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I dont know if this is easier for you but i foinf this link on the forums, Its a clean XML thingy. I dont know if it will be of any help but here is the link to the thread:
CleanXML
 
Killamike718 said:
I dont know if this is easier for you but i foinf this link on the forums, Its a clean XML thingy. I dont know if it will be of any help but here is the link to the thread:
CleanXML

Yeah, I was looking at that. If my original plan fails, I'm gonna' try it.

Right now, though, things are going smoothly, if slowly due to my limited time, since hell week has started early :P
 
Killamike718 said:
hey Ploeperpengel, Soo you want 3 Orc heads? No problem! Do you want some random orc heads or do you have anything specific? I actually already have one made for you but its in .fbx format Which you can download the plugin from the autodesk website if your useing 3DS max studio. if your useing blender ill putit in obj format. Just pm me of the file type you need it in. I am not useing niether blender nor 3ds max studio and that is why i can not directly export for their formats. I sent you a PM but you probably didnt get it, soo im posting it here.

Did you get my pm? Had trouble sending it. As I said there I can only use nif but if you can't export it to nif no problem. Make a post of both obj and fbx and I try to find someone who can. If making headattachments isn't a problem for you I could use a lot besides orcs too, well the whole lot to be true elves, dwarves etc.
In general any model you find and can tear of pieces from(not only heads but also armour(helmets), weapons, clothing) can be VERY useful indeed. The more bits and pieces we have the more possibilities for us nifeditors!!!;)
Right now I have more than a dozen units in planning I can't do just because I don't have a nice helmet and fitting shield for them(highelves, darkelves i.e., better knighthelmets etc.)

check this miniatures and have a look if you can find designs you could also use for warcraft and make some fitting bits if you can. It's really unnecessary to make a whole new model for everything if it can be done just with attachments and skins:

http://uk.games-workshop.com/warhammer/armies/

p.s.: to add: would also be useful to have human heads, for instance to have cavalry without helmets. I could put a warriors head on a knights model but this would have double polies. with a headattachment that problem would be solved.
 
There you go Pleoperangel, emailed it to you and the rest ill email as soon as they are converted. Wow Gerikes, Please dont tell me hell week started early? Ah well, ill wish you the best of luck and I hope your performance goes smoothly and good luck with it!
 
Killamike718 said:
There you go Pleoperangel, emailed it to you and the rest ill email as soon as they are converted. Wow Gerikes, Please dont tell me hell week started early? Ah well, ill wish you the best of luck and I hope your performance goes smoothly and good luck with it!

thx alot man!
say can you create dds texturetemplates for these. if not np I have to learn that anyway. Post whatever you got I already saw lots of parts for new units in this first post:)
 
Magma said:
Also, there were too much reading

Yeah, my bad :P

To summarize, basically we were trading ideas of how to take the [Star/War]craft mod idea a step further. Along with the typical mod where you're playing a game of civilization 4 but with modded religions / graphics / units / buildings / etc., we could also try to, with the help of the SDK, make one of the more advanced mods in terms of gameplay changes. The idea mainly is try to as much as possible make the game more like playing a turn-based version of [Star/War]craft. So, there would be no citizens like typical Civ4 games or culture, but rather SCV units that must "harvest" from improvements. Also, rather than build buildings inside a city like civ4, you build buildings around the map (one city = one ?craft building) that can only make units / techs in that building just like how it is in ?craft.

So, once a good portion of the xml/python involved in making the Civ4-like version, more will go into Star/War-Crafting the game. Luckily, all the graphics and units can be recycled, and it would be more of building on the original mod, rather than making two new ones.

--

P.S.. update on my work.

I'm working on trying to get a small release for other developing to take a look at what I have thus far by tonight , but more likely by Monday (Edit: I don't even know what I was thinking setting forth that ambitious time. Hell week is fun!). If I can finish the unique buildings mod I'm working on. This is what I hope to have done:

1.) Three Races (Civs), each with one Leader (Done)
2.) All units (although without the graphics, and all are set to pretty much the same stats for now). (Done)
3.) All buildings, plus building Prereq's (Done: All but defensive buildings and buildings that wouldn't do anything, such as Photon Cannons, Pylons, Creep Colonies, etc.)
4.) Rules that allow race A's buildings only to be built by Race A, like "unique buildings". Only Terran can build a Command Center, etc.
5.) Units can only be built when their required building is built. (Done)
6.) Allow for air units to travel much the same as air units conventionally do (over land and sea). (Done)
7.) Eliminate errors generated from removing lines from the xml files. (Done)
 
Hey Gerikes, you might be interested in this concerning the resources system in our mod. Read the first post and it sounds just like something we can use.
New Resources system.
 
Killamike718 said:
Hey Gerikes, you might be interested in this concerning the resources system in our mod. Read the first post and it sounds just like something we can use.
New Resources system.


It's an interesting concept. Of course, it really depends on how we want the final system to be done. I'm thinking more a total-conversion where we try to get it as close as possible to the original. We could also go with a total conversion where we have all the units/buildings but complete change the gameplay as well, only really referencing the gameplay notions devised in Blizzard's game rather than trying to emulate them.

So, either way works. It would be interesting to make brand new game rules for people to try out and honor the Starcraft/Warcraft worlds with theirs being the testing ground. On the other hand, by emulating the earlier games to as high a degree as possible, we would not only have an easier time setting the ground rules for the game, but more people would be used to the rules, having probably played a RTS before.
 
Ohh no, the only reason that i showed this article is not to adopt the system, but rather to use the ability to have two treaseries, in their case, gold and oil, but in our case, mineral and gas, soo i was thinking of only adopting the 2 treasery thingy and not have that oil limit. we gotta try to keep it like starcraft.;)
 
Killamike718 said:
Ohh no, the only reason that i showed this article is not to adopt the system, but rather to use the ability to have two treaseries, in their case, gold and oil, but in our case, mineral and gas, soo i was thinking of only adopting the 2 treasery thingy and not have that oil limit. we gotta try to keep it like starcraft.;)

Ah, my bad.

Yeah, I've been under the idea that we'll burn that bridge when we get to it. But I'll keep it in my links to see if they go forward with it, and maybe get some ideas from it. As it was, I was thinking about finding where the gold is kept track of, replicating it in the sdk twice or three times (depending on the number of resoruces).

I'm just trying to think of ways to do everything while making it easy to change the XML to make a similar change, so that things can easily be ported to Warcraft after I do all the coding with the tests being made in the Starcraft world. If this one comes around to serve that purpose, then sweet! : o)
 
Id more like to see the Warcraft mod civbased and the SC mod real time based. Because then there is a diffrence, besides races, resourses etc., between the two mods. Also because in WC the cities have their buildings inside, and outside they have pretty much what you have in CIV, mines, farms, oil platforms, etc.

Yet you could mix it a little, like having a "training grounds" resourse only only there can you make a barrack, it would then not be required to make the units, yet it would half the cost of them, since you have a "training ground" for them.
Another example could be wyvern and wolf resourses. Now we say we are the orcs and already have these resourses, then we could make a beasiary on them, also halving the cost of units from there.

Just a quick thought:)
 
I wouldn't mind if the first released version of the mod was only Civilization with Starcraft or Warcraft themed units, with minor UUs, I say we should wait before going into using minerals and vespine gas as the only rescources.
 
Leif said:
I wouldn't mind if the first released version of the mod was only Civilization with Starcraft or Warcraft themed units, with minor UUs, I say we should wait before going into using minerals and vespine gas as the only rescources.

Yes, I was thinking the same thing. The plan currently is get out a mod that is exactly as you say. Once that is completed to a degree deemed appropriate, then work will begin on creating a more gameplay-changing mod.

How about this for resources, for the first version of the mod...

Civ4 Foodstuff = Warcraft Food
Civ4 Hammers = Warcraft Timber
Civ4 Gold = Warcraft Gold

For example, a "Grassland" can give 2 food, 0 hammers, 0 gold, but Orcs can build a "Pig Farm" improvement, and have it give +2 food. They can build a "Gold Mine" on a mountain to increase Gold, or a "War Mill" improvement to increase Wood +2.

Then, everything works the same as Civ4. Food increases the city's growth, timber the production, and gold the overall economy.

Also, where are most people getting their Warcraft ideas from, the strategy games or World of Warcraft? Just curious, so we can get an idea of where people are coming from. I've only played Warcraft2 and 3, never WOW.
 
I'm a Warcraft lore freak, I were a (If I can say so) much of a pro to WC2 and 3, now I play WoW and CIV(although only when I got time to spare, got alot of stuff in WoW and school I need to do). You could check out these sites for information:

http://www.worldofwarcraft.com/
http://www.wowwiki.com/

On the main WoW site there should be a link somewhere for the lore of WC. The Wowwiki site is a much more "in depth" lore site.

But on topic. The ideas with warmills and pig arms and stuff are great, and it should be np with the SDK to make it fit as only the specific races may build the specific improvements.
 
I love SC... played it for years now... any ideas on when this mod'll be released? i wouldnt mind being a guinua-pig... i also no xml so if i can help just holla... and im no 3d/2d guru, but atleast i no it would be easier to just capture the images from the SC game for the units...

im sorry if these were already posted... :cry:
 
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