Staredit Network > Forums > Modding Assistance > Topic: Unit Quotes
Unit Quotes
Nov 29 2011, 7:36 pm
By: SCRuler  

Nov 29 2011, 7:36 pm SCRuler Post #1



I apologize for my noobness, I've got everything working. But I have one final question set.
Is it possible to change specific unit quotes with exclusively new ones that are self fabricated? If so, how do I go about doing this?



None.

Nov 29 2011, 7:49 pm Dem0n Post #2

ᕕ( ᐛ )ᕗ

Yep, you can change them. Most of the unit quotes are in StarDat.mpq, and the Brood War units' quotes are in BroodDat.mpq. Simply save your file as a wav and whatever specific audio settings BW runs on (sorry, I forget what they are) and add them to your mpq under the correct file path. The files that end in -wht are the things that they say when you click on them, the -yes files are what they say when you order them to do something, and -pss files are what the "annoyed" quote that they say if you keep clicking on them.

By the way, the files are under sounds\[race]\[unit].




Nov 29 2011, 8:25 pm SCRuler Post #3



ok thanks.
so do I relabel the new ones as old quotes? I'm trying to add quotes for new heroes I made while keeping the actual quotes for the real units.



None.

Nov 29 2011, 8:31 pm Dem0n Post #4

ᕕ( ᐛ )ᕗ

Yeah, just rename your files to the same name as the files that are already in the mpqs. Keep in mind, however, that if you want to keep the original quotes for some units but change them for new heroes, you won't be able to do it if you replaced units like Stukov that use the normal units' quotes. ;o




Nov 30 2011, 2:15 am SCRuler Post #5



So no new file names? it sucks. I have three new heroes. and there are times I feel like adding Aldaris Quotes.



None.

Nov 30 2011, 2:42 am xAngelSpiritx Post #6

eternal lurker

You can make new ones just fine. You will, however, need to edit arr\sfxdata.tbl. You might also want to change the actual sounds the units are using via the Sounds area of units.dat in DatEdit.

If you want, you can also tinker around with sfxdata.dat stuff, but that's honestly not really needed.



None.

Nov 30 2011, 4:14 am SCRuler Post #7



I know I need to change the sounds area, that goes without sayin'. lol
How could I edit the sfxdata.dat? is that using DatEdit?
And do I have to modify the .tbl and save it back into the BrooDat or StarDat for it to show up in DatEdit so I can provide the proper sounds in the mpq?



None.

Nov 30 2011, 4:51 pm xAngelSpiritx Post #8

eternal lurker

sfxdata.dat can be edited via DatEdit, yes. Check the Sounds tab.

sfxdata.tbl contains a list of filenames. If you want to add your own filename instead of replacing one, you'll need to edit sfxdata.tbl to include your new filename.

For example, if you wanted to add a sound whose filename was "marine_custom.wav", you'd have to edit sfxdata.tbl and add your new filename. The reason for this is that, in the *.dat files, the sounds are not stored via filename. The *.dat files just have a number that refers to a line in sfxdata.tbl, which in turn contains the filename.

It really shouldn't be necessary though. Just rename your custom *.wav files to match the original filenames, and you'll have no problems. If you do decide to fiddle around with sfxdata.tbl, then yes, you will need to add it into your mod's *.mpq.



None.

Nov 30 2011, 7:49 pm SCRuler Post #9



So you'll be able to see the new filenames in DatEdit's Sound tab from an external sfxdata.tbl file that would be stored in the mod? If not, how can I give the new sounds to the units?



None.

Nov 30 2011, 7:52 pm Dem0n Post #10

ᕕ( ᐛ )ᕗ

Personally, I think it's easier to do it the way I said above. That only takes replacing one set of files, whereas Angel's way takes editing a file and then replacing it in the mpq.




Nov 30 2011, 8:10 pm xAngelSpiritx Post #11

eternal lurker

Quote from SCRuler
So you'll be able to see the new filenames in DatEdit's Sound tab from an external sfxdata.tbl file that would be stored in the mod?
Precisely. Note though, that when you're opening your files in DatEdit, you'll need to open the MPQ archive instead of opening each *.dat file individually.

Or I guess you could fiddle around with the DatEdit options.



None.

Nov 30 2011, 10:17 pm SCRuler Post #12



you mean the mpq of the mod, right? Makes sense. This is going to be delicious.



None.

Dec 1 2011, 5:10 pm SCRuler Post #13



I would like to know how to add new portraits and graphics too. I have a graphic I downloaded of a modified Ion Cannon and a and I want to change it. I also need to learn how to implement the new sprites into everything, and I need an "almost done" Psi disrupter, Warp Gate and Xel'Naga Temple.

Post has been edited 1 time(s), last time on Dec 1 2011, 7:40 pm by SCRuler.



None.

Dec 1 2011, 7:39 pm Dem0n Post #14

ᕕ( ᐛ )ᕗ

Same way. Look in the mpq files that are in your starcraft directory to find the unit portrait grps. If you have custom portraits, just change their file names to the original names that are in the starcraft mpqs. Then, just put them into your mpq under the correct file path.




Dec 1 2011, 7:59 pm SCRuler Post #15



Thanks. But since you posted, I added more requests for help. Could you answer those?



None.

Dec 1 2011, 8:58 pm Pr0nogo Post #16



Quote from SCRuler
I also need to learn how to implement the new sprites into everything, and I need an "almost done" Psi disrupter, Warp Gate and Xel'Naga Temple.
You'll have to make the graphics yourself, or request someone (like me) to do them for you. Results my vary.

The process for graphics is far more tedious than portraits or voices. With graphics, you need to edit iscript.bin entries (esp. for movable units) and make sure the frame count is proper. It requires lots of testing, but if you know what you're doing, implementing new buildings (and other unmoving graphics) shouldn't be too difficult.

For the purposes of this mini-tutorial, we'll input a crashed Dropship, replacing the Crashed Battlecruiser graphic (unit\neutral\cbattle.grp).

PROGRAMMES YOU WILL NEED:
-WinMPQ
-DatEdit
-GRPEdit (for your own graphics)
-IceCC (for unit graphics)

STEPS:

1. Locate your graphic
You can download graphics from maplantis.mikelat.com. If you have your own graphic, use that instead.

2. Change shadow pointers in DatEdit
Go to DatEdit. Go to the Images tab, find the unit you're replacing (i.e. Crashed Battlecruiser) and find the matching shadow entry (usually directly under the unit entry). Change the shadow pointer from the shadow grp to the unit grp (i.e. from unit\neutral\cbaShad.grp to unit\neutral\cbattle.grp). Also, change unit stats and selection circle properties (under the Sprites tab) if necessary.
image

3. (MOVING GRAPHICS ONLY) Edit iscript.bin entries for the replaced graphic to accurately match the new graphic's properties
Make sure to avoid pointing at nonexistent framesets (remember: every 14 frames is a frameset) and be sure to use proper headers. Copy from existing iscripts when possible (i.e. ShadowFlare's 'Stormrider' graphic has an appropriate iscript in the Zeji Conversion mod).

4. (ORIGINAL GRAPHICS ONLY) Compile your graphic's bmps with GRPEdit
Save it as a grp file, and make sure to change the dropdown bar from 'icons.pal' to 'units.pal'.
image

5. Import the files using WinMPQ
Import the grp files under their proper filepath (e.g. unit\neutral\ for cbattle.grp). Import all dat files (arr\), iscript.bin (scripts\), and any additional files (e.g. rez\ for stat_txt.tbl).

6. Use MPQDraft to turn your .mpq file into a .exe when you are finished troubleshooting and testing.




Dec 1 2011, 9:24 pm SCRuler Post #17



Ah. Thanks. Are you free and willing to do some graphics for me? All I need are the "Almost done" graphics for the mentioned sprites and I need a new structure made, assuming the spell I have in mind can be actually done.



None.

Dec 2 2011, 2:02 am Pr0nogo Post #18



I'll look into doing it tomorrow afternoon. Whatever the case, I'll PM you when I have them done.




Dec 2 2011, 2:59 am SCRuler Post #19



Thanks very much, man. I appreciate it greatly.



None.

Dec 2 2011, 9:43 pm Pr0nogo Post #20



I've got your almost-done Psi Disrupter. For the Protoss structures, you can always just use warp-in functions like the rest of the Protoss buildings, can't you? If not I can probably drum something up, but I don't see where you're getting the rest of the building frames.



Download: http://www.sendspace.com/file/q19nlz




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