Staredit Network > Forums > SC1 UMS Theory and Ideas > Topic: Using custom portraits in multiplayer without EUDs?
Using custom portraits in multiplayer without EUDs?
Mar 18 2019, 6:38 am
By: Kolokol  

Mar 18 2019, 6:38 am Kolokol Post #1



I remember playing a map many years ago, called "Snipers: Requiem". It's a typical snipers game, but with a few peculiarities. One of them that stood out to me was the use of a custom portrait in the game. I happened to find a gameplay video of that map that shows it:

First of all, is that a fully custom portrait or just a portrait for one of the units that never made it past the beta stage?
Secondly, this is a multiplayer map that was made more than 8 years ago. Were EUDs with such capabilities a thing back then?
If not, then how could custom portraits be used in multiplayer without EUDs?



None.

Mar 18 2019, 6:54 am Lanthanide Post #2



It's a built-in unused portrait.

Can't answer the EUD questions.



None.

Apr 13 2019, 8:04 pm O)FaRTy1billion[MM] Post #3

👻 👾 👽 💪

EUDs were definitely around 8 years ago, but this was probably done with extended portrait IDs and custom unit portraits with EUD conditions.
I have no idea if extended IDs still works in SC:R, but modifying portraits.dat with EUDs should work and is probably a better solution. http://farty1billion.dyndns.org/euddb/?pg=entry&id=635 http://farty1billion.dyndns.org/euddb/?pg=entry&id=636



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!

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[03:44 pm]
Suicidal Insanity -- Pr0nogo
Pr0nogo shouted: i don't know what you're asking for really
Something like http://www.stormcoast-fortress.net/cntt/formats/font/
[03:14 pm]
Pr0nogo -- i don't know what you're asking for really
[03:14 pm]
Pr0nogo -- Suicidal Insanity
Suicidal Insanity shouted: I also still could use spec sheet for the formats to make sure I am using them correctly - it appears BWscript doesn't have string names? Or they are in a different spot?
what does a spec sheet look like
[02:02 pm]
Corbo -- Suicidal Insanity
Suicidal Insanity shouted: I had thought it loads it from the MPQs and parses it, so I was working on re-implmenting that with the MPQ code changes, and then noticed that it does grab the MPQ interface but then ignores it :X
nice
[09:23 am]
Suicidal Insanity -- I also still could use spec sheet for the formats to make sure I am using them correctly - it appears BWscript doesn't have string names? Or they are in a different spot?
[09:22 am]
Suicidal Insanity -- I had thought it loads it from the MPQs and parses it, so I was working on re-implmenting that with the MPQ code changes, and then noticed that it does grab the MPQ interface but then ignores it :X
[09:03 am]
Pr0nogo -- ok, i'll explore that when you have that changed
[08:54 am]
Suicidal Insanity -- if trigedit has such things
[08:54 am]
Suicidal Insanity -- Or maybe change it to a warning
[08:54 am]
Suicidal Insanity -- I just need to disable the verification, then it would allow arbitrary characters
Please log in to shout.


Members Online: Roy, Vertizes9, 2jordane921yM7, otyzykuc, KrayZee