SC2 Units as SC1 Icons - Page 2
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w00tm0nger
United States20 Posts
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kakisama
Canada82 Posts
On May 10 2009 16:03 Aqo[il] wrote: Why only Protoss units? Add Terran too ![]() what is that beside the thor? | ||
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parkin
1081 Posts
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Clow
Brazil880 Posts
(waiting for zerg icons) | ||
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AdunToridas
Germany380 Posts
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CombatV
United States4 Posts
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spkim1
Canada286 Posts
oh and Aqo: wow oh man respect, props to the thor it's really nicely made parkin: lol thought it was a squid too | ||
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IntoTheWow
is awesome32277 Posts
How did you make them : O? | ||
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inReacH
Sweden1612 Posts
On May 10 2009 22:17 MasterReY wrote: upper left is a phase prism^^ On May 10 2009 22:03 lolaloc wrote: It's a It's a probe. | ||
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MasterReY
Germany2708 Posts
..... look in the old post. upper left is a phase prism. He remade them and changed the positions. now upper left is probe.... | ||
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Heimatloser
Germany1494 Posts
let me try this from (new picture from left to right, downwards) probe - zealot - stalker - immortal - ht dt- archon - the "high damage over long time, no damage in short time" unit - phase prism - colossus no idea - the overload corsair - no idea - carrier - mothership couldnt find the real observer though... | ||
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Aqo[il]
Israel183 Posts
Lots of patience, combined with two years of practice in 3D modeling and animation along with three years of experience in Starcraft modding and a request from a random guy to make a SC2 mod. Not-TLDR: Graphics - I used Anim8or, a free 3D modeling software made by an NVidia software engineer. It's very similar to 3DSMax's style. If you're getting it, download version 0.97d, it has multithreading and very high quality renders. Play around with it until you learn to make good looking models. Build models of new units you want to put in SC, and create renders of them from 17 angles with a 11.25 degree rotating difference to cover all 32 angles in SC. Your camera should use about 45-60 degrees tilt depending on how high the unit is. Make sure you enable Bicubic AA setup or else your renders will look blurry in SC. Once you have your renders, get RetroGRP or Shadowflare's GRP convertor or any BMP->GRP software you like. Everything can be easily found quickly with google. Convert all your frame renders into 8-bit BMPs, using the Starcraft palette, with either photoshop or anything else you like. To get the Starcraft palette, extract any unit frame from any unit in the game using WinMPQ and your GRP program, and take the palette from that frame. The first list of indexes is used for team color, it will appear pink/purple inside your graphic editing software. Units can have between 17 and 612 frames, novice GRP-makers should start with hovering units since they only need one frame for each direction which is easy to make. Once you get into walking units it gets much more complicated, because of the sheer amount of frames, syncing the walking correctly, and because you also need a separate GRP for the unit shadows, and a GRP set for glow effects for the unit's attacks. Once you have all the frames for your GRP in 8-bit format with the correct indexing (while photoshop is good for this, I preferred to use MSPaint and a batch program to speed it up when working with hundreds of frames), use your BMP->GRP software to create a GRP of it. Start your own mod folder, put the GRP there, and create an iscript.bin file, weapons.dat and units.dat as a minimum. Usually you'll also need flingy.dat for movement data, images.dat for your glowing effects, and some other data files. In your iscript, write a script for your new unit to use the .dat properties you gave it correctly. Make sure you wrote your offset pointers correctly and that the unit doesn't bug on death or has any other weird bugs. Once your script is ready, tested and working, use an MPQ compacting software such as MPQDraft to create an executable that you can distribute and give other people to play around with. Making mods is easy. You can make your own mod in a few days. All the software you need is free and can be googled easily. Here's the EXE of that screenshot: Cutscene Universe.exe Battlecruiser -> Thor Siege Tank -> Viking Wraith -> Banshee Dragoon -> Stalker Scout -> Immortal Can be played on battle.net if all people in the game room are playing through the mod exe. This mod was originally made for some patches ago so some stuff may not work correctly, if people take interest in this I might release an update. | ||
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blapsd
England121 Posts
if people take interest in this I might release an update. Is that starcraft 1.99 you were working on Aqo[il]? Link Such a shame you stopped development on that, I was following it and it looked awesome. I would defo like to see an update. | ||
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Kennelie
United States2296 Posts
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Aqo[il]
Israel183 Posts
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blapsd
England121 Posts
Its a shame noone else came up with any models and they all just leeched off you.....and then once you stopped they stopped (I remember 1.99 stopped because of a lack of artwork). Your models are really awesome though, especially your thor, I could definitely see people stuggling to come up with similar quality models. I've always wanted to play sc2 with sc1 engine and if i could do anything about it I would! but sadly i'm a total novice when it comes to SC modding. Hmmm....maybe i'll attempt teaching myself after my exams since you mentioned Making mods is easy. You can make your own mod in a few days. All the software you need is free and can be googled easily. | ||
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Mobius
Canada1268 Posts
On May 10 2009 15:12 Polyphasic wrote: i have no idea which unit is which. i hope sc2 wont be that confusing yeah, i was confused, they look cool, but they all look the same to me... urgh.i cant help my negative thoughts on sc2. | ||
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JieXian
Malaysia4677 Posts
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AdunToridas
Germany380 Posts
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ZenDeX
Philippines2916 Posts
On May 12 2009 01:23 AdunToridas wrote: Will they be added as TL icons when the game drops? TL will probably rip them directly from the game itself. For now, these are just speculative icons on how it would most likely look like but in SC1 style. | ||
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![[image loading]](http://img12.imageshack.us/img12/1119/thurrr.png)
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