Staredit Network

Staredit Network -> SEN-MOD Team Forum -> What each person needs
Report, edit, etc...Posted by DiscipleOfAdun on 2005-11-28 at 10:22:47
Another thing that we need, a list of what each person might need from other people when making a mod. I'll update this one like the Can/Can't thread.

Project Leads(If they are the ones that put it all together):
NEED - File names from each respective team. Meaning, they need to make sure that the file in the mpq is the right path from the TBL file.

Data Modders:
NEED(from others) - file path TBL's(ie. arr\images.tbl) from Table Writers
Iscript ID's from Iscripters
Each others ID's, mainly the Units->Weapons and Units->Flingy->Sprites->Images.

Memory Patchers:
NEED - Tech Tree from Project Leads
Completed Stat_txt.tbl from Table Writers, all strings for builds/research/so on included
Button gfx ID's from Graphics Team

Table Writers:
NEED - Dat ID's from Data Modders

Iscripters:
NEED - Image/Sprite.dat values for over/underlays from Data Modders
Number of Frames/what each set is for in GRP files from Graphics Team

Graphics Team:
NEED - ID's from Units.dat for Wireframes.

Please make sure that everyone gets what they need. If you see something I forget, tell me and I'll add it.


Things not to forget, but not fully needed for a mod:

Wireframes
Buttons
And If possible
Sounds
Portraits
Report, edit, etc...Posted by Centreri on 2005-11-28 at 17:13:09
So, we're doing portraits too, huh..
Well, sorry, but I can't go into advanced things like that. Im mostly good with making projectiles, and I never got a 3d editor down to make units.

One thing I CAN do, its make a portrait work if you give me one and ask me to input it into a unit, or change the hue with 1 step using my Jasc PSP 9, or other one step things.

Is sounds graphics responsibility as well?
Report, edit, etc...Posted by Pauper on 2005-11-28 at 22:30:54
Got ALL of those saved into a file for me! =)

EDIT: Also we need a grp converter. Which i have. Also i dont got a portriat editor............
Report, edit, etc...Posted by DT_Battlekruser on 2005-11-28 at 23:34:08
Glad to see this, thanks DoA.

As far as leads; what I'm going to do for the first project is collect files and post them in the blueprint under production.
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-06-07 at 10:59:53
I was going to do this on a new thread but since DTBK said to post it here...
QUOTE(TERRAINFIGHTER @ Jun 6 2006, 10:35 PM, I will update this quote instead of the post)
The point of this topic is we need to finish off this practice mod, post any files already made and
I will try to edit them so they are compatible with each other, and I will try to make any un-made files

I need a list of finished/not finished/needing to be made files if you expect me to finish this
also, don't try and flame me for taking your work, if you where going to get around to doing it it would be finished already tongue.gif

finished files most likely requiring editing: (I will make them links as I find them)
Units.dat (in Kept_Wheat's famous .scm archive tongue.gif )
Weapons.dat
stat_txt.tbl (link was dead, someone needs to re-post this)
Building frames
Ionic Discharge Graphic

finished files, no editing required:
user posted image (Ionic Discharge Icon)
user posted image (Build IRF button)
user posted image (I don't know what this is)
user posted image (Ionic Research Facility, here's the link to the attachment)
user posted image (Ionic Discharge Hit, file located here)
Ionic Research Facility user posted image Sorry, this image was too big so I made it a link
Ionic Research Facility #2 user posted image
Ionic Research Facility #3, I couldn't find the file but here's a screenshot user posted image
Ion Blast sound effect

Files needed:
Iscript.bin
stat_txt.tbl? (there's a screenshot of it  here, but I couldn't find the file)
exe editing (with 1.13e or wait on firegraft? most likely 1.13e)
wireframe?
[right][snapback]501143[/snapback][/right]

I still don't see how this fits my topics description though tongue.gif
Report, edit, etc...Posted by DiscipleOfAdun on 2006-06-07 at 11:37:25
That's because the file list isn't in this topic....it's in the Starcraft: <?> Expansion (Unnamed) topic... but I can see how you'd get confused easily...
Oh, and DTBK changed the research facility to a standalone building a bit back...so the units->flingy->sprite->images on it needs to be redone...

Report, edit, etc...Posted by TERRAINFIGHTER on 2006-06-07 at 11:57:36
So the mod will use the first IRF building?

also, what will we use for the actual cannon?
Report, edit, etc...Posted by Corbo(MM) on 2006-06-07 at 16:34:45
No the mod was going to use the 3rd IRF let me go find it on my pc brb
Report, edit, etc...Posted by DT_Battlekruser on 2006-06-07 at 16:40:22
What do we need? A little more than listed:

I haven't had a chance to check the current units.dat and weapons.dat.

techdata.dat

The Ionic Research Facility is NOT an addon. We need an agreed-on graphic for it.

We need a weapon icon for the Ion Cannon weapon (just tweak the spell button)

We need the Ion Cannon itself. What to use? An Ion Cannon (duh) but frames are needed to simulate a charge-up prior to shot (glowing muzzle) and it would be nice for it to functon as a turret. This will most likely require units.dat to be redone.

stat_txt.tbl

iscript.bin

ion.mgd, ion.exe (MemGraft products)

There's lots to be done.

The official filedump is here: http://www.staredit.net/index.php?showtopic=23587
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-06-07 at 18:00:47
QUOTE(DT_Battlekruser @ Jun 7 2006, 03:40 PM)
What do we need?  A little more than listed:

I haven't had a chance to check the current units.dat and weapons.dat.

techdata.dat

The Ionic Research Facility is NOT an addon.  We need an agreed-on graphic for it.

We need a weapon icon for the Ion Cannon weapon (just tweak the spell button)

We need the Ion Cannon itself.  What to use?  An Ion Cannon (duh) but frames are needed to simulate a charge-up prior to shot (glowing muzzle) and it would be nice for it to functon as a turret.  This will most likely require units.dat to be redone.

stat_txt.tbl

iscript.bin

ion.mgd, ion.exe (MemGraft products)

There's lots to be done.

The official filedump is here: http://www.staredit.net/index.php?showtopic=23587

[right][snapback]501514[/snapback][/right]

1. don't worry, I just updated units.dat and weapons.dat so there's 0 problems with them
(just need stat_txt.tbl listings for me to tell them which ID number to use for labels)
2. ~update~ finished making this, but it still needs a label from stat_txt.tbl
3. that's someone elses job, I would do it but I'm HORRIBLE at graphics
4. I can edit the casting icon slightly to make it fit in good enough tongue.gif
5. that's someone elses job, and I would be more than happy to redo parts of units.dat tongue.gif
6. I couldn't locate that file, so I will re-make it in order to fit all the needs of the project
7. I will try to make this if I have the time, but someone else will most likely have to
8. I will try and make this, should be pretty easy (but time consuming tongue.gif )

ADDITION: I forgot to ask you, how much energy do you want the spell to take up?
(I finished techdata.dat, and I made it 100 since I didn't know how much you wanted)
Report, edit, etc...Posted by Cnl.Fatso on 2006-06-07 at 18:23:56
I'll handle the weapon icon if I can find out the hex values for the pale-blue type palette for the icons.
Report, edit, etc...Posted by DT_Battlekruser on 2006-06-07 at 18:53:52
QUOTE(TERRAINFIGHTER @ Jun 7 2006, 03:00 PM)
1. don't worry, I just updated units.dat and weapons.dat so there's 0 problems with them
(just need stat_txt.tbl listings for me to tell them which ID number to use for labels)
2. ~update~ finished making this, but it still needs a label from stat_txt.tbl
3. that's someone elses job, I would do it but I'm HORRIBLE at graphics
4. I can edit the casting icon slightly to make it fit in good enough tongue.gif
5. that's someone elses job, and I would be more than happy to redo parts of units.dat tongue.gif
6. I couldn't locate that file, so I will re-make it in order to fit all the needs of the project
7. I will try to make this if I have the time, but someone else will most likely have to
8. I will try and make this, should be pretty easy (but time consuming tongue.gif )

ADDITION: I forgot to ask you, how much energy do you want the spell to take up?
(I finished techdata.dat, and I made it 100 since I didn't know how much you wanted)
[right][snapback]501637[/snapback][/right]


Don't bother with what's not your job; that's why we have a team.

Energy? Spell? What? Techdata is for the weapon upgrade.
Report, edit, etc...Posted by Corbo(MM) on 2006-06-07 at 18:56:33
There's two stat_tbls!
i know the IRF is not an add on, just look at TF's post, the third IRF, I can't make the ion but at least ill try
Report, edit, etc...Posted by Cnl.Fatso on 2006-06-07 at 19:07:59
No, seriously, what are the hex values? I need to know this if I'm going to do the icon.

Oh, and the frame size for the icon would be nice, too.
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-06-07 at 19:57:51
QUOTE(DT_Battlekruser @ Jun 7 2006, 05:53 PM)
Don't bother with what's not your job; that's why we have a team.

Energy?  Spell?  What?  Techdata is for the weapon upgrade.

[right][snapback]501697[/snapback][/right]

techdata is also loaded up from the exe, and part of it tells the exe how much energy the spell uses

~addition~ You're thinking about upgrades.dat, techdata.dat is for spell casting tongue.gif
QUOTE(Corbo(MM) @ Jun 7 2006, 05:56 PM)
There's two stat_tbls!
i know the IRF is not an add on, just look at TF's post, the third IRF, I can't make the ion but at least ill try
[right][snapback]501702[/snapback][/right]

I know there's two stat_txt.tbl's, it's just that both of them are missing tongue.gif
QUOTE(Cnl.Fatso @ Jun 7 2006, 06:07 PM)
No, seriously, what are the hex values? I need to know this if I'm going to do the icon.

Oh, and the frame size for the icon would be nice, too.
[right][snapback]501711[/snapback][/right]

36x34 aka 35x33 in most image editors
Report, edit, etc...Posted by DiscipleOfAdun on 2006-06-07 at 20:23:02

QUOTE(DTBK)
Energy? Spell? What? Techdata is for the weapon upgrade

QUOTE(TERRANFIGHTER)
techdata is also loaded up from the exe, and part of it tells the exe how much energy the spell uses

He most likely meant upgrades.dat...not techdata. The weapon should be a normal attack, but it shouldn't have an auto-attack in weapons.dat. That way it only manually attacks. DTBK will have to say how much the upgrade adds to the attack though.

QUOTE(DTBK)
The Ionic Research Facility is NOT an addon. We need an agreed-on graphic for it.

As for the Graphic for the research facility...the graphic was the last one(the standalone building w/o the pad). I thought that was already decided in the other thread....

QUOTE(Cnl.Fatso)
I'll handle the weapon icon if I can find out the hex values for the pale-blue type palette for the icons.

If you mean the pale blue that shows up in the status area, that's exe handled. Just make the icon orange/yellow like the rest in cmdicons.grp...the exe changes the pallete based on where it is being displayed.
Report, edit, etc...Posted by Corbo(MM) on 2006-06-07 at 23:17:29
Ok Here's the IRF, as you can see it is NOT an add on, or is it?
user posted image

There Grp is here:
[attachmentid=19286]
ugh i had to get it into a zip
Have fun, ill go try the icon since Fatso is having so much troubles with it and hmm.. ill try the ion cannon later
Report, edit, etc...Posted by DT_Battlekruser on 2006-06-07 at 23:24:24
Thank you.

QUOTE
He most likely meant upgrades.dat...not techdata. The weapon should be a normal attack, but it shouldn't have an auto-attack in weapons.dat. That way it only manually attacks. DTBK will have to say how much the upgrade adds to the attack though.


Yeah, I guess I mean upgrades.dat. My bad.

The cannon will be a normal auto-attack weapon, but set its Subunit Range (acquision range) to 0 so that it won't auto-acquire targets. That's the simplest way I can think of. The upgrade amount is posted in the production thread.
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-06-08 at 15:05:23
Actually, that couldn't quite work for the effect I'm looking for, and that only works for carriers and reavers...

doing that would make it still attack units beside it, I will do it slightly differant so it will work and target no units

ADDITION: do you mind if I make it a spell that requires 50 energy for each time you cast it? biggrin.gif
Report, edit, etc...Posted by Corbo(MM) on 2006-06-08 at 19:14:06
Ok i found the tbls

Tbl v1
with Ion discharge requirements just in case it's a spell and needs to be researched at the IRF i think. how it looks?
user posted image
Where is it?
Here

Tbl v2
Normal one without Ionic discharge reqs. how it looks?
user posted image
Where is it?
Here

Ill soon post icons but first homework!

ADDITION:
I just saw an error on the tbl, it works like if the IRf is an add on, so i better get rid of that.
but before i make a new tbl file tell me if it's gonna be a spell or not? if so, i will add the entry for researching the spell
Report, edit, etc...Posted by DT_Battlekruser on 2006-06-08 at 20:16:06
A subunit range of 0 requires the distance from the centerpos of one unit to the centerpos of the other to be 0. This could only happen if something like a Wraith flew overhead. The Ion Cannon should only hit ground units.
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-06-08 at 22:23:31
Units such as zerglings and zealots use a attack range of 0, units such as these would still be effected by the Ion Cannon

Unless you change the minimum attack range to 1, but you directly said you wanted it to be 0 (in the other thread)

ADDITION: just so you know, it should say "Upgrade Ionic Discharge",
since it is the attack that the building is based upon, and shouldn't require a technology
Report, edit, etc...Posted by Corbo(MM) on 2006-06-08 at 23:27:32
Ok so it's not spell or technology it's normal attack, then just in case I'll do three Upgrades for it uh...wait.. nvm
Report, edit, etc...Posted by DT_Battlekruser on 2006-06-09 at 00:59:55
Does someone want to test whether a subunit range of 0 auto-attacks melee attackers?
Report, edit, etc...Posted by TERRAINFIGHTER on 2006-06-09 at 09:56:49
There's no use in checking that, 0 = melee range in all the .dat files tongue.gif
QUOTE(Corbo(MM) @ Jun 8 2006, 10:27 PM)
Ok so it's not spell or technology it's normal attack, then just in case I'll do three Upgrades for it uh...wait.. nvm
[right][snapback]502734[/snapback][/right]

Actually, we don't know for sure what it is yet, but I have a way I think it should be

it's a technology using 50 energy, each time the spell is casted it uses the attack, the attack can be upgraded at the IRF,
and the technology is already upgraded at the start of the game biggrin.gif

ADDITION: can someone post how you want it set up? I can't finish it untill you tell me tongue.gif
Next Page (1)