Staredit Network > Forums > Modding Assistance > Topic: Need starcraft palette
Need starcraft palette
Jun 26 2008, 1:10 am
By: The Great Yam  

Jun 26 2008, 1:10 am The Great Yam Post #1



Could anybody give me the .pal file for Starcraft's palette?

I need to do some grp editting, methinks.



None.

Jun 26 2008, 1:11 am Symmetry Post #2

Dungeon Master

Which palette?

Try looking in here: http://www.staredit.net/maplantis/index.php?sid=fa4721158f;mod=452



:voy: :jaff: :voy: :jaff:

Jun 26 2008, 2:55 am The Great Yam Post #3



Would I use game basic for changing the general unit .grps?

PS.. Thank you!



None.

Jun 26 2008, 6:04 am O)FaRTy1billion[MM] Post #4

👻 👾 👽 💪

Yes.



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
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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!
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Jun 26 2008, 8:12 am Axii Post #5



Oh sweet, Thanks for this, I needed it too :P.



None.

Jun 28 2008, 5:02 am The Great Yam Post #6



Are the colors supposed to be all weird after your convert the .grp to a bitmap?



None.

Jun 28 2008, 5:07 am O)FaRTy1billion[MM] Post #7

👻 👾 👽 💪

Which GRP? For some, yes.



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!

Jun 28 2008, 11:05 pm The Great Yam Post #8



It's the factory .grp



None.

Jun 29 2008, 12:33 am O)FaRTy1billion[MM] Post #9

👻 👾 👽 💪

That should turn out normal.. O.o Try SFGrpConv.



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!

Jun 29 2008, 12:39 am HailFire Post #10



Quote from O)FaRTy1billion[MM]
That should turn out normal.. O.o Try SFGrpConv.

Or RetroGRP.

Seriously though, why do you need a palette file?



None.

Jun 29 2008, 12:41 am O)FaRTy1billion[MM] Post #11

👻 👾 👽 💪

I don't know what format retro uses, and I think somewhere he said that is what he is using.



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!

Jun 29 2008, 8:42 pm The Great Yam Post #12



I'm using SFGrpConv, and pal files are all formats for thinks like Photoshop, which I don't use.

I'm trying to modify the terran building sprites so they display in staredit as half-built.

I made a grp and put it inside an MPQ in the right format, but the mod won't run.



None.

Jun 29 2008, 10:12 pm bajadulce Post #13



Quote from The Great Yam
I'm trying to modify the terran building sprites so they display in staredit as half-built.
Could this be done with iscripting too? I would think that since the frames you are looking to replace the completed buildings with are already there, you shouldn't need to recompile a new .grp.



None.

Jun 30 2008, 1:22 am ShadowFlare Post #14



Would you possibly be using an older version of the program? My program didn't initially support other palette formats; I added that later. If you didn't already, try getting the official download at http://sfsrealm.hopto.org/dwnload.html#SFGrpConv



None.

Jul 2 2008, 9:22 pm The Great Yam Post #15



I don't know anything about iscripting, I just need an editor mod.

I used to do alittle Arsenal 3 modding, but didn't get much further than that.

I replaced the program with the newer version, reconverted the graphics and the colors are still messed up.
Why does the PalPack only give them in what I can only assume are formats for Paint Shop Pro and other editors?

Could somebody else help me with this? This is REALLY easy to do, I just don't know how the hell to do it.

All I need are the Armory, Starport, Covert Ops, Nuclear Silo, Academy, Factory, Barracks, Control Tower, Science Facility, Command Center and Machine Shop replaced with their in-building phase. I also would LIKE, but don't need trap sprites (particularly wall traps) displayed in their CORRECT disabled appearance that SCMDraft recently fucked over.

If you know what you're doing, this is probably easy, I DON'T. I can't handle editting the placement tags and things for the editor, I'd just have to brush up on something I already knew how to do. I'm getting annoying because this is taking a long time and nothing is actually getting done, and you guys already know what you would need to know.

Post has been edited 1 time(s), last time on Jul 2 2008, 9:31 pm by The Great Yam.



None.

Jul 2 2008, 10:34 pm Corbo Post #16

ALL PRAISE YOUR SUPREME LORD CORBO

Wil, you don't need to use Ps at all.

You can do what you want to do with just uh.. any OS that you have.

Just decompile a GRP and go to the folder where you extracted them, usually for buildings the first frames is the displayed one and the second frame is the under construction one.
Then all you have to do is delete the first frame (it should be building000.bmp or so) and make a copy of the second frame (building001.bmp or so) and rename the copy to the name the first frame was (building 000.bmp or so)
I recommend doing this with Retro GRP. It will be easier for this because it already brings the palletes to write the frames and you do not need to download anything but the program.

I tried to make the mod for you but for some reason it works on SC but not on staredit. I wonder... I did it via iscript anyway.



fuck you all

Jul 2 2008, 11:33 pm The Great Yam Post #17



I have a quick question: There is some kind of trick to get RetroGrp to compile into a Grp that I can't remember... alittle help?

Right now it simply shows the elmo loading graphic over and ovr again but isn't doing anything.

Actually, it did do something, it created a blank Factory .grp that shows up invisible in the editor.

Converting it back with SFGrpConv has worked!!! Thank you guys alot.

Here's the mod if you're interested. I'm going to add in traps later. I don't need to edit the unit placement though, I think I'll just use it with ScmDraft.

Attachments:
Graphics Mod.mpq
Hits: 3 Size: 73.32kb

Post has been edited 6 time(s), last time on Jul 3 2008, 1:38 am by The Great Yam.



None.

Jul 7 2008, 7:31 pm The Great Yam Post #18



Anybody know what the sprite names for the wall traps are? Yes, this is bump...



None.

Jul 7 2008, 7:59 pm Corbo Post #19

ALL PRAISE YOUR SUPREME LORD CORBO

Here you go sir,
Floor Gun Trap - thingy\tileset\install\CLPlate2.grp
Floor missile trap - thingy\tileset\install\CLPlate1.grp
Floor missile trap turret - thingy\tileset\install\CLPlat1T.grp
Wall missile trap - thingy\tileset\install\DCGun1.grp
Wall missile trap 2 - thingy\tileset\install\DCGun1.grp
Wall flame trap - thingy\tileset\install\DCGun2.grp
Wall flame trap 2 - thingy\tileset\install\DCGun2.grp
Substructure opening hole - thingy\tileset\install\DIHatch1.grp



fuck you all

Jul 7 2008, 8:04 pm The Great Yam Post #20



So both left and right wall traps run off the same sprite?



None.

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