Staredit Network > Forums > Modding Assistance > Topic: Extracting graphics from starcraft?
Extracting graphics from starcraft?
Feb 13 2010, 1:48 pm
By: ShadowDancer  

Feb 13 2010, 1:48 pm ShadowDancer Post #1



How I can do it? I'm trying to make my own game with starcraft graphics, but I can't extract it (they're in mpq files?). Can somebody give me advice?



None.

Feb 13 2010, 1:49 pm Biophysicist Post #2



Use WinMPQ or PyMPQ to extract the graphics.



None.

Feb 13 2010, 2:03 pm ShadowDancer Post #3



I tried WinMPQ , but hmm I can't find that files. It returns sounds, and some pics from loading screens, battlenet etc. And "~unknowns" w/o extension(some of them is pics ex. Of DA, gimp crashes on others. Maybe this is it?

I tried extract brood dat too, and i found files smk and grp, but i cant open it.



None.

Feb 13 2010, 2:42 pm Biophysicist Post #4



Oh, right. WinMPQ doesn't come with a listfile. PyMPQ does, though. Use that.



None.

Feb 13 2010, 3:07 pm ShadowDancer Post #5



And where exacly i can find this images? Image.dat? How to open it?



None.

Feb 13 2010, 3:22 pm Biophysicist Post #6



The images are stored in the directory "unit\" in the MPQ. (Even things like weapons are stored here.) Images.dat will have the full names of the graphics.



None.

Feb 13 2010, 4:09 pm Super Duper Post #7



Get UED's listfile. That fixes it.

EDIT: Attached it to this post.

Attachments:
UED-BwData4.txt
Hits: 7 Size: 192.13kb



None.

Feb 13 2010, 5:52 pm Corbo Post #8

ALL PRAISE YOUR SUPREME LORD CORBO

You people are so bad at figuring other's problems :bleh:

Quote from ShadowDancer
I tried WinMPQ , but hmm I can't find that files. It returns sounds, and some pics from loading screens, battlenet etc. And "~unknowns" w/o extension(some of them is pics ex. Of DA, gimp crashes on others. Maybe this is it?

I tried extract brood dat too, and i found files smk and grp, but i cant open it.
Starcraft graphics are stored in many different formats. Animations as in portraits, cinematics and UI animations are .smk files. You can open them with the RAD game tools, however, if you want to edit them or create new ones you must use the old smacker tools to encode your animation/cinematic.

.grp files are probably what you're looking for, though, they are starcraft unit graphics, doodads, spells and pretty much everything else that isn't part of the UI (The UI are .pcx files).
GRPs are basically a set of a bunch of BMPs put together to form an animation, so you'll need to decompile the GRP to extract the frames. To do so, you can use SFGRPConverter, Retro GRP or PyGRP.
SFGrpConverter requires you to "load" a pallete in order to decompile unit grps, I am attaching to my post.
Retro GRP is just outdated but it works perfectly, though, I don't think we have a download for it in out database.
And PyGRP will probably be the easiest option since it's pretty updated and probably you won't have to face the "I have to have a pallete" issue.



fuck you all

Feb 15 2010, 10:10 pm ShadowDancer Post #9



Ok, done with units, now I want to get tiles. In stardat.mpq I found something like this:



And:



I think first image is just a template used for ex. Collision detection, and second is a palette. Is there easy way to connect it?

And another question: where is stored fog of war sprites?



None.

Feb 15 2010, 11:18 pm Corbo Post #10

ALL PRAISE YOUR SUPREME LORD CORBO

Tiles are .cv5 files. Well, they're way more files than just the .cv5 but what you have to do is extract your desired tileset, it will be under tileset\tilesetname.cv5 and you'll have around 4 or 5 more files with the same tileset name, extract all of them and open them with PyTile, TileEdit or Hawt Tiles. They'll all ask you to open a .cv5 but they also require the other files I just told you to extract right now.

Not that you are extracting creep (from what I can see). Each tileset uses a different pallere, and the .grp you found are the creep edges, each one of those grps are tileset dependant so you'll have to extract those creep edges grp with the respective tileset pallete. This only applies to the creep edges' grp. The other tileset graphics can be decompiled with the programs I mentioned without any use of a pallete.



fuck you all

Feb 16 2010, 9:22 am ShadowDancer Post #11



Hmm, collisions are per pixel? Where I can find collision masks?



None.

Feb 16 2010, 5:03 pm Corbo Post #12

ALL PRAISE YOUR SUPREME LORD CORBO

They are subtiles properties. Basically each tile (32x32 pixels) is composed by subtiles, the subtiles are the ones that have the properties (or flags) wether you can or cannot walk over, build over and such. You should be able to edit these flags in any tileset editor



fuck you all

Feb 17 2010, 12:07 am ShadowDancer Post #13



Hmm, so it will be hard to extract this data. I decided to make my own editor, that will base on terrain screenshoots from starcraft and manually setting field properties.



None.

Feb 17 2010, 2:03 am Corbo Post #14

ALL PRAISE YOUR SUPREME LORD CORBO

Quote from ShadowDancer
Hmm, so it will be hard to extract this data. I decided to make my own editor, that will base on terrain screenshoots from starcraft and manually setting field properties.
Yeah, you're better off just extracting the graphics and making your own collision masks or whatever you're trying to do.



fuck you all

Feb 17 2010, 4:21 pm O)FaRTy1billion[MM] Post #15

👻 👾 👽 💪

Quote from ShadowDancer
Hmm, collisions are per pixel? Where I can find collision masks?
It's per 8x8 subtile.



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IIRC, the plan was to go 64-bit only eventually so they're interested in differences between the versions
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