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Staredit Network -> Modding Assistance -> Adding custom Units
Report, edit, etc...Posted by Eriance on 2006-06-13 at 10:39:28
I've seen some mods in the past (back when BW was 1.07) that added a bunch of new units without replacing any of the original ones. Since StarDraft is completely out of date, I was wondering if it's possible to still add new units along with the research requirements, cost, time, etc. If so, can someone direct me to a tutorial, since i cant find on on this site or any other site for the matter. I've been editing SC sinceit came out, and this is the next step I wish to take.

Report, edit, etc...Posted by TERRAINFIGHTER on 2006-06-13 at 10:58:03
There was a OLD modding tool called SCXE (don't remember what it stood for) that allowed users to add extra entries to starcraft's unit list, but it was a huge ammount of patches ago,
the tool constantly caused corruptions and the units would also be in-controlable (you couldn't give them orders)
Report, edit, etc...Posted by DiscipleOfAdun on 2006-06-13 at 11:00:11
In all actuality, most Starcraft mods do not 'add' new units, they use unused slots that appear as new units. Since I can't remember what came out when, here's a list of the current tools(can be found in DLDB):

DatEdit - edit the *.dat files
RetroGRP - extract/compile grp files...although you can still do this fine with StarDraft's
Memgraft - Edits the tech tree/buttons. Only updated to version 1.13e

There's more, but that's what I can thing of that seems updated from 1.07 times(when I wasn't around). Editing an unused slot is basically putting everything needed for a unit in place. It requires knowing everything that needs to be properly edited for a unit to work. If you've been modding that long, you should know everything...so it's just a matter of getting everything right. Of course, the

As for Memgraft, this is something you might want to read. It doesn't deal with adding a 'new' unit, but it teaches most of what you will need.

Hope some of this helps.

ADDITION - TERRAINFIGHTER, you mean ScEx, which stood for StarEx. It never worked completely anyway, as I tried to update it a while ago. It did try to extend memory for the *.dat slots. It was originally for 1.07.
Report, edit, etc...Posted by Eriance on 2006-06-13 at 21:22:23
Thanks a bunch. I'll go use DatEdit to see how many unused slots there. I was planning to adding up to 3 new units per race for my custom campaign. Which tool do I need to turn a dat or mpq into a exe file again? I was used to StarDraft that did it for you.
Report, edit, etc...Posted by Voyager7456(MM) on 2006-06-13 at 22:38:12
There should be plenty of unused slots. You'll need WinMPQ, MPQDraft and DatEdit.
Report, edit, etc...Posted by DiscipleOfAdun on 2006-06-13 at 23:18:04
And if you want to use Memgraft(for buttons for the units), you'll have to use the method it has for patching(you'll learn if from the tutorial I linked). That should cover most things. If you have scripting questions(iscript.bin), we'll try to answer them(as they are the most common when you add new units).
Report, edit, etc...Posted by Rikimbo on 2006-06-13 at 23:46:16
I was going to say more, but I think enough's been said to get you underway. I did want to say this though, if you have in fact been away from Starcraft modding since 1.07:

Welcome back to Starcraft modding! happy.gif
Report, edit, etc...Posted by nirvanajung on 2006-06-14 at 00:12:22
right~! another advice is here
Basically current modding tools are no great difference between StarDraft and recent used tools.

so u don't have to practice very hard

That's pretty straightforward
Report, edit, etc...Posted by rifter on 2006-06-14 at 01:35:27
Except that mpqs and sempqs seem to be more stable than cwads and secwads, and perform better, at least for me, under windows XP happy.gif
Report, edit, etc...Posted by Eriance on 2006-06-14 at 16:21:43
Yeha. I stopped modding after StarDraft stopped working. I just made cmapaigns from then on.

A few more question. I've not heard of Iscripts before. I'm guessing it changes the behavior of the weapons and units? (Like many weapon mods?)

Also, any good recommendations for a 3d modle-program for a beginner. I'm an artist, but I usually only draw and dont do any modling. I've all the units drawn and designed, so I just gotta model them (or get someone to do it). I have an8tor, but...tahts kinda confusing O_o. Any good choises out there that can make about SC quality models? (i think blizard used 3d-MaX).
Report, edit, etc...Posted by Rikimbo on 2006-06-14 at 16:59:58
QUOTE(Eriance @ Jun 14 2006, 03:21 PM)
A few more question. I've not heard of Iscripts before. I'm guessing it changes the behavior of the weapons and units? (Like many weapon mods?)
[right][snapback]506588[/snapback][/right]

iscript.bin, as far as I know, stands for 'image script', and contains all of just that, the animation scripts for all starcraft graphics. For example, iscript tells the game what frames to play when a marine is walking. Iscript is somewhat more powerful than just that though, because it also controls sounds played alongside animations, explosion overlays, when exactly to fire a weapon, and so forth. Iscript can also do some pretty neat things like make units use specific weapons that aren't necessarily tied to the unit in units.dat. Or you can have it so that a unit uses two (or more) different weapons either randomly, or depending on it's target's distance -- or, even better, a combination of both random chance and distance (you can make the chance of a weapon being used get greater as the target gets closer, in increments, for example). Suffice it to say, iscript is very powerful.

To edit iscript.bin, get to know IceCC. Some people think ICE is easier to begin with, but my advice would be go straight to IceCC, rather than trying to learn one after the other. You'll see, once you get the hang of it, iscript editing is lots of fun and opens up so many more possibilities in modding. Just get used to the game crashing every now and then when you try things -- that is, until you get to the point when you know what you're doing. wink.gif

Look into it. Good luck! biggrin.gif
Report, edit, etc...Posted by nirvanajung on 2006-06-14 at 21:26:42
QUOTE
Yeha. I stopped modding after StarDraft stopped working. I just made cmapaigns from then on.

so i said that
"Basically current modding tools are no great difference between StarDraft and recent used tools"

current tools not speciall all functions and workflow just based on StarDraft
QUOTE
A few more question. I've not heard of Iscripts before. I'm guessing it changes the behavior of the weapons and units? (Like many weapon mods?)

As Rikimbo said, basically u just think about iscript.bin that how to use frames of unit
that's basic definition Also outside of that there are some other effect controls
such as sound,display other grahpics,unit speed,weapons variable,unit transform target, course of unit targetting
QUOTE
Also, any good recommendations for a 3d modle-program for a beginner. I'm an artist, but I usually only draw and dont do any modling. I've all the units drawn and designed, so I just gotta model them (or get someone to do it). I have an8tor, but...tahts kinda confusing O_o. Any good choises out there that can make about SC quality models?

some written explanation by me about 3d softwares is here

http://www.staredit.net/index.php?showtopic=27808
take look at bottom lines
QUOTE
(i think blizard used 3d-MaX).

As far as i know from Game CG website about StarCraft graphics prouduct
Blizzard used 3dsmax and photoshop mainly and some animations used cosmigo's Promotions

and they use 3dsmax still currently
Report, edit, etc...Posted by BroodKiller on 2006-06-15 at 11:52:30
QUOTE(rifter @ Jun 14 2006, 07:35 AM)
Except that mpqs and sempqs seem to be more stable than cwads and secwads, and perform better, at least for me, under windows XP happy.gif
[right][snapback]506354[/snapback][/right]

Well, another difference is in the size of the stub of the CWADs and MPQs: for CWADs it's around 760Kbs, for MPQs it's like nothing smile.gif
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