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ABOUT
[ Wireframe ] - [ Unit Graphics] - [ Portraits ] - [ Unit Stats ] - [ TBL Editing ]





DISCLAIMER:
YoshiCraft is being made for no other reason than to have fun.  No profit shall be made off of it's production.  StarCraft Broodwar is copyright Blizzard Entertainment. 

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DESCRIPTION

I've been making YoshiCraft in order to have fun with the great game Starcraft in many other ways.. I've been modifying games ever since Command & Conquer: Tiberium Dawn and I intend to continue in creating new, strange, and more interesting mods in the future of various games. YoshiCraft is full of changes on every unit. These changes may include a different portrait, new sounds, new unit graphics, new weapons, new orders/statistics, etc. Of course my ultimate goal of YoshiCraft will have all units' portraits, graphics, sounds, and stats changed. 

HOW
NOTE: This information may be outdated, so more efficient methods may be available

Wireframe:
Unit Wireframes are simply frames in a *.GRP file (wirefram.grp), but editing them can be confusing to some. Terran units use a select few colors off of the color palette, as do Zerg and Protoss. Terran & Protoss use the same colors in their wireframes. Zerg and it's organic wireframes use certain colors different from the Terran & Protoss colors. Each different color in the Terran & Protoss wireframe colors represent a different color in the damaged state of a unit. The colors don't necessarily equal the same colors that will appear when the unit is hurt. For instance, an orange in the actual file may appear red in the game at times and yellow at other times. In making wireframes, i suggest you build on an original frame of a wireframe instead of creating a blank new one and trying to convert it to make it compatible.

Unit Graphics:
In making the graphics of the units, I use a program called "RetroGRP". I know that most people probably use the stardraft cwad manager's converter, but I prefer using RetroGRP. I'm used to it and it seems more dependable for me. The file types of the unit graphics in Starcraft are *.GRP's. RetroGRP requires that you make all of your frames as *.BMP's and that they are in compressed RLE format with the same color table as that of one of the units in Starcraft. RetroGRP also requires that you create a text list of all of the frames (graphics files) you want to include in the *.GRP and in the order you want to have them in the *.GRP. At the very top of this list you need to type the name of the *.GRP file when it is finished compiling all of the frames. 
Ex: 

marine.grp
marine000.bmp
marine001.bmp
marine002.bmp
marine003.bmp
marine004.bmp
marine005.bmp
marine006.bmp

This list would continue on to the hundreds, because the marine *.GRP has hundreds of frames. note: The basic rotation of a unit has 17 frames.

Portraits:
Portrait changing is a section I have not mastered (yet). What I do know is that the portrait files of Starcraft are *.SMK files (or smacker media files). In order to edit these files you need a Smacker Program. You can probably find one from http://www.smacker.com. With this program you can extract frames from the *.SMK files and study their format and what you need to do to make them compatible with Starcraft. note: Compatibility attributes may include: color palettes, image mode, file format, etc.

Unit Statistics:
I used to use SC Unit to edit unit statistics, but I have now succumbed to using the very user-friendly arsenal of stardraft's CWAD Manager. Editing unit statistics is by far, the easiest part, but it does allow you to change the most and create the most interesting affects on a unit and in the game. All I can tell you (that will be of some use) is that each sprite in starcraft has is own behavior and abilities. 

Ex: a zergling sprite attacks ground and burrows. 
The zergling sprite cannot attack air. Thus you cannot simply switch a marine's graphic index to use a zergling's sprite and expect a game to go long. Once a marine tries to attack an air unit the game will crash. This is because the program doesn't know what to show when a zergling sprite needs to attack air. It was not programmed to. Same goes for switching a zergling's graphic index to use a marine's sprite. If the zergling(w/ a marine graphic) were to try to burrow the game would also crash. In conclusion to this, making a non-burrowing sprite/graphic burrow and making a non-spellcasting sprite spellcast isn't possible with Arsenal.

TBL Editing:
Editing the stat_txt.tbl file isn't hard, but isn't very important for a tc. Changing commands, hotkeys, unit names and ranks does add a nice effect to your conversion though. Editing a TBL used to be much harder, but now you can just double-click on the stat_txt.tbl file in the CWAD Manager in Stardraft. You can then edit the names of units, buildings, spells, upgrades, weapons, etc.
 
 
 
 
 
 
 
 
 
 
 
 
 
 

 

 

YoshiCraft 1999
Site built December 07, 1999