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 Post subject: Modding Tutorial - Part I
PostPosted: Sat May 23, 2009 12:02 pm 
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:hai: In this tutorial, I will be teaching you how to create your first StarCraft mod. If you have any questions, feel free to post with a question or PM me.

Modding Tutorial Part I - The Beginning

You will need:
The Comprehensive Modding Suite http://www.mediafire.com/?ghz3zygdott
The suite includes everything you need to start modding.
Programs included:
DatEdit
IceCC
MemGraft
RetroGRP
SCMLoader
TBLPad
WinMPQ
FireGraft
LoEdit
MPQDraft
SC Downgrader

Now, on to the tutorial!

Your first mod:
0) Download and extract the Modding Suite to a folder of your choosing.
1) Open DatEdit.exe, located in the DatEdit folder(duh).
2) When the splash screen comes up, click on it and the main window will pop up.
3) Go to View>Origin Sort.
4) Expand 'Terran Units'.
5) Expand 'Ground Units'.
6) Click on [7] Terran SCV.
7) The data for the SCV should magically appear. On the right side of the window, we have all the stats of the SCV. It should look like this.
Image
8) Now comes the fun part. Notice the little box that says 'Enable'. This determines whether or not the unit has shields. Make sure it's checked.
9) Change 'Shields:' to 2000.
10) Change 'Hit Points:' to 2000.
11) If you haven't noticed already, the SCV's attack is rather boring. Let's change that. Under where it says 'Ground:' in the Weapons: dialog, change the number from 13 to 5. The end result should look like this:
Image
12) Now, go to File>Save As...
13) Save it as units.dat Note: If you don't call it units.dat, your mod will not function.
14) Close DatEdit.
15) Run WinMPQ.exe, located in the WinMPQ folder.
16) Click on Options...
17) Go to the File Lists tab.
18) Click Add List File...
19) Select Starcraft BW.txt located in the WinMPQ\Starcraft Listfile folder.
20) Click Ok.
21) Now, click on New.
22) Name your mod whatever you want. However, its extenstion must be .mpq. Name it lol.mpq, or ILikeKillAndYouIsGod.mpq. Though, I would prefer if you used ILikeKillAndYouIsGod.mpq. :lol:
23) Click Add.
24) Select the units.dat file created in Step 13.
25) WinMPQ will prompt you for a prefix. Type in arr\ and click Ok.
26) Close WinMPQ. It autosaves, so don't worry.
27) Run MPQDraft.exe, located in the MPQDraft folder.
28) Click on 'Load MPQ Patch'.
29) Under 'Programs:' click StarCraft.
30) Under 'Components', click StarCraft.
31) Make sure 'Redirect extended calls' is NOT checked.
32) Click 'Next'.
33) Click on 'Browse for MPQs'.
34) Select the .mpq you created earlier in Step 22. It should look like this:
Image
35) Click 'Next'.
36) Ignore this page. Click 'Finish'.
37) StarCraft should load up.
38) Play any map as Terran and marvel at your 2000hp 2000shield SCVs with grenades.

That concludes this tutorial! Feel free to fire up DatEdit and make your mod even better(or crazier)! Remember, I'm here to help, so feel free to ask questions!


Taking Another Step - Weapons Editing
Note: I'm assuming you have gone through the first tutorial.
1) Open DatEdit.
2) Click on the 'Weapons' tab.
3) Go to View>Origin Sort. It should now look less scary and complicated.
4) Expand 'Terran Weapons'.
5) Click on the '[27] Arclite Shock Cannon (Normal)' entry. It should look like this:
Image
6) Time to mess around. Change 'Explosion:' to Splash(Enemy).
7) Change the Max Range to 700.
8) Change the damage to 20 and the cooldown to 7.
9) Change 'Behaviour:' to Fly To Target(the second one)
10) Change 'Graphics:' to Phase Disruptor. (You can also manually change the ID of the weapon used from 150 to 159.)
11) Change the 'Icon:' to 357.
12) You're all set. Check that you've done everything correctly by referencing to the below screenshot:
Image
13) Go to File>Save As...
14) Save it as weapons.dat Note: If you don't save it as weapons.dat, your mod will not function.
15) Compile it with WinMPQ. See Steps 21-26 in the first tutorial if you don't know how, modifying Step 24 as necessary.
16) Run your mod via MPQDraft.
17) Play a game in single player. Get a tank in siege mode, use the cheat 'black sheep wall' and wreck havoc with your super-disruptor-tanks.
Image
Stupid computer! Ha ha!

That concludes this part of the tutorial! I hope you enjoyed this as much as I did. There will be more, though!


Advanced .dat Editing - The Ultra-Probe
Today we are going to look at the more advanced features of DatEdit, before moving on to other programs.
Now, if you haven't noticed yet, the Probe is rather limited in its mobility. It moves quite slow, is limited to ground, and has an uninteresting attack. Let's change that.
1) Fire up DatEdit.
2) Expand 'Protoss Units'.
3) Expand 'Ground Units'.
4) Click on the '[64] Protoss Probe' entry.
5) We are now looking at the Probe. Change its Hit Points to 2000, its Shields to 2000(remember to enable them), and its armor to 15.
6) Change its Sight to 11. This makes the Probe have ultra-wide sight range.
7) Go to the Advanced sub-tab.
8) Check the 'Flyer' box.
9) Now go to the Graphics sub-tab.
Image
10) Change 'Elevation Level:' to 19. Leave everything else as-is.
11) Go to the Sounds sub-tab.
12) Change the 'Ready:' field to 317.
13) Change the 'Yes (First)' field to 325.
14) Change the 'Yes (Last)' field to 328.
15) Enough sound editing. Save your .dat as units.dat
16) Go to the 'Weapons' tab.
17) Find the entry '[62] Particle Beam'
18) Change the 'Graphics:' to Yamato Gun. (You can also input the number 158)
19) Change the 'Behaviour:' to Fly To Target (the second one).
20) Change the Damage, Weapon Range, and Cooldown to whatever you want. Note that a lower Cooldown number means a faster attack speed, not the other way around.
21) Change 'Explosion:' to 'Splash (Enemy)'.
22) Change the Splash Radii values to 66, 99, and 111.
23) You're all set. Save the file as weapons.dat
24) Now for the new part. Go to the 'Flingy' tab and find the entry '[42] Probe'. It should look like this:
Image
25) Change 'Top Speed' to 12000.
26) Change 'Acceleration' to '150'.
27) Save the file as flingy.dat
28) Now, click on the little 'Jump ->' button on the right side of the window.
You are now looking at the Probe's sprite file.
29) Change the 'Health Bar:' value to 61 (20 boxes).
30) Change the 'Sel. Circle' value to 7 (122 pixels).
31) Save this file as sprites.dat
32) Go the the Portraits tab.
Image
33) Click on the entry '[39] Probe - Idle Portrait'.
34) Change the 'Portrait Dir:' to 'UIKerr\UIKTlk0<0>' (It's ID is 71, you can input that instead if you want).
It should look like this:
Image
35) Save the file as portdata.dat
36) Alright, you're ready to go. Close DatEdit.
37) Compile the .mpq with WinMPQ. Be sure to add all the files created earlier; units.dat, weapons.dat, flingy.dat, sprites.dat, and portdata.dat.
38) Run the mod wth MPQDraft. Play any map as Protoss and have some good old fun.
Image
Probe Wars!
Note: Unfortunately, the Probe cannot fly like it should.

That marks the end of this tutorial! You now know how to edit sprites, flingies, weapons, units, and portraits. The next installation of the tutorial will be coming soon!


Last edited by ILikeKillAndYou on Thu Jul 16, 2009 10:10 pm, edited 5 times in total.
Added new section.


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 Post subject: Whoa
PostPosted: Sat May 23, 2009 2:22 pm 
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Moderator - Danimoth
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Posts: 270
Wow these Mods are epic dude, can I make something attack with spells?
I.E. a Marine firing rapid Stasis at enemies, not only doing damage but freezing them?
I.E.#2 or perhaps a Zergling that spread the Plague with each hit?

Also in your first Snip picture I see a "Flingy" tab, what do you do there? :shock:

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 Post subject: Re: Your First Mod - Tutorial
PostPosted: Sat May 23, 2009 2:43 pm 
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The Marine firing Statis is possible, but requires the use of iscript(which is a big pain in the ass)
Same with the Zergling. However, you can edit spells. Under the 'Weapons' tab, you'll find that most spells can be edited. I'll use an example. The circled areas are the major functions of the spell.
Image
The 'Flingy' tab is used for editing movement speed, turn radius, acceleration, and a few other things.

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 Post subject:
PostPosted: Mon Jun 08, 2009 12:27 pm 
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great tutorial, i hope i can make some of this shit work

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 Post subject:
PostPosted: Mon Jun 08, 2009 10:29 pm 
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omg thats a long tutorial who ever reads all that must really want to know how to mod or w/e that is about

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 Post subject:
PostPosted: Tue Jun 09, 2009 9:24 pm 
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Mine crashes :cry:

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 Post subject:
PostPosted: Tue Jun 09, 2009 9:40 pm 
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What are you trying to do? Be detailed.

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 Post subject:
PostPosted: Wed Jun 10, 2009 1:08 pm 
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I get everything done, load it up and my mods don't work, as in nothing is changed.
P.S. the link comes up as dangerous.

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 Post subject: Re: Your First Mod - Tutorial
PostPosted: Wed Jun 10, 2009 1:15 pm 
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Send me the mod in question. Attachments don't work I think, so yeah, just use a file hosting service.

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 Post subject:
PostPosted: Wed Jun 10, 2009 1:24 pm 
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Doesn't matter now the link is busted.

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