Kaoru's Intermittent Update Topic, yey.
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Kaoru
- Terran SCV Lube Technician

- Posts: 79
- Joined: Sat Jun 02, 2007 1:49 pm
Kaoru's Intermittent Update Topic, yey.
I've decided to turn this into an updates topic for the stuff I'm doing. Just because I want to share, and, y'know, it gets very lonely, doing all of this with nobody I can show it to. Don't feel pressured to respond, I just sort've want it up. And feel free to ask any questions you'd please to, though I'm sure everyone reading this can already figure out how I did anything shown here.
OLD POST
------------------------------------------------------------------------------
So, I've been fiddling around with .mpqs, SEMPQs, .exes and all sorts of stat-editing, as of late. No surprise - this is the place to be, if you're doing that sort of thing.
Now, I felt I had progressed far enough to create my own SEMPQ, with the changes I'd made, but I decided to start small. I included a modified upgrade file - which basically just raised the maximum limit for weapon, armor, shield and scarab upgrades, since I didn't want to throw everything in all at once.
I compiled it into a copy of the patch_rq MPQ using WinMPQ, then turned that mpq into an .exe using MPQDraft. No problems so far - save for the fact that my antivirus software (SOPHOS) said that the .exe was a malicious action. No, not a virus, they described it as a 'malicious action', and I actually had to disable the software to keep it from deleting it. (Incidentally, it also wouldn't let me boot up SC while enabled, apparently because it was denying permission for this file to modify SC.)
So, I got past that by disabling the software temporarily, and starting the game. And thusly my problem arose:
While the Broodwar expansion campaign worked fine (And my changes did, too, without a single hitch, which made me cheer inside), the initial SC campaign...
Well, I mean, I encountered something odd. For one thing, the SC-CD check was removed - it no longer asked me to insert the Starcraft CD into the drive, just took me right to the initial campaign-selection screen. And it even allowed me to select missions.
But it wouldn't let me play them. Even after I put the initial disc in the drive. It just bounced me back to the campaign-selection screen, after I'd chosen a mission.
Now, to sum up, this is an SEMPQ created using MPQDraft, that was taken verbatim as a copy of the latest patch_rq file, with an arr/upgrades.dat added to it, after which it was re-named and converted to an .exe. Which my system thinks is trying to perform malicious activity.
So, how do I get past this? How do I start up the regular SC campaign, with the changes I've enacted? And is there anything else I can tell you that'll help you solve this?
Also, any advice on the 'malicious activity' issue? How is it that my created SEMPQ is considered a malicious activist, and none of the downloaded SEMPQs from CC are?
One final question, related to some of the things I'm experimenting with: Is 250 the hardcoded limit for energy in SC? If you gave a repeat to, say, the Apollo Reactor upgrade, would it allow the Wraith to reach 300 energy? This is more out of curiousity than anything else.
Thanks.
~Kaoru
OLD POST
------------------------------------------------------------------------------
So, I've been fiddling around with .mpqs, SEMPQs, .exes and all sorts of stat-editing, as of late. No surprise - this is the place to be, if you're doing that sort of thing.
Now, I felt I had progressed far enough to create my own SEMPQ, with the changes I'd made, but I decided to start small. I included a modified upgrade file - which basically just raised the maximum limit for weapon, armor, shield and scarab upgrades, since I didn't want to throw everything in all at once.
I compiled it into a copy of the patch_rq MPQ using WinMPQ, then turned that mpq into an .exe using MPQDraft. No problems so far - save for the fact that my antivirus software (SOPHOS) said that the .exe was a malicious action. No, not a virus, they described it as a 'malicious action', and I actually had to disable the software to keep it from deleting it. (Incidentally, it also wouldn't let me boot up SC while enabled, apparently because it was denying permission for this file to modify SC.)
So, I got past that by disabling the software temporarily, and starting the game. And thusly my problem arose:
While the Broodwar expansion campaign worked fine (And my changes did, too, without a single hitch, which made me cheer inside), the initial SC campaign...
Well, I mean, I encountered something odd. For one thing, the SC-CD check was removed - it no longer asked me to insert the Starcraft CD into the drive, just took me right to the initial campaign-selection screen. And it even allowed me to select missions.
But it wouldn't let me play them. Even after I put the initial disc in the drive. It just bounced me back to the campaign-selection screen, after I'd chosen a mission.
Now, to sum up, this is an SEMPQ created using MPQDraft, that was taken verbatim as a copy of the latest patch_rq file, with an arr/upgrades.dat added to it, after which it was re-named and converted to an .exe. Which my system thinks is trying to perform malicious activity.
So, how do I get past this? How do I start up the regular SC campaign, with the changes I've enacted? And is there anything else I can tell you that'll help you solve this?
Also, any advice on the 'malicious activity' issue? How is it that my created SEMPQ is considered a malicious activist, and none of the downloaded SEMPQs from CC are?
One final question, related to some of the things I'm experimenting with: Is 250 the hardcoded limit for energy in SC? If you gave a repeat to, say, the Apollo Reactor upgrade, would it allow the Wraith to reach 300 energy? This is more out of curiousity than anything else.
Thanks.
~Kaoru
Last edited by Kaoru on Sun Mar 02, 2008 8:41 am, edited 1 time in total.
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Kaoru
- Terran SCV Lube Technician

- Posts: 79
- Joined: Sat Jun 02, 2007 1:49 pm
Re: And then the campaign wouldn't work.
...So, I guess ...nobody's had this problem? Or nobody knows how to fix it? C'mon, throw me a bone, here! Ah, well...
Speaking of problems. I've noticed that certain units, even when given the flingy (and proper associated sprite and image associations) data from one unit, will not have the correct wireframe displayed. I suspect this has to do with the ID-numbering inside of the .grp file - I opened this up, and those slots had blanks where the incorrect wireframes were being displayed. My question is, how do I copy the wireframe-data from one slot into another? I've been looking around, but not seen any information on this. Additionally, sometimes a unit displays the correct wireframe in single-selection, but when you add them to a group or load them into a dropship, they show up incorrectly. Usually as a marine graphic. Is there a fix for this?
One more thing. I've noticed that most of the unused units - Cargo Ship, Repair Bay, Mercenary Gunship - do not have their own iscript files. They all (Well, all of them that don't immediately crash the game...) default to the scout's iscript file. Is there a way to add an iscript for them? I mean, would I just batch-select all of the iscripts and then go to the proper place amidst the ids, and add a new header with all of the requisite data underneath? Would the game pick up on that?
Oh, and, regarding weapons. There are quite a few weapons in the game that show up in dateditor as "Gauss Rifle" followed by a numeral - these are, to my understanding, unused weapon slots. And their displayed name in-game can be changed. But would I just pop open the stat_txt.tbl file with TblPad and add in the entries in their proper order? As in, if I inserted a new entry after the Scarab, would I then be able to select it with DatEdit, assuming I had loaded both the .tbl file and the appropriate .dat files?
...Yeah, I ask a lot of questions. Sorry! I just dunno where else to ask 'em, ehe...
Speaking of problems. I've noticed that certain units, even when given the flingy (and proper associated sprite and image associations) data from one unit, will not have the correct wireframe displayed. I suspect this has to do with the ID-numbering inside of the .grp file - I opened this up, and those slots had blanks where the incorrect wireframes were being displayed. My question is, how do I copy the wireframe-data from one slot into another? I've been looking around, but not seen any information on this. Additionally, sometimes a unit displays the correct wireframe in single-selection, but when you add them to a group or load them into a dropship, they show up incorrectly. Usually as a marine graphic. Is there a fix for this?
One more thing. I've noticed that most of the unused units - Cargo Ship, Repair Bay, Mercenary Gunship - do not have their own iscript files. They all (Well, all of them that don't immediately crash the game...) default to the scout's iscript file. Is there a way to add an iscript for them? I mean, would I just batch-select all of the iscripts and then go to the proper place amidst the ids, and add a new header with all of the requisite data underneath? Would the game pick up on that?
Oh, and, regarding weapons. There are quite a few weapons in the game that show up in dateditor as "Gauss Rifle" followed by a numeral - these are, to my understanding, unused weapon slots. And their displayed name in-game can be changed. But would I just pop open the stat_txt.tbl file with TblPad and add in the entries in their proper order? As in, if I inserted a new entry after the Scarab, would I then be able to select it with DatEdit, assuming I had loaded both the .tbl file and the appropriate .dat files?
...Yeah, I ask a lot of questions. Sorry! I just dunno where else to ask 'em, ehe...
- MrFlibble
- Terran Refinery Attendant

- Posts: 23
- Joined: Mon Dec 31, 2007 3:51 pm
Re: And then the campaign wouldn't work.
To change wireframes, you've got to edit the wirefram.grp (main wireframe image file), grpwire.grp (for unit group selections) tranwire.grp (for units inside transport ships). Just copy the wireframe you want to the new slot (wireframe images are placed in the same order as units according to the stat_txt.tbl file). These files are inside StarDat.mpq, BrooDat.mpq and Patch_rt.mpq (which contains the latest version of them). You can use StarDraft's internal GRP converter to edit the GRP files.
"Truth suffers from too much analysis" - [i]Frank Herbert[/i]
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- Thalraxal
- Protoss Stargate Concierge

- Posts: 1212
- Joined: Sun Aug 12, 2007 12:42 pm
- Location: Ontario, Canada
Re: And then the campaign wouldn't work.
I'm not an expert regarding Iscript editing, but I don't think it's possible to add new entries. Your best bet would be to 'borrow' entries for units and buildings that you're not using in your mod (although, I seem to recall that there are acouple unused Iscript entries, including an unused, extra Scout Iscript entry).
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Kaoru
- Terran SCV Lube Technician

- Posts: 79
- Joined: Sat Jun 02, 2007 1:49 pm
Re: And then the campaign wouldn't work.
Drat. Any idea where the unused entries are located? All I've found through my searching, so far, is iscript entries for unused buildings and units that simply refer back to the main scout entry - and changing that changes the scout, itself. (Meaning, crashes! Hooray! ...Or, damn. Yeah.)Thalraxal wrote: I'm not an expert regarding Iscript editing, but I don't think it's possible to add new entries. Your best bet would be to 'borrow' entries for units and buildings that you're not using in your mod (although, I seem to recall that there are acouple unused Iscript entries, including an unused, extra Scout Iscript entry).
Incidentally! Thanks for the advice about the wireframe editing, Flibble. It's working great, now - RetroGRP and even StarDraft's built-in editor were being annoying (RetroGRP refused to recompile a complete .GRP file, or corrupted the files while using them, and the Stardraft editor worked fine, but I'm not using .cwad files - and I couldn't figure out any way to get the edited wireframe file out of the .cwad!)
So what I'm doing right now is using the SAMods GRP converter that's available alongside RetroGRP, and it works great for decompiling (And recompiling, if files are named and numbered right), while using RetroGRP to view the changes. I've actually also added entries into the Grpwirefram file for units that heretofore had messed-up group-wireframe pictures, by adding extra entries up to that number and batch-renaming them. It's working great, so far.
So, nobody knows why the main, basic Starcraft campaign - not Brood War, only SC - is unplayable? Maaan...Ah, well. You're all being of tremendous help with everything else! Thanks!
- MrFlibble
- Terran Refinery Attendant

- Posts: 23
- Joined: Mon Dec 31, 2007 3:51 pm
Re: And then the campaign wouldn't work.
I've heard that retroGRP corrupts files somewhere before. As for StarDraft, getting a file out is easy! Just drag-and-drop if from the list inside your CWAD to the built-in file browser area on the left, and it will be extracted (the program will ask if you want it extracted with full path).RetroGRP refused to recompile a complete .GRP file, or corrupted the files while using them, and the Stardraft editor worked fine, but I'm not using .cwad files - and I couldn't figure out any way to get the edited wireframe file out of the .cwad!
Maybe your files are corrupt or something? Honestly, I haven't tested SEMPQs with SC upgraded to 1.15.2 yet, maybe some things don't work anymore?So, nobody knows why the main, basic Starcraft campaign - not Brood War, only SC - is unplayable?
"Truth suffers from too much analysis" - [i]Frank Herbert[/i]
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- Thalraxal
- Protoss Stargate Concierge

- Posts: 1212
- Joined: Sun Aug 12, 2007 12:42 pm
- Location: Ontario, Canada
Re: And then the campaign wouldn't work.
I've accidently wandered into the SC: Original area while running a mod before the no-CD patch, but usually I just hit 'cancel' and went back to Brood War, with the simple assumption that they wouldn't work (After all, I had my Brood War CD in the drive, not SC). Just tried it now, and it won't load any of the original campaign maps (I click, and nothing happens). I know the original campaigns do work whenever I load the game without a mod, I tried them out whenever I first upgraded. Weird. Maybe try it with the SC: Original CD in your drive, or try loading the campaigns into your mod.MrFlibble wrote:Maybe your files are corrupt or something? Honestly, I haven't tested SEMPQs with SC upgraded to 1.15.2 yet, maybe some things don't work anymore?So, nobody knows why the main, basic Starcraft campaign - not Brood War, only SC - is unplayable?
- Lingerance
- Terran Refinery Attendant

- Posts: 20
- Joined: Fri Aug 24, 2007 7:46 am
- Location: St. Albert
Re: And then the campaign wouldn't work.
Your anti-virus software tripped when you ran the SEMPQ because the SEMPQ will actually alters SC's memory space while SC is running (this is by nature of its functionality), the anti-virus sees this as one program attempting to attack another. The no-cd glich is weird but the reason you can't play the campaign maps is because install.exe (from the CD) is also an MPQ (file-extensions actually mean _nothing_, windows only uses them because it's lazy), install.exe contains the campaign maps. The CD-Check might have been removed by Q when he made MPQDraft (not sure about this), it's a very trivial change (replace the function call instructions with an always true/false call and pad with no-ops).
Penguin?
The asterisk pony plays poker every Tuesday except after Mondays and only if the moon is pink. His tell is he will always bluff while wearing a plaid tutu, the clouds are never monochromatic, catch them while white and fluffy, the black ones taste like robots.
The asterisk pony plays poker every Tuesday except after Mondays and only if the moon is pink. His tell is he will always bluff while wearing a plaid tutu, the clouds are never monochromatic, catch them while white and fluffy, the black ones taste like robots.
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Kaoru
- Terran SCV Lube Technician

- Posts: 79
- Joined: Sat Jun 02, 2007 1:49 pm
Re: And then the campaign wouldn't work.
I knew that install.exe had an MPQ in it (I've actually known it contained the campaign data ever since the campaign started slowing down while loading from the CD :3), but I didn't actually know that bit about MPQDraft. Huh. ...And, ah - I still find it sort've odd that CC-sponsored .exes, while altering the memory-space of SC just as much or more, don't trip that up. I just wish it were as easy to program in exceptions for SOPHOS as it was for (that bastard) Norton.Lingerance wrote: Your anti-virus software tripped when you ran the SEMPQ because the SEMPQ will actually alters SC's memory space while SC is running (this is by nature of its functionality), the anti-virus sees this as one program attempting to attack another. The no-cd glich is weird but the reason you can't play the campaign maps is because install.exe (from the CD) is also an MPQ (file-extensions actually mean _nothing_, windows only uses them because it's lazy), install.exe contains the campaign maps. The CD-Check might have been removed by Q when he made MPQDraft (not sure about this), it's a very trivial change (replace the function call instructions with an always true/false call and pad with no-ops).
Anyhow. Thanks for all the advice! I'll see about ripping the campaign files from the CD (Or just transferring them from the folder in my maps directory, where I've had the original campaigns forever c.c) and stickin' them into an MPQ. Or just putting all of the maps together in a new folder and playing the campaign via "Play Custom Map".
Seriously, though, guys, it's awesome that you're answering me like this, I ...honestly, don't tend to get this sort of reception when I ask too many questions. I really appreciate it - it's incredibly encouraging. I've actually set my own modification work aside while learning more about the possibilities of everything, (via the restoration of Vision of the Future 2, which I talk about in another thread, and am doing for my own personal gratification, please don't sue me, RCX, I love you!), but it totally couldn't hurt to try this out sometime over the weekend.
Additionally, a few more questions. (Yeah, I know, arggg! But you wouldn't believe how many things I'm figuring out through experimentation and FAQ-reading alone...)
I've read up on creating an attack for attackless units via iscript.bin, but even though I've advanced to the point where my changes to the file don't crash the map (And I've figured out that, for unused units, and any units, in fact, they'll all default to the iscript entry of the unit or building or sprite that they're imitating, which makes them a lot easier to work with), I still haven't actually had any success. To be succinct:
Code: Select all
DarkArchonBeingGndAttkInit:
wait 1
attack
gotorepeatattk
goto DarkArchonBeingLocal01
DarkArchonBeingLocal01:
wait 125
goto DarkArchonBeingLocal01Code: Select all
DarkArchonBeingGndAttkInit:
playfram 0x00 # frame set 0
wait 1
nobrkcodestart
playfram 0x11 # frame set 1
wait 1
playfram 0x22 # frame set 2
wait 1
playfram 0x33 # frame set 3
wait 1
playfram 0x44 # frame set 4
wait 1
playfram 0x55 # frame set 5
trgtrangecondjmp 48 DarkArchonBeingLocal00
DarkArchonBeingLocal00:
playsnd 58 # Bullet\PArFir00.wav
attack
wait 1
playfram 0x66 # frame set 6
wait 3
playfram 0x77 # frame set 7
wait 1
playfram 0x88 # frame set 8
wait 1
playfram 0x99 # frame set 9
wait 1
playfram 0x22 # frame set 2
wait 2
playfram 0x11 # frame set 1
wait 2
playfram 0x00 # frame set 0
wait 2
nobrkcodeend
gotorepeatattk
goto DarkArchonBeingGndAttkToIdleOh. On that note! I seem to have somehow messed up Maelstrom, a teensy bit. I was searching for unused entries in images.dat to transform into a blue (Blue 2, to be specific, since it seems to be more stable than any of the others, when changing from orange) maelstrom effect. I accidentally changed what I thought were unused entries into it, and they turned out to be "Vespene geyser depleted" entries, so my vespene geysers spawned huge, interlocking maelstroms above them when they were depleted. I fixed that, of course, but during the testing I noticed that any unit, no matter how small or large, got the 'Large maelstrom overlays'. It could be due to the replicated entries in images.dat, but it could also be due to my fiddling around. Has anyone experienced something similar, and does anyone have any advice for fixing it?
Actually, more on that topic: What links together the bloody maelstrom spell?! There's an order for it, which references a weapon (for targeting data) and a tech (for cost and availability data), and somehow that references the Maelstrom hit sprite, which then somehow links into the maelstrom hit image, and its associated maelstrom overlay images of various sizes. What makes it all fit together? Does the unit size alone determine the overlay used? How does the order associate with the sprite and images? It's been driving me nuts trying to figure it all out...and the iscript doesn't give any clues, just tells me that it waits a while and then dissipates. Oh, and which .grp files it uses, in case I ever felt like replacing it with something.
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Kaoru
- Terran SCV Lube Technician

- Posts: 79
- Joined: Sat Jun 02, 2007 1:49 pm
Re: And then the campaign wouldn't work.
Fixed it! Great idea about putting the .chk and .wav files directly into the .mpq/.exe, fellows, that worked like a charm. In case anyone else tries it, make sure that you put the .smk (Starcraft Movie) files in there, too - especially if they're called for by any post-mission triggers, or the Campaign file. Starcraft will CTD if you forget 'em.
Incidentally, I got the Dark Archon's attack working, too. I made a stupid mistake - overcomplicated the attack command in iscript, and forgot to change the AI-attack command so it would actually attack. It works fine now, though the potency of it (Now that it's coupled with Mesk/Doack's HK-crit system) leads me to believe I might need to do more work on it.
(As is, it's rather weak on its own - 'Psi Overload', I call it, a modified Yamato built off of one of the unused weapon slots. It normally only deals about 10 damage, but if it crits [15% chance] it can end up doing upwards of 80. All depends on how many times it hits - I've seen it hit fifteen times in a row during testing, and suffice to say the DA was surrounded in blood and guts when that was over. ...This is a hero DA, incidentally, not the regular one.)
So, anyone have any information on Maelstrom? I've been looking around, and from the way things sound on Maplantis and elsewhere, most of the new BW spells are (mostly) hardcoded, which is rather annoying.
Incidentally, I got the Dark Archon's attack working, too. I made a stupid mistake - overcomplicated the attack command in iscript, and forgot to change the AI-attack command so it would actually attack. It works fine now, though the potency of it (Now that it's coupled with Mesk/Doack's HK-crit system) leads me to believe I might need to do more work on it.
(As is, it's rather weak on its own - 'Psi Overload', I call it, a modified Yamato built off of one of the unused weapon slots. It normally only deals about 10 damage, but if it crits [15% chance] it can end up doing upwards of 80. All depends on how many times it hits - I've seen it hit fifteen times in a row during testing, and suffice to say the DA was surrounded in blood and guts when that was over. ...This is a hero DA, incidentally, not the regular one.)
So, anyone have any information on Maelstrom? I've been looking around, and from the way things sound on Maplantis and elsewhere, most of the new BW spells are (mostly) hardcoded, which is rather annoying.
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Kaoru
- Terran SCV Lube Technician

- Posts: 79
- Joined: Sat Jun 02, 2007 1:49 pm
Re: And then the campaign wouldn't work. (SOLVED!)
So, no new info on how the Maelstrom spell is put together? In case anyone was wondering, I know how to edit the color-palette it's using, but what I'm trying to do is create a separate Maelstrom spell for a certain hero to use. Thusly, I'd need to copy over the overlays and a few other things into unused slots and alter them. I just can't figure out how the game puts the Maelstrom spell together. Ah, well.
Incidentally, whoo! I finally got the vulture's second weapon working. I've included a screenshot of it (From my 'nonterrained new-unit-testing' map, thusly, this isn't Jim's hover-bike, and it's not even Jim, himself, on it - I haven't got the portrait changed, yet, but I did get the rank modified.)
To explain: That weapon you see firing is a pair of custom autocannons installed under the chassis of the bike, inset from the runners and flush up against the underside. It fires in conjunction with the regular ground attack, once (And I'm thinking I need to push the animation back a little, it currently gets covered up by the smoke-flash from the Flechette Grenade) and attacks twice on aerial targets, by itself. (Which is going to be removed, I just wanted to see if I could do it. Obviously, if the guns are under the chassis, they don't have the requisite firing arc to hit aerial targets.)
Those of you with sharp eyes may notice that the muzzle-flashes are a little square. (I'd have more pictures of them from various angles, but those buggers are hard to catch, even with four repeated 'Playfram' argument-switches!) That's because I was very shy while editing, and very worried about covering up parts of the initial vulture. Now that I see just what it looks like, I'm probably going to go back and edit the flashes to look better. (I already had to re-do them, twice. The first time, because I learned that Irfanview was applying a 16-million color-swap every time I saved the files, and refused to properly scale back down to 8-bit 256, and the second time because I found out that GIMP was cutting out the zero-eth color, messing up the rest of the model.)
Anyhow, feast thine eyes! ...On this...rather small accomplishment. But it made me feel good.
EDIT: Replaced the square muzzle-flashes with much sleeker, sexier ones. Sample replaced, as well. Wish you could put movies up in posts, heh.
Incidentally, whoo! I finally got the vulture's second weapon working. I've included a screenshot of it (From my 'nonterrained new-unit-testing' map, thusly, this isn't Jim's hover-bike, and it's not even Jim, himself, on it - I haven't got the portrait changed, yet, but I did get the rank modified.)
To explain: That weapon you see firing is a pair of custom autocannons installed under the chassis of the bike, inset from the runners and flush up against the underside. It fires in conjunction with the regular ground attack, once (And I'm thinking I need to push the animation back a little, it currently gets covered up by the smoke-flash from the Flechette Grenade) and attacks twice on aerial targets, by itself. (Which is going to be removed, I just wanted to see if I could do it. Obviously, if the guns are under the chassis, they don't have the requisite firing arc to hit aerial targets.)
Those of you with sharp eyes may notice that the muzzle-flashes are a little square. (I'd have more pictures of them from various angles, but those buggers are hard to catch, even with four repeated 'Playfram' argument-switches!) That's because I was very shy while editing, and very worried about covering up parts of the initial vulture. Now that I see just what it looks like, I'm probably going to go back and edit the flashes to look better. (I already had to re-do them, twice. The first time, because I learned that Irfanview was applying a 16-million color-swap every time I saved the files, and refused to properly scale back down to 8-bit 256, and the second time because I found out that GIMP was cutting out the zero-eth color, messing up the rest of the model.)
Anyhow, feast thine eyes! ...On this...rather small accomplishment. But it made me feel good.
EDIT: Replaced the square muzzle-flashes with much sleeker, sexier ones. Sample replaced, as well. Wish you could put movies up in posts, heh.
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Last edited by Kaoru on Sun Mar 02, 2008 10:51 am, edited 1 time in total.