total convert. That seems to be the easiest way to go
This is not true. Take your assumption and purge it with fire thrice before coming back. An add-on is infinitely more easier than a total conversion, and then even less complex modifications involving iscript is twofold infinitely easier than an add-on.
So that you don't fail into the ground, I recommend taking modding step-by-step. If you do not, your willpower will be wasted on frustration and you will stop modding.
STEPS TO MODDING:
--become fluent in DAT editing
--become fluent in iscript
--learn how to work with StarCraft's graphics, including how to import new graphics
(optional: learn how to work with terrain)
--learn how to import sounds
--become fluent with FireGraft and EXE edits
(optional: learn how to use triggers in mods)
(optional: learn how to script AI)
(REALLY optional: learn how to use plug-ins in mods)
[Probably forgot a few things.]
Once you've done those steps, then you will be (partially) ready to make a total conversion.
This is, of course, based on the assumption that you're new to modding. Creating total conversions is a series of steps that must be taken one at a time, otherwise, the entire process (including the learning part) becomes overwhelming or irritatingly drawn-out.
EXAMPLES OF TOTAL CONVERSIONS:
The total work required to be put in a total conversion scales non-linearly, i.e. the work becomes exponentially greater based on just how much is converted and to what degree.
I am advising you not to jump into a total conversion. You will only succeed in putting yourself through a lot of unnecessary pain, even if you do end up with a total conversion.
--
Now, on to your questions (that I feel I can provide further insight to).
Can the races themselves be edited? I want to change the Protoss into my new Terran-style race, and use a bunch of infested Terran buildings as Zerg buildings.
A: "Races" are merely a method of organization. It is what data that is a part of the races that is important. When one modifies a race, what one really does is modify the unit data that is already present.
Are there any voice actors around who would be willing to help me with my project?
A: No professional voice actors are around here. The closest would be IskatuMesk, and there is no chance he will help you (nor anybody else). TZ isn't bad, but he should really learn not to breathe into the mike as he speaks. TZ does have some contacts, though. I'm not sure about anyone else, though I've created some lines myself (with audio edits) that are relatively convincing (infinitely dark-evil-sinister-grim), I think (derp).
Is there anybody with some helpful advice of any kind? It would be most appreciated!
Advice:
Start with something small - not a total conversion. A StarCraft add-on mod isn't the best place to start, but will be at least easier than a total conversion. But what I really, REALLY, suggest, is to start with DAT and iscript edits. Once you are able to make some interesting effects (not including making a Dragoon shoot 5 scattered shots into an area - that's been done to death), start using new graphics. Then, use FireGraft and your DAT and iscript knowledge to create playable, new, units (keyword: playable - impossible as of now to literally add a new unit (unless someone HAS found out and hasn't shared yet)) that can be trained from existing structures. Move on to getting a worker (preferably SCV to begin) to build new structures. From there, you can pretty much get into anything else, such as dialogs, menus, game types, etc.
Post has been edited 1 time(s), last time on Feb 3 2010, 11:33 pm by New-.Hydrolisk.