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theshadowlord
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Posted: 16 Oct, 2010
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Joined: 27 Mar, 2007 Posts: 260
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gsusfrk
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Posted: 16 Oct, 2010
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Joined: 21 Feb, 2007 Posts: 502
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theshadowlord wrote:  Heres another project I'm working on, scaling down / res-ing up most map textures to release a high res texture pack that would work with all versions of sc2 How!?
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theshadowlord
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Posted: 16 Oct, 2010
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Joined: 27 Mar, 2007 Posts: 260
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gsusfrk wrote: theshadowlord wrote:  Heres another project I'm working on, scaling down / res-ing up most map textures to release a high res texture pack that would work with all versions of sc2 How!? Since most textures, specifically the natural ones are tiles, by manually editing them in the GIMP, I can tile them to double or quadruple their original size with no nitty gritty. Other textures are scaled upwards and a few filters etc. are applied, and hey presto job done. Just so you know, I've started work on this a couple of hours ago, and I've already done 11-ish maps or so.
_________________ [SC2] Scale Mod: http://forums.gaspowered.com/viewtopic.php?t=43762 [SC2] High Res Texture Pack http://forums.gaspowered.com/viewtopic.php?f=7&t=49085
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BulletMagnet
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Posted: 16 Oct, 2010
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Joined: 05 Oct, 2007 Posts: 16425 Location: camping near the biggest power-up
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HAHAHA. That is gold.
Marvellous work with the textures!
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Nephylim wrote: But, an FA army in an FA environment just looks... right. Does anyone know how to use air transports? I cant get them to pick up troops.
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gsusfrk
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Posted: 16 Oct, 2010
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Joined: 21 Feb, 2007 Posts: 502
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Nicely done mate! I'm presuming the comparison is yours on the left and the old way on the right?
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isaku_Tesuku
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Posted: 17 Oct, 2010
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Joined: 19 Mar, 2010 Posts: 108
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Nice totally didn't know you were doing something like this. I was going to do something kind of similar but I really new at modding and was kinda just starting slow. Almost done making a Fire Beetle like unit.
So could ask you for help on how to do some things? I wanted to add back in the rate economy but only for energy and I also wanted to port some units from FA as well as make some new units. Would yo be able to explain or show me how you did these?
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Lt_hawkeye
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Posted: 17 Oct, 2010
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Joined: 26 Mar, 2007 Posts: 5075 Location: California, United States
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very nice work with the textures!!! looks pretty damned awesome
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theshadowlord
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Posted: 18 Oct, 2010
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Joined: 27 Mar, 2007 Posts: 260
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isaku_Tesuku wrote: Nice totally didn't know you were doing something like this. I was going to do something kind of similar but I really new at modding and was kinda just starting slow. Almost done making a Fire Beetle like unit.
So could ask you for help on how to do some things? I wanted to add back in the rate economy but only for energy and I also wanted to port some units from FA as well as make some new units. Would yo be able to explain or show me how you did these? Just for you, and anyone else unknowing on how to port FA units, here is a tutorial. http://users.skynet.be/fa603935/fa2sc2.pdf. It doesnt cover exactly everything, but is a generic start. To mod the FA economy go to lua.scd/lua/sim/game.lua this should be present: local energy = targetData.Energytt or 0. Change all EnergyValues in the bps to -0.00000001 or something, since either massvalue or energyvalue must have a non zero value. and add Energytt = X for all units for the rate deducted energy value of the unit. Simply set this to the former energyvalue.
_________________ [SC2] Scale Mod: http://forums.gaspowered.com/viewtopic.php?t=43762 [SC2] High Res Texture Pack http://forums.gaspowered.com/viewtopic.php?f=7&t=49085
Last edited by theshadowlord on 07 Jan, 2011, edited 1 time in total.
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themak
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Posted: 18 Oct, 2010
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Joined: 09 May, 2007 Posts: 177 Location: Albany, NY
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Thank you very much for the tutorial. It looks pretty straight forward.
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isaku_Tesuku
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Posted: 18 Oct, 2010
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Joined: 19 Mar, 2010 Posts: 108
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theshadowlord wrote: isaku_Tesuku wrote: Nice totally didn't know you were doing something like this. I was going to do something kind of similar but I really new at modding and was kinda just starting slow. Almost done making a Fire Beetle like unit.
So could ask you for help on how to do some things? I wanted to add back in the rate economy but only for energy and I also wanted to port some units from FA as well as make some new units. Would yo be able to explain or show me how you did these? Just for you, and anyone else unknowing on how to port FA units, here is a tutorial. http://www.mediafire.com/download.php?udlhmu75sftitwp. It doesnt cover exactly everything, but is a generic start. To mod the FA economy go to lua.scd/lua/sim/game.lua this should be present: local energy = targetData.Energytt or 0. Change all EnergyValues in the bps to -0.00000001 or something, since either massvalue or energyvalue must have a non zero value. and add Energytt = X for all units for the rate deducted energy value of the unit. Simply set this to the former energyvalue. nice thank yo very much
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isaku_Tesuku
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Posted: 19 Oct, 2010
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Joined: 19 Mar, 2010 Posts: 108
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In your scaling of projectiles were you able to scale the cybran rex's flame thrower or megalith lazers? Ive tried scaling the Flamethrower, the flame streams seem to scale right but at the very end of the stream it always creates a big fire ball. Ive tried scaling the impacts but that doesn't seem to change that. I want to make a normal unit have a small flame throwers but with the animation it has now it look weird.
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theshadowlord
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Posted: 19 Oct, 2010
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Joined: 27 Mar, 2007 Posts: 260
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isaku_Tesuku wrote: In your scaling of projectiles were you able to scale the cybran rex's flame thrower or megalith lazers? Ive tried scaling the Flamethrower, the flame streams seem to scale right but at the very end of the stream it always creates a big fire ball. Ive tried scaling the impacts but that doesn't seem to change that. I want to make a normal unit have a small flame throwers but with the animation it has now it look weird. Tried manually editing muzzle flash effects / explosions etc. in the bp.scd? Its quite hard work, but if you play around you might find something.
_________________ [SC2] Scale Mod: http://forums.gaspowered.com/viewtopic.php?t=43762 [SC2] High Res Texture Pack http://forums.gaspowered.com/viewtopic.php?f=7&t=49085
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isaku_Tesuku
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Posted: 19 Oct, 2010
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Joined: 19 Mar, 2010 Posts: 108
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theshadowlord wrote: isaku_Tesuku wrote: In your scaling of projectiles were you able to scale the cybran rex's flame thrower or megalith lazers? Ive tried scaling the Flamethrower, the flame streams seem to scale right but at the very end of the stream it always creates a big fire ball. Ive tried scaling the impacts but that doesn't seem to change that. I want to make a normal unit have a small flame throwers but with the animation it has now it look weird. Tried manually editing muzzle flash effects / explosions etc. in the bp.scd? Its quite hard work, but if you play around you might find something. But those are all compiled aren't they how would I be able to read and change it? Any way I can talk to you over steam sometime? my Id is Lewasaber.
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theshadowlord
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Posted: 31 Oct, 2010
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Joined: 27 Mar, 2007 Posts: 260
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Heres a little news update.
The high resolution texture pack for terrain is nearly complete, with a few more textures to tweak, it should be released within the next few days, providing that I have time. Be carefull though because it may not work in standard multiplayer (unless all players have the same files) and is approaching a whopping 2GB, roughly double the original size. Not all textures work though; especially since some maps are naturally bland anyways, but personally I find that it looks a lot better than stock.
In addition, I have been working a bit on my scale mod, and hopefully, providing everything works out my next update should be able to completely feature the following: - Tarmacs working for units whose footprints are 2x2 - Scale down of all gantries - A few major muzzle flash fixes - A ton of selection box fixes - A redo of illuminate hoverball effects - Sharing resources diplomacy command - Tree and foliage fixes and tweaks
Keep patient, it takes me a long time being a one man job.
_________________ [SC2] Scale Mod: http://forums.gaspowered.com/viewtopic.php?t=43762 [SC2] High Res Texture Pack http://forums.gaspowered.com/viewtopic.php?f=7&t=49085
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liveordie
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Posted: 31 Oct, 2010
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Joined: 02 Jul, 2010 Posts: 1261
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theshadowlord
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Posted: 05 Nov, 2010
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Joined: 27 Mar, 2007 Posts: 260
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Okay, for those patient followers who may be interested in the textures, I am currently uploading them to moddb. Since it is moddb, you can expect upto 2 days just to get the files authorised. Beware, because the size of the file is 1.68GB, it will take some time to download, and any major revisions of the project will have to be major to constitute a new upload. Please post feedback, and when the time comes, a new thread will be opened.
_________________ [SC2] Scale Mod: http://forums.gaspowered.com/viewtopic.php?t=43762 [SC2] High Res Texture Pack http://forums.gaspowered.com/viewtopic.php?f=7&t=49085
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Grim Tuesday
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Posted: 05 Nov, 2010
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Joined: 08 Feb, 2008 Posts: 1074
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Why not just upload them to DropboxPut it in the public folder, and let it upload. No obnoxious wait times, you can use your full connection upload speed. And more importantly, we get the textures faster! If you still want a ModDb release, just do it in a couple days so we dont have to wait for it!
_________________ Supreme Commander Movie: Chapter One
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GoedeWiet
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Posted: 24 Nov, 2010
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Joined: 22 Dec, 2007 Posts: 74
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I've played this mod (combined with high textures mod) the last weekend on a LAN party. I think it is already a huge improvement, and it definitely has good playability.
Big thumbs up and please keep this project going!
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GoedeWiet
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Posted: 26 Nov, 2010
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Joined: 22 Dec, 2007 Posts: 74
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I have played the mods for the last week (scale + high textures), and when we play online with three people against AI, we keep having desyncs about 10 minutes into the game.
Is this due to the mod? Or is it due to another possible reason (for example the AI - we use hard). If any information is available about desyncs I would like to hear it.
Without the mod things run fine.
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