All of which are unique to this data package and built on top of the default data editor. I overwrote ZERO units and ZERO information, the entire contents of this package were built from the ground up, or by copying old stats on to entirely new objects.
Enjoy!
Coming soon:
More specifics on what is inside this data pack.
How best to use this data pack.
How to use this data pack in your current map.
How to copy paste data editor information from one map into another map.
I intend for this to be an ongoing project, and you'll probably notice such and such unit is missing X, or sounds slightly wrong, or has the wrong unit icon, et cetera.
This is just the initial version. Depending on people's feedback and what they want, I intend to improve upon this for anyone to use.
Also if you found some models that I haven't created into a normal unit, let me know and I'll see about adding them into this data pack too!
Special thanks to Sc2mapster, quite a bit of everything I learned from this website is accumulated into this data package. The rest is stuff I learned on my own. :P
nice dude , I know theres a bunch of people whos doing this including I , but you actually posted your map so thats coo.Did u make a dark archon? I could give that to u. its got his abillities and everything and voice :) from sc1
Nope no reaver, I hear that won't come out until the first 'major' patch coming soon. TM
I do not have a dark archon, if you want I'll put your DA into this package. I don't know of a way to only move a single unit though, I have to copy the entire UNIT directory of a map and put it on to another map, unless you know a method? If not, I can just see how you made it, and remake it in this map.
@Gorang:
It's super easy, but the method I know of will overwrite your current data editor. So it's best to either start a fresh map, unless you don't mind having your data editor replaced.
To use these units in your map:
Save your map as component list.
Save DAMDATA as component list.
Move over the files you want to copy from DAMDATA on to your map by moving the files from folder to folder.
If you want ALL my data editor stuff, the files you need are:
Files needed to move for DATA EDITOR ONLY:
Assets Folder
Base.SC2Data
enUS.SC2Data
ComponentList
GameData.version
GameText.version
If you don't want everything and u want to pick and choose, you have to dig into base.sc2data and enus.sc2data and only take the files u want. Still, this method will overwrite whatever you replace, so be warned.
@DJBaker
I didn't even think to make Tassadar or the preservers(I think the 3 preservers are normal protoss units?) but it shouldn't be hard to bring him to the ground, I'll put that on the to do list.
@Cuts
How? I've honestly been so busy actually data editing, I have no idea of the functionality you speak of.
Rather than making it a map in the first place, you can select mod when creating a new document. It's the same, except there is no terrain editing and all triggers have to be in library form.
The advantage is that you can just reference a mod as a dependancy and POW! done.
Quote from TTFTCUTS:
Rather than making it a map in the first place, you can select mod when creating a new document. It's the same, except there is no terrain editing and all triggers have to be in library form.
The advantage is that you can just reference a mod as a dependancy and POW! done.
----
I'll definitely look into doing this, that does sound nice and clean.
There's no flashlight (It's actually very light on abilities in general, my focus was MODELS to UNITS and weapons too) But I'll see what I can do for the next version, it shouldn't be too hard, because units like Tychus have the flashlight alright, I'll just see how they do that, and replicate.
Well what'd'ya know. I've actually been thinking of recreating the 'Ultimate Terraining Map' we had for Warcraft 3, which was a completely blank map with extra doodads all made and included, and the pathing removed on everything. This allowed you to just start mapping from the get-go. Your map seems very similar. Do you think it would be an idea to remove the pathing from everything and turn it into an 'Ultimate Everything Map'?
That would be much appreciated. You should post tutorials as well you know. I know it's probably a lot and you're doing a lot, but the whole flashlight thing has been bugging me rather tremendously, and knowing how to do it, as opposed to just using someone else's, would be awesome.
Updated with Tassadar, Frozen Ultralisk, and a goofy looking firebat who I likened to Stay Puft the Marshmellow man. Also other units and more weapons.
Any more specific model requests lemme know, otherwise I'll just add items as I find them/need them for my own purposes.
As far as I can tell, the Tassadar 'glow' is part of the model, you'd have to have a 3D modeling program to take that off. It's not defined anywhere in the actors section.
Rollback Post to RevisionRollBack
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It's done.
Some of the models I made into actual, normal units on the unit palette:
http://img15.imageshack.us/img15/7718/terrain002i.jpg
Download link:
http://static.sc2mapster.com/content/files/446/725/KerenskyExpandedDataPackage1.1.SC2Map
What is this?
It is a blank terrain map, with no triggers, campaign dependencies enabled but, and I quote:
74 abilities
287 actors
12 behaviors
109 buttons
204 effects
2 footprints
186 models
7 movers
70 requirement nodes
35 requirements
1 sound
1 turret
!!!208 units!!!
45 upgrades
2 validators (not mine i dont think)
!!64 weapons!!
All of which are unique to this data package and built on top of the default data editor. I overwrote ZERO units and ZERO information, the entire contents of this package were built from the ground up, or by copying old stats on to entirely new objects.
Enjoy!
Coming soon:
More specifics on what is inside this data pack.
How best to use this data pack.
How to use this data pack in your current map.
How to copy paste data editor information from one map into another map.
I intend for this to be an ongoing project, and you'll probably notice such and such unit is missing X, or sounds slightly wrong, or has the wrong unit icon, et cetera.
This is just the initial version. Depending on people's feedback and what they want, I intend to improve upon this for anyone to use.
Also if you found some models that I haven't created into a normal unit, let me know and I'll see about adding them into this data pack too!
Special thanks to Sc2mapster, quite a bit of everything I learned from this website is accumulated into this data package. The rest is stuff I learned on my own. :P
nice dude , I know theres a bunch of people whos doing this including I , but you actually posted your map so thats coo.Did u make a dark archon? I could give that to u. its got his abillities and everything and voice :) from sc1
wait a min do you have a reaver model in ther?
How can I quickly and easily copy the units without errors? Some nice units here.
This is awesome, what a service to the public.
Is there a way to bring Tassadar down to the ground instead of having his unit hover?
You should really have put this together as a mod rather than a map for ease of use. Other than that, good job!
@Dhaminater:
Nope no reaver, I hear that won't come out until the first 'major' patch coming soon. TM
I do not have a dark archon, if you want I'll put your DA into this package. I don't know of a way to only move a single unit though, I have to copy the entire UNIT directory of a map and put it on to another map, unless you know a method? If not, I can just see how you made it, and remake it in this map.
@Gorang:
It's super easy, but the method I know of will overwrite your current data editor. So it's best to either start a fresh map, unless you don't mind having your data editor replaced.
To use these units in your map:
Save your map as component list.
Save DAMDATA as component list.
Move over the files you want to copy from DAMDATA on to your map by moving the files from folder to folder.
If you want ALL my data editor stuff, the files you need are:
Files needed to move for DATA EDITOR ONLY:
Assets Folder
Base.SC2Data
enUS.SC2Data
ComponentList
GameData.version
GameText.version
If you don't want everything and u want to pick and choose, you have to dig into base.sc2data and enus.sc2data and only take the files u want. Still, this method will overwrite whatever you replace, so be warned.
@DJBaker
I didn't even think to make Tassadar or the preservers(I think the 3 preservers are normal protoss units?) but it shouldn't be hard to bring him to the ground, I'll put that on the to do list.
@Cuts
How? I've honestly been so busy actually data editing, I have no idea of the functionality you speak of.
Rather than making it a map in the first place, you can select mod when creating a new document. It's the same, except there is no terrain editing and all triggers have to be in library form.
The advantage is that you can just reference a mod as a dependancy and POW! done.
Yeah you can move Tassadar to the ground, i did that in a map im tinkering with, just cant get rid of that darn blue outline ><
Awesome list and awesome work man.
Just figured I'd ask though. Any chance you have a flashlight ability in there?
Quote from TTFTCUTS:
Rather than making it a map in the first place, you can select mod when creating a new document. It's the same, except there is no terrain editing and all triggers have to be in library form.
The advantage is that you can just reference a mod as a dependancy and POW! done.
----
I'll definitely look into doing this, that does sound nice and clean.
There's no flashlight (It's actually very light on abilities in general, my focus was MODELS to UNITS and weapons too) But I'll see what I can do for the next version, it shouldn't be too hard, because units like Tychus have the flashlight alright, I'll just see how they do that, and replicate.
Well what'd'ya know. I've actually been thinking of recreating the 'Ultimate Terraining Map' we had for Warcraft 3, which was a completely blank map with extra doodads all made and included, and the pathing removed on everything. This allowed you to just start mapping from the get-go. Your map seems very similar. Do you think it would be an idea to remove the pathing from everything and turn it into an 'Ultimate Everything Map'?
@KerenskyLI: Go
That would be much appreciated. You should post tutorials as well you know. I know it's probably a lot and you're doing a lot, but the whole flashlight thing has been bugging me rather tremendously, and knowing how to do it, as opposed to just using someone else's, would be awesome.
@IcarusPrime: Go
Are you just looking for an ability to toggle the flashlight on and off?
Good work by the way Kerensky!
@arturusfury: Go
On a model, yeah. Do you know how? I've also been trying to figure out how to attach the Flashlight actor to a unit.
Any help would be greatly appreciated.
What does removing pathing have anything to do with anything?
Updated with Tassadar, Frozen Ultralisk, and a goofy looking firebat who I likened to Stay Puft the Marshmellow man. Also other units and more weapons.
Any more specific model requests lemme know, otherwise I'll just add items as I find them/need them for my own purposes.
http://static.sc2mapster.com/content/files/446/725/KerenskyExpandedDataPackage1.1.SC2Map
Still haven't made it as a mod/dependency though, sorry been lazy about that.
Moved to Project Workplace
As far as I can tell, the Tassadar 'glow' is part of the model, you'd have to have a 3D modeling program to take that off. It's not defined anywhere in the actors section.