A few revamp ideas
Post #1 SCRuler May 11 2012, 9:05 pm
Post #2
Biophysicist
May 13 2012, 6:53 pm
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:(){ :|:& };:
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Heal afaik is partially hardcoded; you can partially do it, but there are some issues, afaik. I could perhaps throw a plugin together to emulate it? (...Wait, wasn't I supposed to make you a Shield Battery plugin...)
Firegraft has EXE Edits for Archon Merge and the DA version. Not sure if they're exactly what you want, but I'd look at them a bit. Oh boy, Siege Mode. It's a mean ability to work with for anything except its intended use. ...You want the Dragoon to Siege into a Reaver, right? That /should/ be possible, as I think they updated the EXE Edits for Sieging, but I'll have to get back to you on that one. If you link me to this GRP pack, I'll take a look. No. You cannot add new energy upgrades; you'd have to cannibalize some existing caster with an energy upgrade, which presumably isn't acceptable. However, what you could do is have some dummy upgrade (Unused Upgrade 55 or something), and cause it to increase the infested Ghost's energy regeneration rate via plugin. ![]() ![]() ![]() ![]() ![]() ![]() Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam.
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Post #3 SCRuler May 15 2012, 3:29 am
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To be honest, all I really need is to change the Archon Being's color to match the GRP of his energy supplied in the GRP package.
As for the Dragoon sieging, I am only looking for a means to replace the Reaver's capabilities due to it's lack of presence in the package. and I guess I'll forget about the energy upgrade. Not terribly needed. and here is the link to the Dark Protoss GRP package. Note the illustrious lack of certain things, and the totally changed forms of many others. And PLEEAAAAASE, if you can discover the issue with the warp rift, I will be very grateful. File: Dark Protoss Graphics ![]() ![]() ![]() ![]() ![]() ![]() |
Post #4
xAngelSpiritx
May 15 2012, 9:16 pm
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Erryday I'm lurkerin'
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And PLEEAAAAASE, if you can discover the issue with the warp rift, I will be very grateful. ![]() ![]() ![]() ![]() ![]() ![]() ![]() L>PERSON TO PLAY SC1 MODS WITH @@@@@@@@ |
Post #5 SCRuler May 15 2012, 11:28 pm
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And PLEEAAAAASE, if you can discover the issue with the warp rift, I will be very grateful. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #6
xAngelSpiritx
May 16 2012, 2:11 am
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Erryday I'm lurkerin'
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Alright, fair enough.
If you're having problems, it obviously means that something's wrong. And since the Warp Gate doesn't natively exist as an actual usable unit in SC, it means that you've modded it in, but have done something wrong in doing so. General list of "why does it crash" when adding new graphics: * Incorrect number of frames. You can fix this either via iscript, or via modifying the *.grp itself. Your choice, but iscript tends to be easier. * Invalid or crashing opcodes in the iscript. Make sure, for instance, that you don't have two "playfram" opcodes right next to each other. * Missing iscript headers. For your specific problem, check the Warp Gate's WarpIn, Init, Built, and possibly IsWorking animations; make sure that they're present and have nothing wrong with them. * units.dat or flingy.dat settings that conflict with the new graphics. Probably not the issue here, but worth checking anyway. * Invalid images.dat settings. There's many settings in images.dat that could be causing a crash, and since I don't have your mod, you'll have to try and see if there's anything wrong here on your own. It will help to compare your images.dat settings against other, similar ones that do not crash. * Invalid number of frames in one of the unit's overlays. Not likely to be the case, since warp animations aren't overlays. Worth checking if all other options fail though. If your new graphics are crashing, one of these is probably the cause. Which one it is depends on the specific problem, but if I had to bet, I'd bet money that your crash is an iscript problem. I can't go into specifics without having a copy of your mod, but this rough guideline should help. Let me know if you encounter any further issues. ![]() ![]() ![]() ![]() ![]() ![]() ![]() L>PERSON TO PLAY SC1 MODS WITH @@@@@@@@ |
Post #7 SCRuler May 16 2012, 2:14 pm
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Alright, fair enough. If you're having problems, it obviously means that something's wrong. And since the Warp Gate doesn't natively exist as an actual usable unit in SC, it means that you've modded it in, but have done something wrong in doing so. General list of "why does it crash" when adding new graphics: * Incorrect number of frames. You can fix this either via iscript, or via modifying the *.grp itself. Your choice, but iscript tends to be easier. * Invalid or crashing opcodes in the iscript. Make sure, for instance, that you don't have two "playfram" opcodes right next to each other. * Missing iscript headers. For your specific problem, check the Warp Gate's WarpIn, Init, Built, and possibly IsWorking animations; make sure that they're present and have nothing wrong with them. * units.dat or flingy.dat settings that conflict with the new graphics. Probably not the issue here, but worth checking anyway. * Invalid images.dat settings. There's many settings in images.dat that could be causing a crash, and since I don't have your mod, you'll have to try and see if there's anything wrong here on your own. It will help to compare your images.dat settings against other, similar ones that do not crash. * Invalid number of frames in one of the unit's overlays. Not likely to be the case, since warp animations aren't overlays. Worth checking if all other options fail though. If your new graphics are crashing, one of these is probably the cause. Which one it is depends on the specific problem, but if I had to bet, I'd bet money that your crash is an iscript problem. I can't go into specifics without having a copy of your mod, but this rough guideline should help. Let me know if you encounter any further issues. I didn't touch the iframe data for the warping action at all, but I guess it's worth a look, and I wouldn't know what to look for in the images.dat that would cause a problem and how to sort it out. I gave the link to the grp package in one of my replies above, at the request of biophysicist. He said he'd take a look at it for me when he had the chance. If you have the time and the desire, you can check out the package for yourself and see if you have issues. Months ago, I also asked the creator of the package for some help, asking what he did to make the graphics and how they worked on his version of the game, but all he said was he was out of the modding game and wished me luck. Also, I haven't added any buttons to warping in the Warp Gate, and I haven't tried doing anyting with it. My first warpin attempt was with a nexus. tbh, I havent even placed the structures in staredit to test out how they work as already there. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #8 SCRuler May 18 2012, 2:22 pm
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A request to any present:
I will pay my minerals (yeah, not a big incentive but still one) to whoever can recolor or develop a Dark Protoss type pylon, a similarly colored modified Arbiter, ditto for a Reaver and a shield battery of similar vein. Keep in mind though please sirs, took at the Dark Protoss grp pack I linked to above please. I dont expect this to be done, but it would be nice if someone did it. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #9
xAngelSpiritx
May 22 2012, 12:08 am
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Erryday I'm lurkerin'
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A request to any present: I will pay my minerals (yeah, not a big incentive but still one) to whoever can recolor or develop a Dark Protoss type pylon, a similarly colored modified Arbiter, ditto for a Reaver and a shield battery of similar vein. Keep in mind though please sirs, took at the Dark Protoss grp pack I linked to above please. I dont expect this to be done, but it would be nice if someone did it. ![]() It looked a lot better in Photoshop, but SC's unit palette doesn't contain many shades of red, so I had to remove most of the detail from the crystal. The sides look okay, I guess. The pink areas are where the player colors would go. \e Also, your Warp Rift problem: whatever it is, it's not a problem with the GRPs themselves. They have the exact same number of frames, the exact same dimensions, and the exact same palette. Meaning the only way it could crash is if you did something wrong somewhere else which is causing it. Does the warping work with if you remove the custom texture/glow? This post was edited 1 time, last edit by xAngelSpiritx: May 22 2012, 12:20 am. ![]() ![]() ![]() ![]() ![]() ![]() ![]() L>PERSON TO PLAY SC1 MODS WITH @@@@@@@@ |
Post #10 SCRuler May 22 2012, 2:00 am
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Yeah I know the frames and everything are set, I don't know what could have been the problem. I am planning on restarting in the first place. It might work then. The problem might be with the structures themselves, as opposed to the warp rift. You notice how crazy they look?
Anyway, I am extremely pleased with that pylon, good sir. And I know about the player color areas. I'm very very grateful for your help, xAngelSpiritx! Update: I plan on fusing the Arbiter and Observer into one unit with a series of abilities plus detector. I just need to find a way to replace the Reaver as the special artillery, and to replace the Shield battery. Do I still need a plugin to shift Recharge Shields to a different unit/structure? Or can Firegraft take care of it? This post was edited 1 time, last edit by SCRuler: May 23 2012, 8:07 pm. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #11
xAngelSpiritx
May 24 2012, 3:15 am
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Erryday I'm lurkerin'
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Firegraft should be able to handle it, but there just might be something hardcoded. It could be that the Recharge Shields ability has to be on a building, is tied to its specific Unit ID, or any number of complications. I've never had the chance to experiment with it myself, so no dice. If you have problems though, let me know and I'll try to figure it out. Just be sure to double-check stuff like spellcasting animations in the iscript (though frankly, I doubt Recharge Shields uses the spellcasting animation)
/edit Okay, wow, that was quite a sum of minerals you sent me. Way more than that pylon was worth. I feel kind of obligated now to get off my arse and finish up the rest of those GRP's. I'll post a few quick samples here tomorrow, if I have the time, and see if you like them. ![]() ![]() ![]() ![]() ![]() ![]() ![]() L>PERSON TO PLAY SC1 MODS WITH @@@@@@@@ |
Post #12 SCRuler May 24 2012, 11:12 am
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Lol all at your leisure, good sir! I am quite grateful for the pylon.
All I really need is to replace the Reaver and shield battery. And to make the Ion Cannon work the way it should. I have a grp gotten from maplantis, it turns and everything. I just need it to actually fuckin' shoot. And since the Psi Disruptor doesn't cast when I give it Maelstrom, I am turning the Science Vessel into a Portable Psi Disruptor. I haven't tested it yet but I am rather sure that the Cerebrate will work properly for researching Infested Ghost stuff. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #13
xAngelSpiritx
May 24 2012, 9:30 pm
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Erryday I'm lurkerin'
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Lol all at your leisure, good sir! I am quite grateful for the pylon. All I really need is to replace the Reaver and shield battery. And to make the Ion Cannon work the way it should. I have a grp gotten from maplantis, it turns and everything. I just need it to actually fuckin' shoot. And since the Psi Disruptor doesn't cast when I give it Maelstrom, I am turning the Science Vessel into a Portable Psi Disruptor. I haven't tested it yet but I am rather sure that the Cerebrate will work properly for researching Infested Ghost stuff. Let me know specifically what units you need GRP's for, and more importantly, what you want them to look like. Simple recolors and (most) kitbashes I can do without problems, but something like this is well beyond my ability to make. I also have a fair amount of random spell/weapon effects lying around on my harddrive that I could throw to you, though those were designed for an RPG and are probably a bit flasher than what you need. I can also do icons, but not sure what you might need there. As to making a functional Ion Cannon, I'd recommend using the Missile Turret as a reference iscript to base the Ion Cannon's off of. For the most part, the script should be extremely similar, but you probably want to edit out the idle animation (24/7 rotating ion cannon trolololol) Buildings should be able to cast spells just fine. Have you set DAT requirements correctly, and the Action Var in Firegraft to the correct value? The Cerebrate should work just fine. You'll probably need to give it IsWorking and WorkingToIdle animations in its iscript, and of course, set DAT requirements in Firegraft. Should be no problems otherwise. This post was edited 1 time, last edit by xAngelSpiritx: May 24 2012, 9:35 pm. ![]() ![]() ![]() ![]() ![]() ![]() ![]() L>PERSON TO PLAY SC1 MODS WITH @@@@@@@@ |
Post #14
Biophysicist
May 24 2012, 11:01 pm
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:(){ :|:& };:
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Buildings should be able to cast spells just fine. Have you set DAT requirements correctly, and the Action Var in Firegraft to the correct value? ![]() ![]() ![]() ![]() ![]() ![]() Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam.
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Post #15 SCRuler May 25 2012, 11:28 am
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Right, to business; Let me know specifically what units you need GRP's for, and more importantly, what you want them to look like. Simple recolors and (most) kitbashes I can do without problems, but something like this is well beyond my ability to make. I also have a fair amount of random spell/weapon effects lying around on my harddrive that I could throw to you, though those were designed for an RPG and are probably a bit flasher than what you need. I can also do icons, but not sure what you might need there. As to making a functional Ion Cannon, I'd recommend using the Missile Turret as a reference iscript to base the Ion Cannon's off of. For the most part, the script should be extremely similar, but you probably want to edit out the idle animation (24/7 rotating ion cannon trolololol) Buildings should be able to cast spells just fine. Have you set DAT requirements correctly, and the Action Var in Firegraft to the correct value? The Cerebrate should work just fine. You'll probably need to give it IsWorking and WorkingToIdle animations in its iscript, and of course, set DAT requirements in Firegraft. Should be no problems otherwise. If all goes well, I'll need voice actors for the campaign. lol But it's a little too early. And I feel I have to ask this again since it's been such a long while: Is a firegraft save able to be loaded? ![]() ![]() ![]() ![]() ![]() ![]() |
Post #16
Biophysicist
May 25 2012, 1:49 pm
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:(){ :|:& };:
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I dont think I have. How do I do this and what is the correct Action Var? ...In the case of a spell button, the action variable says what spell to cast; I'm asking you to make sure you set it to the correct spell. But it's probably the turning thing.And I feel I have to ask this again since it's been such a long while: Is a firegraft save able to be loaded? ![]() ![]() ![]() ![]() ![]() ![]() Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam.
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Post #17 SCRuler May 25 2012, 3:14 pm
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I dont think I have. How do I do this and what is the correct Action Var? ...In the case of a spell button, the action variable says what spell to cast; I'm asking you to make sure you set it to the correct spell. But it's probably the turning thing.And I feel I have to ask this again since it's been such a long while: Is a firegraft save able to be loaded? I also need answers on another thing: Can one change an upgrade so that it applies to a different unit? I'm replacing the Arbiter and Observer with the "Bishop", and They have sets of upgrades that would be very useful for both since the Bishop will be a detector and a spellcaster. I would like for it's sight range to be increased by upgrade, as well as it's speed, but I would also like to see if I could get the +50 upgrade. -Another note: I still need an appropriately colored Archon Being sprite. This post was edited 2 times, last edit by SCRuler: May 25 2012, 10:17 pm. ![]() ![]() ![]() ![]() ![]() ![]() |
Post #18
xAngelSpiritx
May 26 2012, 10:26 pm
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Erryday I'm lurkerin'
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Buildings should be able to cast spells just fine. Have you set DAT requirements correctly, and the Action Var in Firegraft to the correct value? Is Scanner Sweep an exception, then? I was under the impression Scanner Sweep was handled like most other unit-creating spells (i.e. Disruption Web), the exception being its unlimited range. ![]() ![]() ![]() ![]() ![]() ![]() ![]() L>PERSON TO PLAY SC1 MODS WITH @@@@@@@@ |
Post #19
Biophysicist
May 27 2012, 1:31 am
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:(){ :|:& };:
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First, I did say "iirc". This is just going off what I remember; I'm in Vermont atm and don't have the tools to test stuff until I get back. (...Request: Please remind me to do stuff when I get back, which will be late on Sunday evening.) Also, uhm, I've tried giving Scanner Sweep to structures that are not ComSats and it didn't work. ...You could try making a test mod which gives the Supply Depot and the Missile Turret Scanner Sweep, and seeing if they can cast it.
![]() ![]() ![]() ![]() ![]() ![]() Catapultam habeo. Nisi pecuniam omnem mihi dabis, ad caput tuum saxum immane mittam.
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...In the case of a spell button, the action variable says what spell to cast; I'm asking you to make sure you set it to the correct spell. But it's probably the turning thing.![[close]](/images/up.gif)