Black wireframe
Jul 22 2009, 3:49 pm
By: poison_us  

Jul 22 2009, 3:49 pm poison_us Post #1

Back* from the grave

I played a bound a year or so ago, and it gave the zerglings a dark red wireframe that fades to black, then fades back in. Does anyone know how this is possible?

Yes, I am aware that the little box next to the HP gives the unit over 100% HP, but I haven't managed to find the right combination, nor do I have any way except guess and check.




Jul 22 2009, 3:58 pm NudeRaider Post #2

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

You have to use values smaller than 10 in both boxes to get special wire frames. The result also depends on the unit race.

Unfortunately I can't tell you exactly what to enter to achieve the desired effect, but now at least you know in what boundaries you have to try.




Jul 22 2009, 4:03 pm poison_us Post #3

Back* from the grave

I know that...but no matter what I do, it's one of 4 variations:

1: all yellow and black
2: yellow, black, and pink
3,4, 5: green and yellow
0, 6+: normal

Note that the numbers above are in the first box. Any number [>0]in the second box, and it should make the above colors, but I only tested for 7--9, so it might be different for lower numbers.

EDIT: Just finished testing, the pattern holds true for all values of the small box.

Post has been edited 2 time(s), last time on Jul 26 2009, 5:21 am by poison_us.




Jul 22 2009, 4:17 pm r00k Post #4



yes it does give other results with lower numbers.
i don´t know how to make zerg black at all...
but once you found out maybe you can just change the hp to get the effect :-)
when you found out add them here plz...
blue protoss for example is sometimes blue and sometimes red, would be grat if someone knows how to make it "stable"



None.

Jul 22 2009, 4:35 pm poison_us Post #5

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I tested all combinations from 1-9 in both boxes, and the pattern holds true. I'll throw something in there about the zerg pattern, and I'll give some percentages for protoss combos.




Jul 23 2009, 12:27 am NudeRaider Post #6

We can't explain the universe, just describe it; and we don't know whether our theories are true, we just know they're not wrong. >Harald Lesch

How about 0 or negatives?




Jul 23 2009, 1:06 am poison_us Post #7

Back* from the grave

But doesn't 0 crash SC? Or is that only if it's vincible?

Thanks, I never thought of that--testing ASAP.




Jul 23 2009, 2:53 am rockz Post #8

ᴄʜᴇᴇsᴇ ɪᴛ!

Quote from wiki
"UNIS" Section
Note: This section is overridden with "UNIx" when the scenario is Brood War. Not required for melee.
This section contains the unit settings for the level.

* 228 bytes: 1 byte for each unit, in order of Unit ID
o 00 - Unit does not use default settings
o 01 - Unit does use default settings
* (228) 4 byte integers: Hit points for unit*256
* (228) 2 byte integers: Shield points, in order of Unit ID
* 228 bytes: Armor points, in order of Unit ID
* (228) 2 byte integers: Build time (1/60 seconds), in order of Unit ID
* (228) 2 byte integers: Mineral cost, in order of Unit ID
* (228) 2 byte integers: Gas cost, in order of Unit ID
* (228) 2 byte integers: String number, in order of Unit ID
* (100) 2 byte integers: Base weapon damage the weapon does, in weapon ID order (appendix)
* (100) 2 byte integers: Upgrade bonus weapon damage, in weapon ID order (appendix)
HP is 4 bytes, which is 4294967295 max. I believe this is the actual hp value, not the value you see. The value you see is 16777215 (half is the actual map limit, due to it being signed).

That means you can change the 1st byte to any number 0-255. There's a LOT of numbers to test.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jul 23 2009, 6:40 pm Ahli Post #9

I do stuff and thingies... Try widening and reducing the number of small nooks and crannies to correct the problem.

Don't forget that you can use sprites...
Units placed as unit sprites in the map always have standard HP (except units that regenerate their HP except preplaced eggs/cocoon).

critters are always completly black... cool, isn't it? :D

Post has been edited 2 time(s), last time on Jul 23 2009, 9:08 pm by Ahli. Reason: NudeRaider is fixing my English bugs




Jul 24 2009, 1:27 am poison_us Post #10

Back* from the grave

Quote from rockz
That means you can change the 1st byte to any number 0-255. There's a LOT of numbers to test.

I realized that, but it seems that negative values always make the wireframe look just injured, no funky green/purple/black combos.
I don't understand what "1st byte" means, nor how to change it in scmdraft. I don't deal with EUDs...and knowledge of bytes isn't needed for scmdraft.
I am assuming you mean the HP value?




Jul 24 2009, 1:40 am rockz Post #11

ᴄʜᴇᴇsᴇ ɪᴛ!

You have to hex the map. It's only mildly related to EUDs.

If you open up your scenario.chk, You can search for UNIx and that's where these numbers are stored. There will be 228 bytes each which have a 00 or 01 in them, then there will be 228 dwords (4 bytes). This is the HP number for each unit (with the first one being terran marine, which has unitid 0). A terran marine's hp here will defaultly read:
00 28 00 00
28 Hex = 40 Dec.
If you change this first number, that's the number which scmdraft changes in the extra box. The 2nd, 3rd, and 4th byte all add up to be the number you actually see in game.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jul 24 2009, 1:43 pm Dem0n Post #12

ᕕ( ᐛ )ᕗ

Use sprites instead. If you place a marine sprite and make it's build time 15 (I think), the whole wireframe will be black. You can mess around with it like that.

Collapsable Box


Post has been edited 2 time(s), last time on Oct 9 2012, 12:20 am by I Iz LEET.




Jul 25 2009, 1:51 am poison_us Post #13

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So rockz, if the "U" in "UNIx" is at address 11CD2, then the first byte for the marine is at 11DBE, and the next three bytes added together are its health?

Going off the first byte of the marine, is the first byte for Devouring One at 11E8C?




Jul 25 2009, 3:05 am rockz Post #14

ᴄʜᴇᴇsᴇ ɪᴛ!

UNIx - 0x11CD2
Start of enabled/disabled - 0x11CDA
UnitID:0 hp - 0x11DBE
UnitID:54 hp - 0x11E96

According to the wiki, devouring one is unitid 54.

I simply made an excel sheet which starts off with the offset (11cd2), then add 8 to that to get the start of enabled/disabled. Add 228 to get terran marine hp. Add 4 to get unitid:1. Repeat as needed. I use the hex2dec and dec2hex to add in excel, as excel can't handle hex arithmetic. You can also just take 54*4>hex=0xD8. 0xD8+0x11DBE=11E96

You are correct for the 11dbe, and then 3 bytes of the actual health.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jul 25 2009, 3:31 am poison_us Post #15

Back* from the grave

Thanks..but I wasn't that far off, since I was using Datedit and the calculator's dec-to-hex...I think I used 53 on accident instead of 54.

I'll test as many values as I can tonight + tomorrow...now that I know where everything is, it should be easy...kinda...

Post has been edited 1 time(s), last time on Jul 25 2009, 5:24 am by poison_us.




Jul 25 2009, 3:45 am O)FaRTy1billion[MM] Post #16

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The little box is a flag. Its values are zero and non-zero. Any non-zero value will give the same result. What you are looking for is achieved if your map is on Ashworld (the black-red fading). Play with numbers like HP=2 (little box being 1, of course).

The colors change depending on tileset.

In SC's memory, the first byte of HP is just a fraction (which is how you can do <1 damage to a unit).

0 HP makes the unit have 0/1 HP. If you have the little box set to 1, you will have 1/1 HP. 0 HP means the unit cannot die from being attacked (I believe. It is how that is achieved, but I don't know if the attacking damage has to be edited too.) Negative HP means the unit will die in 1 hit regardless of damage.

Post has been edited 3 time(s), last time on Jul 25 2009, 3:55 am by FaRTy1billion.



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Jul 25 2009, 4:32 am poison_us Post #17

Back* from the grave

Uhm, no <10 value works on Ashworld, regardless of flag value.

I'm gonna return to hex editing for now.

EDIT: It's looking like Farty was right...even if I hex it to 255, the flag doesn't make it look any different than 1-9 values do.
[quote conversation on B.net]<Falkoner> use Starforge
<Falkoner> I think it's better at it :P[/quote]

Post has been edited 3 time(s), last time on Jul 25 2009, 8:11 pm by poison_us.




Jul 26 2009, 4:31 am O)FaRTy1billion[MM] Post #18

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Quote
Uhm, no <10 value works on Ashworld, regardless of flag value.
What? This seems entirely irrelevant to what I said. What I meant by bringing up Ashworld is that is the only tileset that you get red/black fading with this.

All the flag does is add 1 to the unit's HP. I should've mentioned that, too.



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Jul 26 2009, 5:02 am rockz Post #19

ᴄʜᴇᴇsᴇ ɪᴛ!

How do you get different colors then?

2/1 is not the same as 2/3 according to the wiki.



"Parliamentary inquiry, Mr. Chairman - do we have to call the Gentleman a gentleman if he's not one?"

Jul 26 2009, 5:06 am O)FaRTy1billion[MM] Post #20

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Different colors are made from different HP values. I don't know what number is referring to what box in "x/y".

I just looked at the wiki. Either someone didn't follow the "large box/small box" convention or they were on a different tileset. I'd guess the former.

Post has been edited 2 time(s), last time on Jul 26 2009, 5:13 am by FaRTy1billion.



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MapSketch - New image->map generator!
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SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
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