined January 2011
Ireland1044 Posts
November 18 2011 14:45 GMT
#214
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.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
Bensio
Profile Blog Joined April 2010
United Kingdom621 Posts
November 22 2011 08:13 GMT
#215
Specific units just dont seem to work for me, Stalker, Sentry, Carrier, Archon, Dark Templar :/
Teliko
Profile Joined January 2011
Ireland1044 Posts
November 22 2011 14:52 GMT
#216
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.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
Zushen
Profile Joined June 2011
275 Posts
December 05 2011 16:32 GMT
#217
ahh finally got everything to work now would it be possible to use the dark protoss HUD for terran?
Yoshi Kirishima
Profile Blog Joined July 2009
United States10317 Posts
February 07 2012 05:34 GMT
#218
FINALLY I re-found this! Gonna get this in ASAP it looks so cool :D

The aids don't look all that bad actually, haha. If they were more line-shaped instead of dot-shaped, it would fit right in I think.

Thanks for making this, gonna download and use :D
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
cmen15
Profile Blog Joined December 2010
United States1519 Posts
February 07 2012 05:40 GMT
#219
Thanks yoshi for bumping this back, i never saw this before and protoss skins look fkcin sick.
Greed leads to just about all losses.
Flamingo777
Profile Joined October 2010
United States1190 Posts
February 07 2012 05:47 GMT
#220
Thanks for the bump, these skins are absolutely sick! I wonder if the OP has done any work on this until now.
GhandiEAGLE
Profile Blog Joined March 2011
United States20754 Posts
February 07 2012 05:47 GMT
#221
I have AIDS. That joke was distasteful. >

Jk, this is a very well-made mod! Thank you for making this available!
Oh, my achin' hands, from rakin' in grands, and breakin' in mic stands
ImmortalTofu
Profile Blog Joined December 2010
United States1254 Posts
February 07 2012 05:50 GMT
#222
Everything teliko does is f'ing sick. Much love man :D
"Friendship ain't a business deal"
Bagration
Profile Blog Joined October 2011
United States18282 Posts
February 07 2012 05:54 GMT
#223
Wow, that looks so cool
Team Slayers, Axiom-Acer and Vile forever
-Kyo-
Profile Blog Joined August 2010
Japan1926 Posts
February 07 2012 06:39 GMT
#224
We still never got any confirmation if this works with the stronger team color mod, otherwise I'd have it installed >.>~
Anime is cuter than you. Legacy of the Void GM Protoss Gameplay: twitch.tv/kyo7763 youtube.com/user/KyoStarcraft/
TL+ Member
doomed
Profile Joined May 2010
Australia420 Posts
February 07 2012 07:19 GMT
#225
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.

Feeed
Profile Joined February 2012
3 Posts
Last Edited: 2012-02-23 10:10:30
February 23 2012 10:02 GMT
#226
My structures are messed up, any idea why ?

[image loading]
tranquilizer
Profile Joined July 2011
United States66 Posts
March 15 2012 20:13 GMT
#227
I'm confused... if you do the prioritization, do you still need to change the patch file?
ㅋㅋㅋㅋㅋㅋㅋㅋ
ThatGuy89
Profile Joined February 2011
United Kingdom1968 Posts
Last Edited: 2012-03-15 20:59:16
March 15 2012 20:57 GMT
#228
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
ThatGuy89
Profile Joined February 2011
United Kingdom1968 Posts
March 16 2012 08:13 GMT
#229
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
Zushen
Profile Joined June 2011
275 Posts
April 11 2012 23:40 GMT
#230
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
Teliko
Profile Joined January 2011
Ireland1044 Posts
Last Edited: 2012-04-11 23:44:41
April 11 2012 23:43 GMT
#231
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.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=318137&currentpage=13#246
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
Zushen
Profile Joined June 2011
275 Posts
April 12 2012 01:42 GMT
#232
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.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=318137&currentpage=13#246
ok will do
Zushen
Profile Joined June 2011
275 Posts
April 12 2012 01:48 GMT
#233
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!
Teliko
Profile Joined January 2011
Ireland1044 Posts
April 12 2012 01:56 GMT
#234
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
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
Kaitokid
Profile Blog Joined April 2011
Germany1327 Posts
Last Edited: 2012-04-12 14:36:48
April 12 2012 01:59 GMT
#235
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!
MAGISTR
Profile Joined September 2011
Russian Federation4 Posts
Last Edited: 2012-04-12 19:21:50
April 12 2012 19:21 GMT
#236
http://www.teamliquid.net/forum/viewmessage.php?topic_id=318137&currentpage=13#246


Game crash when I use SC2Switcher.exe. : '(

[image loading]
Teliko
Profile Joined January 2011
Ireland1044 Posts
Last Edited: 2012-04-12 19:51:42
April 12 2012 19:51 GMT
#237
On April 13 2012 04:21 MAGISTR wrote:
Show nested quote +
http://www.teamliquid.net/forum/viewmessage.php?topic_id=318137&currentpage=13#246


Game crash when I use SC2Switcher.exe. : '(

+ Show Spoiler +
[image loading]

If you run it without the mods installed, does it still crash with the switcher?
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
MAGISTR
Profile Joined September 2011
Russian Federation4 Posts
April 12 2012 19:58 GMT
#238
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.
Teliko
Profile Joined January 2011
Ireland1044 Posts
April 12 2012 20:56 GMT
#239
On April 13 2012 04:58 MAGISTR wrote:
Show nested quote +
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.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
MAGISTR
Profile Joined September 2011
Russian Federation4 Posts
April 12 2012 21:36 GMT
#240
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. :/
Zushen
Profile Joined June 2011
275 Posts
April 13 2012 00:36 GMT
#241
quick question could it be possible to use the dark toss hud for other races and/or make custom ones? :D
Teliko
Profile Joined January 2011
Ireland1044 Posts
April 13 2012 01:05 GMT
#242
On April 13 2012 09:36 Zushen wrote:
quick question could it be possible to use the dark toss hud for other races and/or make custom ones? :D

If you rename the files in the download before installing them, they'll work for any race.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
Teliko
Profile Joined January 2011
Ireland1044 Posts
Last Edited: 2012-04-13 03:59:47
April 13 2012 03:32 GMT
#243
On April 13 2012 06:36 MAGISTR wrote:
Show nested quote +
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.

http://www.mediafire.com/?zt0tt34lxf2dii6
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
MAGISTR
Profile Joined September 2011
Russian Federation4 Posts
April 13 2012 13:13 GMT
#244
Teliko, thank you so much, it works. :')
Teliko
Profile Joined January 2011
Ireland1044 Posts
April 13 2012 19:43 GMT
#245
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 :/
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
myRZeth
Profile Joined June 2011
Germany1047 Posts
April 13 2012 19:50 GMT
#246
is this working with the colour mod?
Teliko
Profile Joined January 2011
Ireland1044 Posts
April 13 2012 20:27 GMT
#247
On April 14 2012 04:50 Tassadarstarcraft2 wrote:
is this working with the colour mod?

No, using this will replace the colour mod.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
SnipedSoul
Profile Joined November 2010
Canada2158 Posts
April 13 2012 20:30 GMT
#248
I like this very much. Mercenary marauders look badass.
myRZeth
Profile Joined June 2011
Germany1047 Posts
April 14 2012 08:15 GMT
#249
On April 14 2012 05:27 Teliko wrote:
Show nested quote +
On April 14 2012 04:50 Tassadarstarcraft2 wrote:
is this working with the colour mod?

No, using this will replace the colour mod.


so i don t have to delete the colour mod?
just install over it?
Teliko
Profile Joined January 2011
Ireland1044 Posts
April 14 2012 15:44 GMT
#250
On April 14 2012 17:15 Tassadarstarcraft2 wrote:
Show nested quote +
On April 14 2012 05:27 Teliko wrote:
On April 14 2012 04:50 Tassadarstarcraft2 wrote:
is this working with the colour mod?

No, using this will replace the colour mod.


so i don t have to delete the colour mod?
just install over it?

Probably safer to uninstall the colour mod just incase there's a few textures that one has that mine isn't involved with.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
Zushen
Profile Joined June 2011
275 Posts
April 14 2012 20:34 GMT
#251
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
Teliko
Profile Joined January 2011
Ireland1044 Posts
April 17 2012 17:10 GMT
#252
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:

http://telikostarcraft.com/help/patch-bug/
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
Kiri
Profile Joined November 2010
United States84 Posts
Last Edited: 2012-05-14 16:07:49
May 14 2012 15:12 GMT
#253
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?
Teliko
Profile Joined January 2011
Ireland1044 Posts
May 14 2012 17:43 GMT
#254
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.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
Chronos.
Profile Joined February 2012
United States805 Posts
May 14 2012 17:52 GMT
#255
After HotS comes out you should release one of these for zerg, since they'll have lots of unit mutations in the campaign.

These look really cool for the other races though, hopefully some streamers use them.
Teliko
Profile Joined January 2011
Ireland1044 Posts
May 14 2012 17:59 GMT
#256
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.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
Kiri
Profile Joined November 2010
United States84 Posts
May 15 2012 00:10 GMT
#257
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......
Kiri
Profile Joined November 2010
United States84 Posts
May 15 2012 04:27 GMT
#258
Can you use these on ladder!?
Teliko
Profile Joined January 2011
Ireland1044 Posts
Last Edited: 2012-05-15 04:29:40
May 15 2012 04:28 GMT
#259
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.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
Kiri
Profile Joined November 2010
United States84 Posts
Last Edited: 2012-05-15 05:40:23
May 15 2012 05:39 GMT
#260
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 =[.
Teliko
Profile Joined January 2011
Ireland1044 Posts
May 15 2012 13:08 GMT
#261
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.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
hifriend
Profile Blog Joined June 2009
China7935 Posts
May 15 2012 13:20 GMT
#262
[image loading]
plaguuuu

Gonna try this when I'm at home, looks pretty awesome.
Kiri
Profile Joined November 2010
United States84 Posts
May 15 2012 14:21 GMT
#263
So where exactly does Sc2switcher shortcut go??
Teliko
Profile Joined January 2011
Ireland1044 Posts
May 15 2012 14:45 GMT
#264
It doesn't have to go anywhere. You just use that from now on to run the game instead of the normal shortcut.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
Kiri
Profile Joined November 2010
United States84 Posts
May 15 2012 22:33 GMT
#265
Ok i just did everything EXACTLY how you described it and im getting the patch bug for my regular Sc 2 and Sc2switcher wont open...
Kiri
Profile Joined November 2010
United States84 Posts
May 15 2012 22:35 GMT
#266
I think there's something wrong with the terran files, i use windows 7.
Teliko
Profile Joined January 2011
Ireland1044 Posts
May 15 2012 23:36 GMT
#267
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.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
Kiri
Profile Joined November 2010
United States84 Posts
May 15 2012 23:53 GMT
#268
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
Kiri
Profile Joined November 2010
United States84 Posts
May 15 2012 23:55 GMT
#269
If i give you error report will that help?
Teliko
Profile Joined January 2011
Ireland1044 Posts
May 16 2012 02:05 GMT
#270
Probably not, but go for it.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
v3chr0
Profile Blog Joined April 2010
United States856 Posts
May 16 2012 02:11 GMT
#271
Looks good, nice job. I really like the new models/skins, will definitely use. Once again, great work.
"He catches him with his pants down, backs him off into a corner, and then it's over." - Khaldor
Kiri
Profile Joined November 2010
United States84 Posts
May 16 2012 02:31 GMT
#272
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?
Teliko
Profile Joined January 2011
Ireland1044 Posts
May 16 2012 02:35 GMT
#273
o_O are you still not backing up your files? You should never have to reinstall it.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
WHyTePoWeR
Profile Joined May 2012
Korea (South)132 Posts
May 16 2012 02:36 GMT
#274
sort of hard to look at for the toss units
Kiri
Profile Joined November 2010
United States84 Posts
May 16 2012 06:43 GMT
#275
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...
Teliko
Profile Joined January 2011
Ireland1044 Posts
May 16 2012 06:46 GMT
#276
Just back up the entire mpq... Right click, copy, paste.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
Kiri
Profile Joined November 2010
United States84 Posts
May 16 2012 06:48 GMT
#277
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.
Kiri
Profile Joined November 2010
United States84 Posts
Last Edited: 2012-05-16 12:31:18
May 16 2012 06:55 GMT
#278
Kiri
Profile Joined November 2010
United States84 Posts
May 16 2012 10:46 GMT
#279
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!?!?!?
Kiri
Profile Joined November 2010
United States84 Posts
May 16 2012 12:10 GMT
#280
I really need help with this..... =[
Lorch
Profile Joined June 2011
Germany3672 Posts
May 16 2012 12:23 GMT
#281
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.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
May 16 2012 12:27 GMT
#282
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
Kiri
Profile Joined November 2010
United States84 Posts
May 16 2012 13:14 GMT
#283
Why doesn't it ask me to confirm replacement of old files when i drop in your folders?
Teliko
Profile Joined January 2011
Ireland1044 Posts
May 16 2012 14:12 GMT
#284
Are you extracting the rar archives first?
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
Kiri
Profile Joined November 2010
United States84 Posts
Last Edited: 2012-05-16 14:36:42
May 16 2012 14:27 GMT
#285
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.
Kiri
Profile Joined November 2010
United States84 Posts
May 16 2012 15:11 GMT
#286
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.....
Teliko
Profile Joined January 2011
Ireland1044 Posts
May 16 2012 16:07 GMT
#287
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.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
TheFlock
Profile Joined September 2011
United States389 Posts
May 16 2012 16:22 GMT
#288
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...
Maru | DeMusliM | TLO
Existor
Profile Joined July 2010
Russian Federation4295 Posts
May 16 2012 17:02 GMT
#289
Why doesn't it ask me to confirm replacement of old files when i drop in your folders?

Because you're not replacing files. Instead, you are adding new files, that game will read
Kiri
Profile Joined November 2010
United States84 Posts
May 16 2012 17:42 GMT
#290
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
Kiri
Profile Joined November 2010
United States84 Posts
May 16 2012 17:45 GMT
#291
I'm a huge fan of your work and have been at this for days don't give up on me yet!!! ='[
Existor
Profile Joined July 2010
Russian Federation4295 Posts
May 16 2012 18:56 GMT
#292
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!
Kiri
Profile Joined November 2010
United States84 Posts
May 16 2012 19:00 GMT
#293
FIXED!! okay did the manual patch from the website and now its back to normal.
Zushen
Profile Joined June 2011
275 Posts
May 21 2012 23:08 GMT
#294
@Kiri if you dont understand the concept of copy and paste I dont think you should be doing this in the first place.
Sphen5117
Profile Joined September 2011
United States413 Posts
June 16 2012 15:55 GMT
#295
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.
Teliko
Profile Joined January 2011
Ireland1044 Posts
June 16 2012 16:53 GMT
#296
Close the mpq editor before running sc2
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
Sphen5117
Profile Joined September 2011
United States413 Posts
June 16 2012 19:36 GMT
#297
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.
dUTtrOACh
Profile Joined December 2010
Canada2339 Posts
June 16 2012 19:49 GMT
#298
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".
twitch.tv/duttroach
Teliko
Profile Joined January 2011
Ireland1044 Posts
June 16 2012 21:33 GMT
#299
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.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
Sphen5117
Profile Joined September 2011
United States413 Posts
June 18 2012 15:16 GMT
#300
On June 17 2012 06:33 Teliko wrote:
Show nested quote +
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.
Teliko
Profile Joined January 2011
Ireland1044 Posts
June 18 2012 18:39 GMT
#301
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.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2012-06-18 18:51:06
June 18 2012 18:50 GMT
#302
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
ensign_lee
Profile Joined June 2010
United States1178 Posts
June 18 2012 18:59 GMT
#303
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
AnalyZ
Profile Joined January 2011
France32 Posts
June 18 2012 19:04 GMT
#304
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...
Teliko
Profile Joined January 2011
Ireland1044 Posts
June 18 2012 19:42 GMT
#305
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.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
June 18 2012 19:56 GMT
#306
Well, I can help with art and my photoshop skills
AnalyZ
Profile Joined January 2011
France32 Posts
June 18 2012 20:34 GMT
#307
Great ,epic and awesome, thx alot :D
julianto
Profile Joined December 2010
2292 Posts
Last Edited: 2012-06-27 04:32:17
June 27 2012 04:03 GMT
#308
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.
¯\_(ツ)_/¯
SamuraiSEA
Profile Joined June 2012
Japan89 Posts
June 27 2012 04:11 GMT
#309
Looks pretty cool.. but seems hard to spot if the units were in corner of your sight between the fog of war...

Maybe I'll give it a shot.
Zushen
Profile Joined June 2011
275 Posts
June 30 2012 17:36 GMT
#310
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?
Amridell
Profile Joined December 2011
188 Posts
July 29 2012 02:30 GMT
#311
Does this work with STC? Or does it override it?
"As to the pool game. You'll notice he played like a faggot."
Zushen
Profile Joined June 2011
275 Posts
July 29 2012 02:35 GMT
#312
overrides it
sathin
Profile Joined April 2012
United States46 Posts
July 29 2012 03:04 GMT
#313
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:
Amridell
Profile Joined December 2011
188 Posts
July 29 2012 03:17 GMT
#314
On July 29 2012 11:35 Zushen wrote:
overrides it


Well, crap.
"As to the pool game. You'll notice he played like a faggot."
Teliko
Profile Joined January 2011
Ireland1044 Posts
July 29 2012 03:38 GMT
#315
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:

If you're referring to the MPQ files, you open them with this. http://www.zezula.net/en/mpq/download.html
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
TelecoM
Profile Blog Joined January 2010
United States10666 Posts
July 29 2012 03:52 GMT
#316
STC Over rides it or the mercenary models over rides it? Im using STC and I cant get this to work... T_T
AKA: TelecoM[WHITE] Protoss fighting
MerdaPura
Profile Joined February 2012
Brazil148 Posts
July 29 2012 04:13 GMT
#317
I will give 50000000 internetz to whoever ocmbines STC and this one.
4 realz.
Teliko
Profile Joined January 2011
Ireland1044 Posts
July 30 2012 01:26 GMT
#318
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.
Add a drop of lavender to milk, leave town with an orange and pretend you're laughing at it.
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