DaveSpectre's Assets
I do all kinds of different kitbashes and retextures.
I am currently struggling with burnout and I am learning to live in some healthy balance. That means I will not release models very often, but sometimes I will make some when I feel like it. So I guess you could consider me semi-retired ? Anyway, I am not doing any requests for the moment, until my mind is healed, which might take a long time. So please do not ask any requests of me, no exceptions (Asking for a fix if model is broken is not a problem). But I still want to do at least some models and share them with you. Hopefully you will find some of them useful :)
Stay healthy and don't forget to rest regularly ! :)
Here you can find a list of models I want to make one day (Note that there is no order to this list): Models I want to make
I would also love to continue making story maps that would include my own models (But that's probably only a dream now. I have very little time and energy for that).
And last but not least, I'd really love to do more commander concepts with videos, because people seem to love those, of course those would require additional models and lot of them. You can find the list of potential commander concepts that I currently have in mind here: List of potential Commander Concepts (on the bottom of the page).
Original credits go to Activision Blizzard and their respective authors. Most of my stuff is made from their models, textures and voicelines, which means, don't use my assets for any commercial purposes. Otherwise you are free to use my models as you want including edits. Crediting is not necessary as long as you don't claim the model as your own. For edited models, I'd like to be credited as original author.
Glad to see you back, and the models look great. Hope you are doing great! :D
In reply to ChiekChiek:
Thank you :)
Yep, I'm doing pretty good now. I hope you do as well :)
It's been quite a while. Great to see you're still around! :-D
In reply to BummKnallPeng:
Yeah. Needed a break from the stereotype. Also a lot has happened during last two years and I think I evolved a lot as a person during that time :)
So I will be making some models again, but not as frequently as I used to.
Thank you very much for your advice and your time Dave. I send you a big hug: D
In reply to panchodeaiur2212:
Thank you :) Your hug is greatly appreciated :)
I send you a hug too and wish you lots of fun with sc2editor. It may be a challenge, but very rewarding one, in my opinion at least.
Dear Davespectre.
I am new to the game, and I don't know how to use the Starcraft editor. My question is how to add your units to the editor and thus be able to create a map and have them appear. Sorry for the inconvenience and I appreciate your time.
Greetings.
P.S. I am from Chile so my writing in English is not good XD
In reply to panchodeaiur2212:
Hello,
Using the editor might not be that easy to explain shortly. I'd recommend looking up some tutorials on youtube. However for using my models, you have to first create a map, then import the desired models into the import tab (found on the top bar of the editor), there you click right mouse button and press import, you can then choose from which folder you want to import. Remember that textures (ending with .dds) should always be in Assets/Textures/ subfolders, otherwise they won't work properly (you can find more about that in the comments bellow). Then save the map to save the imported files into the database for later use.
When this is done, you have to assign the model to your chosen unit. You can either create new unit (from scratch ot by copying another one) and use the model for it, or you can use it for existing unit (like a skin). Creating a new unit is quite difficult, so I'll explain how to change a model of an existing unit. Click the "data" icon on the top bar, then open the "models" tab in the data window and search for example for Mothership. Once you find your desired model, you can click on it and on the right side it should show you a window with the preview of the current model. There you can change the model for any other existing model, including the imported ones. And done, you can save and try it in game.
I hope this helps a bit, but I'd still recommend looking up some tutorials.
Your English is actually pretty good. So don't underestimate yourself like that. And even if it is not perfect, don't be ashamed of that. People shouldn't expect everyone in the world to have perfect English. I'm also from a non-English speaking country (Czech Republic) and my English also isn't perfect, but I' happy with the level of English I have and I'm continually improving. Tho I probably can't ever improve my accent to sound good and not like Russian accents in movies xD
Heyho,
sorry if this was answered a bunch of times already, but I tried adding the Tosh's Goons Female Spectre and the model just t-poses. The male one's fine. Is there something I need to do in the editor besides switching the model (portrait's fine as well).
Switching female ghost's model into the spectre's didnt work either HALP PLES i need my boobas :C
https://prnt.sc/1eyzgww Tpose in import screen
Kewl models btw :>
Also is there a way to search comments, kinda a pain to go throught 70 pages of comments searching for an issue
In reply to filanapaprika694:
Hello,
Nope, there isn't a way to search the comments.
Fotr the T-posing issue, some models have animations separated from the model and that is also the case of this model. In the same window where you replaced the model, there are another tabs and in one of them, there is something like "required animations", you can see it with Nova's new model, or models of civilians for example. The Female spectre model requires the animations you see stated here: https://www.sc2mapster.com/projects/davespectres-assets/files/2871521
I personally recommend the female ghost ones if you don't intend to work with more complex animations Nova has. Also even after assigning the animations the model might still be T-posing in the preview window, but once you place the unit with replaced model and animations into the map, the model should also start moving in the preview window.
In reply to DaveTheSpectre:
BAH i knew it, i saw that line in the editor, but didn't try messing around with it since i suck with the editor.
And ya didnt open the seperate file pages just downloaded them directly, should've checked.
Works like a charm now
Thanks sorry for wasting your time ill prod around more before bothering again :P
In reply to filanapaprika694:
Don't worry :)
If my time can be used to help someone, then it's not a wasted time.
So feel free to ask again if you need :)
Hi Dave,
I am Zhalurad and I must tell you that your models of the units are impressive and after all I liked those models, effects and icons :). I also liked the Scout Tal'darim's effects as I was looking for those effects and also the Adept's model with red. One thing, I wanted to know if you know to make the Stalker Taldarim Collection model with red like the Slayer Hero Ketila that is the same color as you did with the tal'darim adept by adding red to her model.
Thanks and I also liked the remastered models with their skin :D.
Greetings and good luck.
In reply to zhalurad:
Hello Zhalurad,
I'm glad you like my work :)
With the Stalker you mean making it's emissive texture permanently red (unaffected by team color), is that right ? If yes, then I know how to do that.
In reply to Zhalurad:
Hello,
If you still want the Slayer with permanent red, here you go: https://www.sc2mapster.com/projects/davespectres-assets/files/3449006
Hey Dave,
Is there any reason why the Ultralisk Redux Portrait could be extremely blurry? I've imported it correctly, copied the model entry in data from the regular Ultralisk, replaced the art with the custom model, then changed the lighting to be Portrait - Zagara. The model looks fine in the cutscene editor and in the import menu but is very blurry in-game.
(Yes, I did restart the editor)
Sometimes the nose tubes come into focus and are clear, but everything else is out of focus and blurry. Please let me know if you think of anything.
In reply to TheBeaver102:
Hello,
I think it is caused by a smoke, that is around the model. Somehow it is now more smoky then it should be. I dont know if different settings can fix it. Or perhaps different lighting if this one doesn't work.
In reply to DaveTheSpectre:
I've just figured out the cause of the problem, although I'm not quite sure how to fix it.
Having Graphics on the Ultra or Extreme settings is putting Post-Processing Quality to Ultra, which enables DoF.
So its just because the model is going out of focus on higher graphics settings. This could be because of how zoomed-in it is in the import editor by default, or the angle of the camera on import. I'm trying to find a fix for it as well.
In reply to DaveTheSpectre:
This could be because of how gigantic the Portrait model is. Every other portrait that I can find looks to be much smaller
In reply to DaveTheSpectre:
Yes, the portrait model being too large was the issue. Scaling it down to 25% of what it originally was now looks much better on Higher Graphics