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Voyager's Super Magical SC2 Modding Adventure

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Voyager

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Posts: 106

Joined: June 7th, 2009, 8:08 am

Post February 27th, 2010, 4:50 pm

Voyager's Super Magical SC2 Modding Adventure

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Current feature list:

- New race
- New units/buildings implemented
- Simple unit requirements
- Training units
- Units using existing abilities
- String modifications
- New weapons
- New models (albeit retextured Blizzard ones)
Last edited by Voyager on February 27th, 2010, 6:37 pm, edited 1 time in total.
(1:46:41 PM) STF Hercanic: This is Starcraft. There *is* no understanding it, only exhausted acceptance.
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LordAgamemnon

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Post February 27th, 2010, 4:54 pm

Re: Voyager's Super Magical SC2 Modding Adventure

Well done, sir. Anything other than what's in the pictures so far, or is that all you've finished at this point?
But really, what's it all about, when you get right down to it?
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Voyager

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Post February 27th, 2010, 4:56 pm

Re: Voyager's Super Magical SC2 Modding Adventure

This is all that's completed so far... updating as events warrant.
(1:46:41 PM) STF Hercanic: This is Starcraft. There *is* no understanding it, only exhausted acceptance.
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Voyager

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Joined: June 7th, 2009, 8:08 am

Post February 27th, 2010, 6:33 pm

Re: Voyager's Super Magical SC2 Modding Adventure

Image
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New weapon using a separate, retextured model.
(1:46:41 PM) STF Hercanic: This is Starcraft. There *is* no understanding it, only exhausted acceptance.
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IskatuMesk

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Post February 27th, 2010, 7:55 pm

Re: Voyager's Super Magical SC2 Modding Adventure

Crank up bloom intensity on the data maps for effects and see what hilarity ensues.
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Taeradun

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Joined: September 14th, 2009, 6:22 am

Post February 28th, 2010, 4:27 am

Re: Voyager's Super Magical SC2 Modding Adventure

lol

nice even just to see more pictures of the unmodded awesome city tileset :lol:
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Hydrolisk

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Location: Peak of the spire.

Post February 28th, 2010, 12:32 pm

Re: Voyager's Super Magical SC2 Modding Adventure

Does the editor allow cross-map mods? WarCraft III used unit settings and triggers, etc. in only one map and it was a pain in the ass to transfer a mod's data across different maps. How about in StarCraft II's editor?
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Voyager

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Joined: June 7th, 2009, 8:08 am

Post February 28th, 2010, 2:17 pm

Re: Voyager's Super Magical SC2 Modding Adventure

There is no editor yet. But by placing files in the correct folder, you can have changes apply to all maps played.
(1:46:41 PM) STF Hercanic: This is Starcraft. There *is* no understanding it, only exhausted acceptance.
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Kevin

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Post February 28th, 2010, 3:57 pm

Re: Voyager's Super Magical SC2 Modding Adventure

How do you select a custom race?
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Voyager

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Post March 2nd, 2010, 12:32 pm

Re: Voyager's Super Magical SC2 Modding Adventure

I don't know how this would appear in the real beta, I'm using a crack. The crack selects a race randomly, so 1/4 times I get the custom race...
(1:46:41 PM) STF Hercanic: This is Starcraft. There *is* no understanding it, only exhausted acceptance.
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Iggyhopper

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Joined: March 5th, 2010, 8:10 am

Post March 5th, 2010, 8:15 am

Re: Voyager's Super Magical SC2 Modding Adventure

Just edit the RaceData.xml. You can either set it to make all three types of workers for each starting race, or just make one race every time. Just be careful because it doesn't seem to override, but just add additional units depending in what MPQ you place the new file.
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Voyager

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Post March 5th, 2010, 8:08 pm

Re: Voyager's Super Magical SC2 Modding Adventure

I noticed the additional thing, yeah.

Yeah, I know I could do that, but I want to modify the other races as little as possible.
(1:46:41 PM) STF Hercanic: This is Starcraft. There *is* no understanding it, only exhausted acceptance.
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LordAgamemnon

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Joined: July 13th, 2009, 7:45 pm

Post March 7th, 2010, 5:36 pm

Re: Voyager's Super Magical SC2 Modding Adventure

The newest version of the loader allows you to pick a race, but you might have known that already.
But really, what's it all about, when you get right down to it?
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KooKsTeR

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Joined: June 26th, 2009, 11:47 pm

Post March 8th, 2010, 4:50 pm

Re: Voyager's Super Magical SC2 Modding Adventure

WTF I disappear for a little while and Voyager comes back...WTF!!!! SHAKEY FIST AT YOU!!!! SHAKEY FIST AT YOU....<3
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Kevin

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Joined: July 18th, 2009, 9:03 pm

Post March 8th, 2010, 6:08 pm

Re: Voyager's Super Magical SC2 Modding Adventure

LordAgamemnon wrote:The newest version of the loader allows you to pick a race, but you might have known that already.

no because my SC2 is legit.

COUGH COUGH

Ironically I probably need to use the crack for modding.
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gregv21

Posts: 1

Joined: March 11th, 2010, 7:56 pm

Post March 12th, 2010, 2:15 pm

Re: Voyager's Super Magical SC2 Modding Adventure

How did you get the industrial worker to have the graviton beam

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