Staredit Network > Forums > Modding Assistance > Topic: How to use mpq in Starcraft Remastered?
How to use mpq in Starcraft Remastered?
Oct 26 2019, 8:13 am
By: Starmods107  

Oct 26 2019, 8:13 am Starmods107 Post #1



I made some edits using in patch_rt.mpq and it works in 1.16.1 but i want to make it work in Starcraft Remastered, how do i do this?

P.S. in summary, how much more can be done in UMS that cant be done using mpq, is UMS easy to mod with?



None.

Oct 26 2019, 9:13 pm Ultraviolet Post #2



From my understanding, modding SC Remastered is a big hassle with constant roadblocks and little reward. Most of the modders I know of don't bother with Remastered. Pr0nogo will go on and on about how much Remastered sucks :P Some are brave enough to try, you can see their projects in the Modding Projects forum. They would be able to provide far more information on this route than I can.

If you're interested in some of the capabilities of modding without the whole shebang, you could try mapping with EUDs. EUD Editor 2 is an incredibly powerful tool. There's a newer version EUD Editor 3, but I'm more familiar with EUD Editor 2 and find it much easier to navigate. The plus of this is that maps made like this can be played on Remastered on regular battle.net with pubs.




Oct 27 2019, 2:52 am Starmods107 Post #3



Quote from Ultraviolet
From my understanding, modding SC Remastered is a big hassle with constant roadblocks and little reward. Most of the modders I know of don't bother with Remastered. Pr0nogo will go on and on about how much Remastered sucks :P Some are brave enough to try, you can see their projects in the Modding Projects forum. They would be able to provide far more information on this route than I can.

If you're interested in some of the capabilities of modding without the whole shebang, you could try mapping with EUDs. EUD Editor 2 is an incredibly powerful tool. There's a newer version EUD Editor 3, but I'm more familiar with EUD Editor 2 and find it much easier to navigate. The plus of this is that maps made like this can be played on Remastered on regular battle.net with pubs.

Thanks for the reply. Knowing that it's a hassle, I won't try to mod for SCR. I hear EUD allows a lot of modding unlike UMS and mpq. You say the navigation is easy but is it easy to learn?



None.

Oct 28 2019, 4:13 am Ultraviolet Post #4



Quote from Starmods107
Quote from Ultraviolet
From my understanding, modding SC Remastered is a big hassle with constant roadblocks and little reward. Most of the modders I know of don't bother with Remastered. Pr0nogo will go on and on about how much Remastered sucks :P Some are brave enough to try, you can see their projects in the Modding Projects forum. They would be able to provide far more information on this route than I can.

If you're interested in some of the capabilities of modding without the whole shebang, you could try mapping with EUDs. EUD Editor 2 is an incredibly powerful tool. There's a newer version EUD Editor 3, but I'm more familiar with EUD Editor 2 and find it much easier to navigate. The plus of this is that maps made like this can be played on Remastered on regular battle.net with pubs.

Thanks for the reply. Knowing that it's a hassle, I won't try to mod for SCR. I hear EUD allows a lot of modding unlike UMS and mpq. You say the navigation is easy but is it easy to learn?

I found it to be pretty easy to learn overall. There are some tutorials in the forums regarding how to achieve different things with EUD Editor 2. Most of the DatEdit and FireGraft stuff is very straightforward. I'd say be sure to keep requirements in mind when doing FireGraft edits, those are easy to forget about.




Oct 29 2019, 2:31 am Starmods107 Post #5



Quote
I found it to be pretty easy to learn overall. There are some tutorials in the forums regarding how to achieve different things with EUD Editor 2. Most of the DatEdit and FireGraft stuff is very straightforward. I'd say be sure to keep requirements in mind when doing FireGraft edits, those are easy to forget about.

Thanks



None.

Oct 30 2019, 8:30 pm UEDCommander Post #6

Sic Semper Tyrannis

SCR no longer uses .mpq files, it now relies on casc archives instead. However, it being a "hassle" is an exadiration - unless you need access to really advanced stuff such as gptp, entry limit expanders or certain AI commands (base_layout), it works fine. Samase modpacker (which you can find here or SEN) is actually even more convinient to use than PyMPQ and it's analogues since it automatically packs whole data structure rather than having to do folders one by one. To start, you should look samase's topic (http://www.staredit.net/topic/17430/) and use it to decompile some of already existing mods (UEDAIP or my Brood War Alternate) to understand the data structure better (it is virtually the same as with MPQ's, but there are few noticable differences, mostly in file formats). DM me if you need any further assistance.


EUDs in SCR are disabling saves btw, just as a heads-up.




Oct 31 2019, 7:08 am IlyaSnopchenko Post #7

The Curious

Yeah, other than changed formats for a lot of the stuff (which you may or may not need anyway) modding SCR is pretty straightforward. If you're making a mod which mostly changes unit/weapons stats, strings, campaigns and AI Scripts and doesn't delve too deep into graphics editing, you should be fine with SCR. And even for the graphics, there are converters.

Tilesets are a no-go (last I checked) but I don't think many people were ever into hardcore tileset editing anyway. Deep EXE edits are not available but Firegraft modifications for buttons and requirements are available.



Trial and error... mostly error.

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