Download it from battle.net. See if installing it digitally without a disc solves your issue. If not, ask someone else.
It works perfectlly with and without a cd when it comes to the most latest patch. It's just that running it with 1.15.1 this happens and I can't remember what I did last time.
None.
Disregard my above reply: I found a fix. I have updated the OP to detail the current issue: The return of the Dark Protoss Warp-in problem.
None.
Again, disregard the above reply. Right now all I want is some kitbashing and some help with voice acting and spider mine modification.
None.
Here's my attempt at recoloring the Firebat. What do you guys think?
I can't convert it to grp for some reason so can someone do that for me?
None.
That looks right. It has the correct palette file.
Just open sfgrpconv, open your image, set the frame count to 170 (I think it is), and make sure it says "Compressed GRP" then save as GRP.
But here it is.
Attachments:
TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB -
topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig -
topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!
I did, and it broke. but thanks Farty. A million.
None.
You should upgrade to 1.16.1. Here
http://www.broodwarai.com/forums/index.php?showtopic=549 is firegraft a version compatible with 1.1.6.1 that have most of the exe edit updated and a lot of new ones.
None.
that doesnt really matter right now, Raven. What I really want right now is the graphics of the Archon Being recolored to match the archon energy in the Dark protoss pack.
None.
OK, here it is, the shadow archon being.
None.
if anyone is interested in helping, here are the iscripts.
Firebat one:
Collapse Box
# ----------------------------------------------------------------------------- #
# This is a decompile of the iscript.bin file 'data\scripts\iscript.bin'
# created on: Fri Nov 09 20:37:55 2012
# ----------------------------------------------------------------------------- #
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 226 Firebat (terran\firebat.grp)
.headerstart
IsId 69
Type 12
Init FirebatInit
Death FirebatDeath
GndAttkInit FirebatGndAttkInit
AirAttkInit [NONE]
Unused1 [NONE]
GndAttkRpt FirebatGndAttkRpt
AirAttkRpt [NONE]
CastSpell FirebatCastSpell
GndAttkToIdle FirebatGndAttkToIdle
AirAttkToIdle [NONE]
Unused2 [NONE]
Walking FirebatWalking
WalkingToIdle FirebatWalkingToIdle
SpecialState1 [NONE]
.headerend
# ----------------------------------------------------------------------------- #
FirebatInit:
imgul 227 0 0 # FirebatShad (terran\tfbShad.grp)
FirebatWalkingToIdle:
playfram 0x22 # frame set 2
FirebatLocal03:
waitrand 63 75
randcondjmp 25 FirebatLocal00
randcondjmp 128 FirebatLocal02
goto FirebatLocal03
FirebatLocal00:
playfram 0x00 # frame set 0
wait 1
randcondjmp 192 FirebatLocal01
turnccwise 2
wait 3
turnccwise 2
wait 3
turnccwise 2
wait 3
turnccwise 2
wait 3
turnccwise 2
wait 3
wait 6
turncwise 2
wait 3
turncwise 2
wait 3
turncwise 2
wait 3
turncwise 2
wait 3
turncwise 2
wait 3
wait 6
turnccwise 2
wait 3
turnccwise 2
wait 3
turnccwise 2
wait 3
goto FirebatWalkingToIdle
FirebatLocal02:
playfram 0x33 # frame set 3
wait 1
playfram 0x44 # frame set 4
wait 1
turnrand 3
wait 1
playfram 0x33 # frame set 3
wait 1
goto FirebatWalkingToIdle
FirebatLocal01:
wait 13
goto FirebatWalkingToIdle
FirebatDeath:
playsndbtwn 296 298 # Terran\Firebat\TFBDth00.WAV, Terran\Firebat\TFBDth02.WAV
imgol 332 0 0 # TerranBuildingExplosionsmall (thingy\tBangS.grp)
wait 3
end
FirebatGndAttkInit:
playfram 0x00 # frame set 0
FirebatGndAttkRpt:
wait 1
playfram 0x11 # frame set 1
attack
wait 5
playfram 0x00 # frame set 0
wait 2
gotorepeatattk
FirebatCastSpell
wait 1
playfram 0x11 # frame set 1
castspell
wait 5
playfram 0x00 # frame set 0
wait 2
gotorepeatattk
FirebatGndAttkToIdle:
goto FirebatWalkingToIdle
FirebatWalking:
move 4
wait 1
playfram 0x33 # frame set 3
move 4
wait 1
playfram 0x44 # frame set 4
move 4
wait 1
playfram 0x55 # frame set 5
move 4
wait 1
playfram 0x66 # frame set 6
move 4
wait 1
playfram 0x77 # frame set 7
move 4
wait 1
playfram 0x88 # frame set 8
move 4
wait 1
playfram 0x99 # frame set 9
move 4
wait 1
playfram 0x22 # frame set 2
goto FirebatWalking
And here is the Medic one:
Collapse Box
# ----------------------------------------------------------------------------- #
# This is a decompile of the iscript.bin file 'data\scripts\iscript.bin'
# created on: Wed Oct 31 20:57:08 2012
# ----------------------------------------------------------------------------- #
# ----------------------------------------------------------------------------- #
# This header is used by images.dat entries:
# 944 Medic (terran\medic.grp)
.headerstart
IsId 360
Type 13
Init MedicInit
Death MedicDeath
GndAttkInit MedicGndAttkInit
AirAttkInit [NONE]
Unused1 [NONE]
GndAttkRpt [NONE]
AirAttkRpt [NONE]
CastSpell MedicCastSpell
GndAttkToIdle [NONE]
AirAttkToIdle [NONE]
Unused2 [NONE]
Walking MedicWalking
WalkingToIdle MedicWalkingToIdle
SpecialState1 MedicSpecialState1
.headerend
# ----------------------------------------------------------------------------- #
MedicInit:
imgul 945 0 0 # MedicShad (terran\tmeShad.grp)
MedicLocal01:
playfram 0x00 # frame set 0
MedicLocal02:
waitrand 63 75
randcondjmp 128 MedicLocal00
goto MedicLocal02
MedicLocal00:
playfram 0x66 # frame set 6
wait 1
playfram 0x77 # frame set 7
wait 1
turnrand 3
wait 1
playfram 0x66 # frame set 6
wait 1
goto MedicLocal01
MedicDeath:
playsnd 1000 # Terran\Medic\TMdDth00.wav
setfldirect 0
playfram 0xdd # frame set 13
wait 2
playfram 0xde # frame set 13
wait 2
playfram 0xdf # frame set 13
wait 2
playfram 0xe0 # frame set 13
wait 2
playfram 0xe1 # frame set 13
wait 2
playfram 0xe2 # frame set 13
wait 2
playfram 0xe3 # frame set 13
wait 2
playfram 0xe4 # frame set 13
wait 4
playfram 0xe5 # frame set 13
wait 4
lowsprul 490 0 0 # MedicDeath (terran\tmeDeath.grp)
wait 1
end
MedicGndAttkInit
orderdone 1
nobrkcodestart
playfram 0x11 # frame set 1
wait 3
playfram 0x22 # frame set 2
wait 1
attack
wait 3
playfram 0x11 # frame set 1
wait 3
nobrkcodeend
gotorepeatattk
playfram 0x00 # frame set 0
goto MedicLocal03
MedicCastSpell:
orderdone 1
nobrkcodestart
playfram 0x11 # frame set 1
wait 3
playfram 0x22 # frame set 2
castspell
sigorder 2
wait 3
playfram 0x11 # frame set 1
wait 3
nobrkcodeend
gotorepeatattk
playfram 0x00 # frame set 0
goto MedicLocal03
MedicLocal03:
wait 125
goto MedicLocal03
MedicWalking:
orderdone 1
move 4
wait 1
playfram 0x66 # frame set 6
move 4
wait 1
playfram 0x77 # frame set 7
move 4
wait 1
playfram 0x88 # frame set 8
move 4
wait 1
playfram 0x99 # frame set 9
move 4
wait 1
playfram 0xaa # frame set 10
move 4
wait 1
playfram 0xbb # frame set 11
move 4
wait 1
playfram 0xcc # frame set 12
move 4
wait 1
playfram 0x00 # frame set 0
goto MedicWalking
MedicWalkingToIdle:
orderdone 1
goto MedicLocal01
MedicSpecialState1:
playfram 0x33 # frame set 3
wait 1
MedicLocal04:
sigorder 1
playfram 0x44 # frame set 4
wait 1
playfram 0x55 # frame set 5
wait 1
playfram 0x44 # frame set 4
wait 1
playfram 0x55 # frame set 5
wait 1
playfram 0x44 # frame set 4
wait 1
playfram 0x55 # frame set 5
wait 1
playfram 0x44 # frame set 4
wait 1
playfram 0x55 # frame set 5
wait 1
playsnd 1018 # Terran\Medic\TMedHeal.wav
goto MedicLocal04
Post has been edited 1 time(s), last time on Nov 10 2012, 1:15 am by SCRuler.
None.
Remember when you add a label you need to put a colon after it.
As an example, here are the parts that aren't working:
Fixed firebat segment
FirebatCastSpell:
wait 1
playfram 0x11 # frame set 1
castspell
wait 5
playfram 0x00 # frame set 0
wait 2
gotorepeatattk
Fixed medic segment
MedicGndAttkInit:
orderdone 1
nobrkcodestart
playfram 0x11 # frame set 1
wait 3
playfram 0x22 # frame set 2
wait 1
attack
wait 3
playfram 0x11 # frame set 1
wait 3
nobrkcodeend
gotorepeatattk
playfram 0x00 # frame set 0
goto MedicLocal03
TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB -
topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig -
topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!
Thanks farty. Now I am back to the archon being problem.
Post has been edited 1 time(s), last time on Nov 10 2012, 11:35 pm by SCRuler.
None.
What seems to be the problem with it? It appears to work fine for me... Though I only tested it in StarEdit.
TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB -
topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig -
topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!
ok, I found my mistake. Ok, now I need to do some editing, or get some help by other people doing it for me. Anybody mind making a kitbash to replace the Reaver?
Post has been edited 1 time(s), last time on Nov 11 2012, 12:30 am by SCRuler.
None.
I need help with my issue above, and I need a red-colored version of the Khaydarin crystal formation.
Also, I ran several tests, What I have so far is really in need of fixing. some graphics cause a crash like for example the High templar glow. Some simply do not appear. some just dont work because the flingys or something. If someone will message me so they can test this, I will email what I have so far.
Post has been edited 1 time(s), last time on Nov 11 2012, 4:37 pm by SCRuler.
None.
Khaydarin crystal formation uses some terrain colors (the ones that are blue or garbage-y looking). If you can, load a tileset palette like badlands when you extract the grp and it should take care of it to allow you to recolor.
High templar glow is another reindexing palette (like for the protoss warp anchor).
TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB -
topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig -
topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!
I edited the HTglow again and now it works and doesnt crash, but the color is all weird, like bluish and yellow. I guess it's the result of the palette conversion but whatever.
My biggest problem right now is the Graphics-turns enabled Sci Vessel crashing when I tell it to move.
None.
I have a sort of fix for the SciVess, but the HTglow and the protoss thrusters, dragoon shots, etc. are still in need of color work. I need them all crimson.
None.