I was woundering if any one had any idea on how to make a mod?
I'am willing to buy the programs, And I already know alot about programming.
Okay, Thanks LW.
The SEN members soon shall find very nice mods from me! Wish me luck guys

Time to start a sticky topic called "the guide to SC modding".
Ill start with what I have.
Lazy Arsenal 3 Modding Process
Get Arsenal 3.
Use this to modify as you wish.
Never change the "Ground Attack"/"Air Attack" drop-down-menues in the Unit Editor unless you're adding/removing a weapon from that unit. To change weapons, use the weapon editor.
Make a folder with the same name as your mod. Make folder "arr" inside of it, and save any modified weapon/unit/sprite/etc files modified in Arsenal 3 in arr. Remember to have them retain their names— it should be "weapons.dat", not "modname weapons.dat", "units.dat", not "modname.dat", etc.
Get TblPad. Get WinMPQ. Use WinMPQ to open the patch_rt.mpq(I think), and extract stat_txt.tbl from it. Use TblPad to modify the file. Create a new folder in your mod folder named "rez". Save your modified "stat_txt.tbl" to this folder.
Get ICE. This will allow you to modify unit animations(make a Zealot do a double-left jab and a single right-jab instead of left-right-left, make Zerglnigs strike twice per attack, have Lurkers make Siege Tank sounds when they attack, etc).
If you use it, select "load default". Save the file to "scripts" in your mod folder. It should be iscript.bin.
I'm not sure what to do as far as actualy modifying the sprites to look like, say, penguins, though.
After you have all the above done, get MPQCompactor. Drag your folder onto the MPQComp file. It should create a [modfoldername].mpq. Use MPQDraft to turn this into a StarCraft mod that opens with StarCraft.
Hey...do you need a hex editor for modding?

Not unless you're Deathknight, and feel a need to hex the programs to make them look prettyful. Or you're trying to write your own program.
I guess I will use a hex editor, My mods MUST be prettyful!!
I was looking through the things you can do in Arsenal III, the unit editor and stuff.
I'm not quite sure what some of the things are, like 'SubUnit Range', or the various flags you can set, or the 'Unknown' things.
So, what are all of these things, and are there guidelines or limits to the values you can change?
QUOTE(Kenoli @ May 25 2005, 07:27 AM)
I was looking through the things you can do in Arsenal III, the unit editor and stuff.
I'm not quite sure what some of the things are, like 'SubUnit Range', or the various flags you can set, or the 'Unknown' things.
So, what are all of these things, and are there guidelines or limits to the values you can change?
[right][snapback]215293[/snapback][/right]
SubUnit Range is how far the unit can shoot. I will make a tutorial on it later on down the road. And maybe it can be pinned.
QUOTE
SubUnit Range is how far the unit can shoot. I will make a tutorial on it later on down the road. And maybe it can be pinned.
Umm...
Goliath SubUnit Range: 5
Tank Subunit Range: 8
Spider Mine SubUnit Range: 3
Sieged Tank SubUnit Range: 0
Tank Turret SubUnit Range: 12
Goliath Turret SubUnit Range: 0
... Ya, I think that'll need a tutorial to understand...
I ment a tutorial on Arsenal III, Not subunit range... Maybe I should be more clear when I type

It will be into the guide pinned right now eventually. Never fear.
Okay, Good. I didn't want to write a whole tutorial on how to use arsenal 3, Its pretty simple.
Subunit range is named wrongly, it's the range at which a unit automatically picks up targets. If it is zero, the range is set by the range of the unit's weapon.
For melee units such as the Firebat, Zealot or Zergling, the subunit range is set further because if the units only picked up targets within their weapon range, they would never automatically attack anything.
For units such as the Carrier, Reaver or Medic, neither of the units have weapons listed in their units.dat entry, and so they would never pick up targets at all if they did not have a subunit range.
The Goliath and Siege Tank are turreted units, and so they are made up of two units. The bases of the units (the ones that choose targets and such) do not have weapons in their units.dat entries, and so they would never pick up targets either if their subunit range was not set.
Or you could say that. That is a more simple way of what I ment... Anyway, Good Luck? On whatever your doing Kenoli.
QUOTE(BSTRhino @ May 26 2005, 08:01 PM)
Subunit range is named wrongly, it's the range at which a unit automatically picks up targets. If it is zero, the range is set by the range of the unit's weapon.
For melee units such as the Firebat, Zealot or Zergling, the subunit range is set further because if the units only picked up targets within their weapon range, they would never automatically attack anything.
For units such as the Carrier, Reaver or Medic, neither of the units have weapons listed in their units.dat entry, and so they would never pick up targets at all if they did not have a subunit range.
The Goliath and Siege Tank are turreted units, and so they are made up of two units. The bases of the units (the ones that choose targets and such) do not have weapons in their units.dat entries, and so they would never pick up targets either if their subunit range was not set.
[right][snapback]217475[/snapback][/right]
Ah, so it's like the target acquisition range in WC3. Got it.