Staredit Network > Forums > Modding Assistance > Topic: Using unused units/buildings
Using unused units/buildings
Apr 10 2011, 2:14 am
By: iCCup.xboi209  

Apr 10 2011, 2:14 am iCCup.xboi209 Post #1



So I know there are quite a few unused buildings and units so I tried to get them to work. I only tried to edit the Cargo Ship and was successful to make it not crash Starcraft. There are some things I need to know how to edit. First is, even though the wireframe looks like a terran covert ops, if you select multiple units with the Cargo Ship, the wireframe is a lurker. Also, I can't control the unit even though I placed it for player 1 in scmdraft 2. So basically I'd like to know how the change that wireframe bug and allow people to control the unit.

EDIT: I can control the unit but I don't see any buttons so I can only control using my mouse :/

Post has been edited 1 time(s), last time on Apr 10 2011, 3:10 am by xboi209.



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Apr 10 2011, 2:23 am Aristocrat Post #2



The wireframe bug iirc arises because the unused unit's ID is making StarCraft load data from parts of its memory that it's not supposed to access; it's loading information from parts of memory that do not hold references to wireframes and trying to process them as such, so that's why you get the discrepancy. Unfortunately I do not think there is a way to fix this, but it's probably better to take the final verdict from someone who is more informed in this topic since I haven't been poking around in BW's memory for a long time now.

If there's no workaround for making unused buildings and units work, you could try to make do with existing units; BW most likely has more than enough functional units for what you have in mind.



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Apr 10 2011, 2:27 am iCCup.xboi209 Post #3



I don't want to replace any existing units though, I just want to create entirely new ones.



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Apr 10 2011, 2:50 am Raitaki Post #4



Quote from name:xboi209
I don't want to replace any existing units though, I just want to create entirely new ones.
Unfortunately you can't. You can only replace existing units, because SC only reads a certain range of data (e.g. ID X-Y). Any units, sprites, weapons, spells, etc. beyond the range that SC reads will not be loaded by the game, so you can only make new units out of existing unit IDs.



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Apr 10 2011, 2:56 am iCCup.xboi209 Post #5



Quote from Raitaki
Quote from name:xboi209
I don't want to replace any existing units though, I just want to create entirely new ones.
Unfortunately you can't. You can only replace existing units, because SC only reads a certain range of data (e.g. ID X-Y). Any units, sprites, weapons, spells, etc. beyond the range that SC reads will not be loaded by the game, so you can only make new units out of existing unit IDs.
It's why I'm using unused units/buildings.

EDIT: Ok so I wanted the Cargo Ship to act exactly like a dropship but it's missing the buttons such as move and patrol and there's no space at the bottom to show what units are inside as well. The Cargo Ship can load units but unfortunately there's no way for the unit to get out because of this.

Post has been edited 1 time(s), last time on Apr 10 2011, 3:09 am by xboi209.



None.

Apr 10 2011, 5:16 pm poiuy_qwert Post #6

PyMS and ProTRG developer

Quote from Aristocrat
The wireframe bug iirc arises because the unused unit's ID is making StarCraft load data from parts of its memory that it's not supposed to access; it's loading information from parts of memory that do not hold references to wireframes and trying to process them as such, so that's why you get the discrepancy. Unfortunately I do not think there is a way to fix this, but it's probably better to take the final verdict from someone who is more informed in this topic since I haven't been poking around in BW's memory for a long time now.
Yeah, that is wrong. Its surprising how few people know this, but there are three different files for wireframes:
  • Large wireframes from when units are selected by themselves
  • Small wireframe for when the unit is selected with more then one unit
  • Small wireframe when loaded in a transport
I can't remember the filenames of the top of my head but you should be able to find them.




Apr 10 2011, 7:07 pm iCCup.xboi209 Post #7



Quote from poiuy_qwert
Quote from Aristocrat
The wireframe bug iirc arises because the unused unit's ID is making StarCraft load data from parts of its memory that it's not supposed to access; it's loading information from parts of memory that do not hold references to wireframes and trying to process them as such, so that's why you get the discrepancy. Unfortunately I do not think there is a way to fix this, but it's probably better to take the final verdict from someone who is more informed in this topic since I haven't been poking around in BW's memory for a long time now.
Yeah, that is wrong. Its surprising how few people know this, but there are three different files for wireframes:
  • Large wireframes from when units are selected by themselves
  • Small wireframe for when the unit is selected with more then one unit
  • Small wireframe when loaded in a transport
I can't remember the filenames of the top of my head but you should be able to find them.
I have the grp files and all but if I were to edit the lurker wireframe, wouldn't the wireframe change for the lurker unit as well since they both use the same wireframe? Also I need my other problems to be solved as well(that's if you could help me). I can't get the Cargo Ship to display what units are inside the ship and I can't get it to display the commands buttons such as move.



None.

Apr 10 2011, 9:05 pm O)FaRTy1billion[MM] Post #8

👻 👾 👽 💪

There is 1 frame per unit in each wireframe file. The GRP frame ID is the same as the unit ID. No two units share the same wireframe.

Command buttons are done through memory grafting (such as FireGraft). I don't know about the transport console stuff.



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Apr 10 2011, 9:35 pm iCCup.xboi209 Post #9



Guess i gotta go through trial and error to see if I'm editing the lurker wireframe or the cargo ship's wireframe.



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Apr 10 2011, 9:40 pm murph02 Post #10



Dropship has many functions to 'hack': loading units, unloading units, displaying wireframes, making proper code execute when you click a unit to unload it.

Not to mention the inextricable ties to many other sections of Brood War code. For example, doubtless some code executes in Brood War when a dropship is destroyed, to do proper 'killing' and clean-up of all units that were inside. How are you going to tell Brood War to do this to a non-dropship unit?

If it takes you three days to fix the above problem, know that you'll have to do it 15-40 more times before you've made a complete conversion of the Cargo Ship to full Dropship functionality.

Not to dampen your enthusiasm, but trying to save you wasted time. The above is why people say you can only modify or replace existing units.



None.

Apr 10 2011, 9:41 pm Raitaki Post #11



Quote from name:xboi209
Quote from Raitaki
Quote from name:xboi209
I don't want to replace any existing units though, I just want to create entirely new ones.
Unfortunately you can't. You can only replace existing units, because SC only reads a certain range of data (e.g. ID X-Y). Any units, sprites, weapons, spells, etc. beyond the range that SC reads will not be loaded by the game, so you can only make new units out of existing unit IDs.
It's why I'm using unused units/buildings.

EDIT: Ok so I wanted the Cargo Ship to act exactly like a dropship but it's missing the buttons such as move and patrol and there's no space at the bottom to show what units are inside as well. The Cargo Ship can load units but unfortunately there's no way for the unit to get out because of this.
This is a tutorial on how to make a new unit out of an existing SC unit (in this example, a colossus), with instructions on how to edit buttons, spells, and tech tree requirement for the unit. I don't know how to make the loaded units appear in the unit status screen tho :(



None.

Apr 11 2011, 10:23 pm iCCup.xboi209 Post #12



I got the grp files but there's 4 grp files for a zerg lurker....



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Apr 13 2011, 1:04 am poiuy_qwert Post #13

PyMS and ProTRG developer

Quote from name:xboi209
I got the grp files but there's 4 grp files for a zerg lurker....
Read:
Quote from O)FaRTy1billion[MM]
There is 1 frame per unit in each wireframe file. The GRP frame ID is the same as the unit ID. No two units share the same wireframe.





Apr 13 2011, 7:36 pm iCCup.xboi209 Post #14



Ok, thank you to everyone who posted here!



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Apr 16 2011, 2:28 am iCCup.xboi209 Post #15



Does anyone have broodat.mpq for starcraft beta? I only got stardat.mpq and found these grp files:
Catina
Cargo
Gunship
Power
Raider
Starbase



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