Staredit Network > Forums > Modding Assistance > Topic: How do: Change Protoss and Zerg Briefing room
How do: Change Protoss and Zerg Briefing room
Apr 16 2014, 2:39 am
By: Arkane  

Apr 16 2014, 2:39 am Arkane Post #1

Poopies. Just Poopies.

I decided to make a campaign for gundam century. All in all, I have three factions. The Neo Zeon <Protoss>, The United Earth Federation <Terran>, and The Consortium <Zerg>. One of the things that's a it difficult for me to do is the briefing rooms of the Protoss and the Zerg. I need to make them look terranish. But whenever I replace it with something that's terran, the text's colors all wonky and the .smks are still there.

Like, for the Zerg. I changed it to the terran briefing room. The text was all gray, the dripping background of the zerg briefing room's still there, and the purple crystal thing, not replaced with the planet hologram in the terran briefing room, looked all messed up. The same with the protoss briefing room when I tried to change it.

Anyone here know what I should do? 3';



Sort of wish that the SCBW Modding Community was still active. </3

Apr 17 2014, 12:31 am O)FaRTy1billion[MM] Post #2

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Replace rez\glurdyp.bin and rez\glurdyz.bin with rez\glurdyt.bin. This will fix the animated parts (dripping backgrounds, the globe), and some of the images.

Copy all of the contents of glue\palrt\ to glue\palrp\ and glue\palrz\. This will fix any color problems.

To be safe, copy all of the PCX files from glue\readyt\ to glue\readyz\ and glue\readyp\ and rename to match the corresponding files (such as glue\readyt\butterr.pcx to glue\readyp\butprot.pcx, or glue\readyt\tframe2.pcx to glue\readyp\pframe2.pcx). Don't worry about the .smk files, the terran ones will correctly be identified by the .bin files. This will fix the rest of the images that the .bin files didn't change.

If there's any problem after doing these, then I can look in to it and do more selective fixes ... But this should work.

Post has been edited 2 time(s), last time on Apr 17 2014, 12:37 am by FaRTy1billion.



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Apr 18 2014, 4:05 am Arkane Post #3

Poopies. Just Poopies.

Quote from O)FaRTy1billion[MM]
Replace rez\glurdyp.bin and rez\glurdyz.bin with rez\glurdyt.bin. This will fix the animated parts (dripping backgrounds, the globe), and some of the images.

Copy all of the contents of glue\palrt\ to glue\palrp\ and glue\palrz\. This will fix any color problems.

To be safe, copy all of the PCX files from glue\readyt\ to glue\readyz\ and glue\readyp\ and rename to match the corresponding files (such as glue\readyt\butterr.pcx to glue\readyp\butprot.pcx, or glue\readyt\tframe2.pcx to glue\readyp\pframe2.pcx). Don't worry about the .smk files, the terran ones will correctly be identified by the .bin files. This will fix the rest of the images that the .bin files didn't change.

If there's any problem after doing these, then I can look in to it and do more selective fixes ... But this should work.

Alright! It works! But the colors are off. I'm pretty much a noob at this but I know there's this thing that I have to copy over again. I just cant find what.



Also, what if I want to change the background entirely into something different? like, let's say, this one? I know I just have to replace the background .pcx but my problem here is that the color gets all weird for both the font and the .pcxs. There's also the problem with the .smks.





Sort of wish that the SCBW Modding Community was still active. </3

Apr 18 2014, 5:10 am O)FaRTy1billion[MM] Post #4

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Quote from Arkane
Alright! It works! But the colors are off. I'm pretty much a noob at this but I know there's this thing that I have to copy over again. I just cant find what.
Did you copy all of the files from the glue\palrt\ directory? Specifically, tfont.pcx seems to be the problem here.

Quote from Arkane
Also, what if I want to change the background entirely into something different? like, let's say, this one? I know I just have to replace the background .pcx but my problem here is that the color gets all weird for both the font and the .pcxs. There's also the problem with the .smks.
You need to use the same palette for every image and adjust all of the graphics to use the same palette as the background pcx.
You'll need to use binedit to either remove the smks entirely, or make new smks to fit the new graphics/palettes.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
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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!
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Nov 7 2015, 7:59 pm SCRuler Post #5



Would I be able to get a color swap for the Protoss briefing room? Like, for the gold frames to be decently silver and for the "start" button crystal to be red?



None.

Nov 7 2015, 8:33 pm Neiv Post #6



Editing color palette of glue\palrp\backgnd.pcx should work. However, it will change every occurence of that specific color in the briefing room, not only the background.
Doing it more properly is a lot of work. Like Farty said above, you'd have to create a new optimal color palette for all graphics in the briefing room and then edit every .pcx and .smk to use that new palette.



None.

Nov 7 2015, 10:24 pm SCRuler Post #7



I dont even know how to edit .smk's.
I would edit the whole image but i'm afraid it'd look dumb.
See, I dont care about the background, just the crystal thing and the briefing windows.



None.

Nov 7 2015, 11:40 pm O)FaRTy1billion[MM] Post #8

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The crystal thing is the smk. With a bin editor you can just get rid of the animated smk if you don't want to keep it / don't know how to edit it (smacker tools should be around here somewhere to edit them ...).

Editing just the panes is easy, you could probably recolor them and be able to find similar colors in the existing palette which would be way less work.



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!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Nov 7 2015, 11:55 pm SCRuler Post #9



so does the bin editor take the smk and convert it into things like grps?
also, does that include the swoopy briefing room frames/buttons? which ones are they?



None.

Nov 8 2015, 12:21 am O)FaRTy1billion[MM] Post #10

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I'm not sure if it would swoop in, but you could just modify the cancel button's graphic to include a background for the Start button.
The button graphics will be in the same directory as the backgrounds, I'm not sure what they are specifically at the moment.



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!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Nov 8 2015, 12:51 am SCRuler Post #11



I found the cancel/replay buttons, but I still need a means to edit the start crystal smk. I found Rad video tools in the files here on the site but I can't work it for some reason.



None.

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