Starcraft: spring on mar-sara
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Re: Starcraft: spring on mar-sara
Games Workshop has a fan-art license AFAIK that allows mods provided they strictly follow canon, Lucas Arts has a more liberal one (AFAIK it only says "no jedi in fan games"). Atari just doesn't seem to give a shit about TA anymore. None of these apply to Blizzard.
Also remember that standard C&D practice is to ignore any questions about whether fan art is allowed and only C&D once the project approaches 99% completion because most projects fall apart long before there's any need to act.
Also remember that standard C&D practice is to ignore any questions about whether fan art is allowed and only C&D once the project approaches 99% completion because most projects fall apart long before there's any need to act.
Re: Starcraft: spring on mar-sara
No they're don't. Just name was changed to stratagus. That's all. And only because stratagus was clone - non fan variation of original warcraft 2, in fact its was not even project completely about one game - it was project giving players wc2-clone source-code. So it's really confusing.yuritch wrote:Google for Freecraft. They've already done it in the past.nightcold wrote:god i would love to see how blizzard's PRs will word them crushing a poor little open source project just to monopolize the situation(basically force their fans 2 just play their game) and guarantee maximum profit.....IP is stupid....
So i think Blizzard doh right thing about it. I dare you if this was fan project about warcraft/starcraft at all - all shoud goes smoothly.
Re: Starcraft: spring on mar-sara
I repeat one more time guys - i need coder. Stop being cowards and help me damn it.
Re: Starcraft: spring on mar-sara
Just state what kind of code you need... If someone has done it before, or wants to help you with it, that's the way to find out.smoke_th wrote:I repeat one more time guys - i need coder. Stop being cowards and help me damn it.
I doubt anyone will just volunteer to code for you when they don't know at all what they are getting into exactly
Re: Starcraft: spring on mar-sara
Uh... this what i saz in first message. I need firstly cob/lua coder for making units/buildings. First this mod will be simply map, then i planning make in under spring at standalone.JohannesH wrote:Just state what kind of code you need... If someone has done it before, or wants to help you with it, that's the way to find out.smoke_th wrote:I repeat one more time guys - i need coder. Stop being cowards and help me damn it.
I doubt anyone will just volunteer to code for you when they don't know at all what they are getting into exactly
Re: Starcraft: spring on mar-sara
This is not Starcraft. It is not easier to make mod-in-a-map than just a mod.smoke_th wrote:First this mod will be simply map, then i planning make in under spring at standalone.
What do you have so far? What part are you willing to do later? I mean, have you already snatched the models, converted them to Spring format, written the unit stat sheet (formerly known as FBI), and build a first alpha with the bare units, non animated and thus not very functional, but at least already put ingame?smoke_th wrote:I repeat one more time guys - i need coder. Stop being cowards and help me damn it.
If you're new to Spring modding, I suggest you download 7-zip, then use it to open a few .sdz and .sd7 from random Spring mods. Most files in there can be opened with Notepad/Wordpad. s3o are the models, they are opened with UpSpring, a custom application you can find somewhere in the wiki or some modding subforum sticky. The usal image formats are to opened with whatever image editor you fancy. Then look around the wiki and forum to learn more.
Re: Starcraft: spring on mar-sara
If you want coders i suggest you look for them in other places and bring them here to work with you...
Coders here are usually already working on something so making dozens of scripts and code for you will not be in their top priority list.
I suggest you focus only on one thing but do it yourself.
Either make models or scripts or lua..just one thing that you will complete alone.
Do it than come back show results than you'll have 10x times better chance of someone wanting to help you.
Coders here are usually already working on something so making dozens of scripts and code for you will not be in their top priority list.
I suggest you focus only on one thing but do it yourself.
Either make models or scripts or lua..just one thing that you will complete alone.
Do it than come back show results than you'll have 10x times better chance of someone wanting to help you.
Re: Starcraft: spring on mar-sara
35% models are snached, spring format obtained, and else one - do not be so lol - you can put in map actually new game - this IS starcraft-warcraft3 like style - look at map 1 pass greenland for example - its very easy to put in one map whole mod.zwzsg wrote:This is not Starcraft. It is not easier to make mod-in-a-map than just a mod.smoke_th wrote:First this mod will be simply map, then i planning make in under spring at standalone.
What do you have so far? What part are you willing to do later? I mean, have you already snatched the models, converted them to Spring format, written the unit stat sheet (formerly known as FBI), and build a first alpha with the bare units, non animated and thus not very functional, but at least already put ingame?smoke_th wrote:I repeat one more time guys - i need coder. Stop being cowards and help me damn it.
If you're new to Spring modding, I suggest you download 7-zip, then use it to open a few .sdz and .sd7 from random Spring mods. Most files in there can be opened with Notepad/Wordpad. s3o are the models, they are opened with UpSpring, a custom application you can find somewhere in the wiki or some modding subforum sticky. The usal image formats are to opened with whatever image editor you fancy. Then look around the wiki and forum to learn more.
Second. Fbi sheets takin' about 10-15 minutes each to make em and balance em so its simple. I know how the use 7-zip and pack-unpack sd7 and sdz archives, i know how to edit s3o model damn it, stop freaking teach me >_< there is other topics for it. I know how to do that things - look at Green fields v3 for example.
Re: Starcraft: spring on mar-sara
It still isn't easier than doing a proper mod.smoke_th wrote:you can put in map actually new game - this IS starcraft-warcraft3 like style - look at map 1 pass greenland for example - its very easy to put in one map whole mod.
Re: Starcraft: spring on mar-sara
Lua animations are ridiculously easy. If you need help with anything specific I can help you out, but "being lazy" is pretty much the antithesis of game developers. Not saying that you shouldn't continue; even if you halt development relatively early you'll probably learn a lot about making video games (and all the hard work that entails).i need cob/lua coder because i just too lazy for understanding coding in it.
Heck, I'll even code/animate an entire unit to give you an example. But I don't know if I'll be able to do more than that. I have lots of other things I should be spending time on.
Re: Starcraft: spring on mar-sara
The Tolkienian elves being a somewhat dissimilar derivation of the Ljósálfar/Svartálfar from Norse mythology. A more direct derivation would be the current conception of Sprites, Faeries or Fae of various sorts, though these too differ significantly from the source.KDR_11k wrote:Orcs were invented by Tolkien, they aren't part of any mythology directly. Orco means ogre, ogres are indeed part of a mythology but not their derivative orcs. Elves in their current form are also an invention by Tolkien but dwarfs are mythological.
Orc itself is an Old English word, historically applied to the various foreigners which came to reign over the British Isles if I recall correctly. It is not subject to trademark or copyright.
Re: Starcraft: spring on mar-sara
maackey wrote:Lua animations are ridiculously easy. If you need help with anything specific I can help you out, but "being lazy" is pretty much the antithesis of game developers. Not saying that you shouldn't continue; even if you halt development relatively early you'll probably learn a lot about making video games (and all the hard work that entails).i need cob/lua coder because i just too lazy for understanding coding in it.
Heck, I'll even code/animate an entire unit to give you an example. But I don't know if I'll be able to do more than that. I have lots of other things I should be spending time on.


Re: Starcraft: spring on mar-sara
You can do turn, which are rotation, with angles, indepedent on proportion, and you can do move, which are translation, with a value that is a lenght, in absolute unit, and so which are dependant of your unit size. Most animation are done using both move and turn.
When you turn a piece, the coordinate axis of the children pieces are turned as well. It's often a good idea to split a complex movement into a chain of pieces with each piece doing simple movement.
In UpSpr ing, you can use the rotate piece button and move piece button to turn/move the piece with the mouse, and then on the right you see the angle and distance along each axis written, you can then recopy them in your script to make it attaint the same pose. There's maybe one or two axis inverted between UpSpring and Spring, I forgot, so if you see it moving/turning the other way, just change sign.
When you turn a piece, the coordinate axis of the children pieces are turned as well. It's often a good idea to split a complex movement into a chain of pieces with each piece doing simple movement.
In UpSpr ing, you can use the rotate piece button and move piece button to turn/move the piece with the mouse, and then on the right you see the angle and distance along each axis written, you can then recopy them in your script to make it attaint the same pose. There's maybe one or two axis inverted between UpSpring and Spring, I forgot, so if you see it moving/turning the other way, just change sign.
Cool. Make a pack with some s3o, textures, and FBI, to get this started.smoke_th wrote:35% models are snached, spring format obtained, and else one - do not be so lol - you can put in map actually new game - this IS starcraft-warcraft3 like style - look at map 1 pass greenland for example - its very easy to put in one map whole mod.
Second. Fbi sheets takin' about 10-15 minutes each to make em and balance em so its simple. I know how the use 7-zip and pack-unpack sd7 and sdz archives, i know how to edit s3o model damn it, stop freaking teach me >_< there is other topics for it.
Building are easy to script, but making a convincing marine walk animation will be harder.smoke_th wrote:One will be building, other will be terran marine.
Re: Starcraft: spring on mar-sara
Uh only one major problem. I need terran building that can actually fly, and when it flies it not producing anything.zwzsg wrote:You can do turn, which are rotation, with angles, indepedent on proportion, and you can do move, which are translation, with a value that is a lenght, in absolute unit, and so which are dependant of your unit size. Most animation are done using both move and turn.
When you turn a piece, the coordinate axis of the children pieces are turned as well. It's often a good idea to split a complex movement into a chain of pieces with each piece doing simple movement.
In UpSpr ing, you can use the rotate piece button and move piece button to turn/move the piece with the mouse, and then on the right you see the angle and distance along each axis written, you can then recopy them in your script to make it attaint the same pose. There's maybe one or two axis inverted between UpSpring and Spring, I forgot, so if you see it moving/turning the other way, just change sign.
Cool. Make a pack with some s3o, textures, and FBI, to get this started.smoke_th wrote:35% models are snached, spring format obtained, and else one - do not be so lol - you can put in map actually new game - this IS starcraft-warcraft3 like style - look at map 1 pass greenland for example - its very easy to put in one map whole mod.
Second. Fbi sheets takin' about 10-15 minutes each to make em and balance em so its simple. I know how the use 7-zip and pack-unpack sd7 and sdz archives, i know how to edit s3o model damn it, stop freaking teach me >_< there is other topics for it.
Building are easy to script, but making a convincing marine walk animation will be harder.smoke_th wrote:One will be building, other will be terran marine.
So i can just move piece in upspring and value that shows in right tab will compare with value that i need put in script? Man now i'm see what means - complex using of all sdk you have.
Re: Starcraft: spring on mar-sara
tbh i'm not really seeing many problems here; the original units in SC were sprites... so these new models, i would assume they are fan-made.
beyond this, you aren't really doing anything more than borrowing the basic idea of starcraft... all of the work / code / art will be original, and as long as you don't represent yourself as "this is starcraft" it should be fine.
if games workshop can't sue blizzard for stealing umpteen million themes and ideas, then i don't see how it's going to work for them to have any sort of case at all. easy enough for you to come up with a new back-story as well to distance yourself further from copyrighted work.
(flying buildings are probably best accomplished with morphing; it would be more of a pain in the ass iirc if you wanted them to be able to produce units while flying)
if i was a coder i'd help; but i'm just an artist and a rotten one at that
loling at the idea of being brought to court and being grilled about my comments in this thread.
beyond this, you aren't really doing anything more than borrowing the basic idea of starcraft... all of the work / code / art will be original, and as long as you don't represent yourself as "this is starcraft" it should be fine.
if games workshop can't sue blizzard for stealing umpteen million themes and ideas, then i don't see how it's going to work for them to have any sort of case at all. easy enough for you to come up with a new back-story as well to distance yourself further from copyrighted work.
(flying buildings are probably best accomplished with morphing; it would be more of a pain in the ass iirc if you wanted them to be able to produce units while flying)
if i was a coder i'd help; but i'm just an artist and a rotten one at that

loling at the idea of being brought to court and being grilled about my comments in this thread.
Re: Starcraft: spring on mar-sara
Well...my ideas now going in some other directions neither "this is 100% starcraft" Some innovations will be done to. FirstKaiserJ wrote:tbh i'm not really seeing many problems here; the original units in SC were sprites... so these new models, i would assume they are fan-made.
beyond this, you aren't really doing anything more than borrowing the basic idea of starcraft... all of the work / code / art will be original, and as long as you don't represent yourself as "this is starcraft" it should be fine.
if games workshop can't sue blizzard for stealing umpteen million themes and ideas, then i don't see how it's going to work for them to have any sort of case at all. easy enough for you to come up with a new back-story as well to distance yourself further from copyrighted work.
(flying buildings are probably best accomplished with morphing; it would be more of a pain in the ass iirc if you wanted them to be able to produce units while flying)
if i was a coder i'd help; but i'm just an artist and a rotten one at that
loling at the idea of being brought to court and being grilled about my comments in this thread.
1. Scv now walking. Yep, yep and one more time yep. This is my old idea make scv walk with its legs not float around with flames coming out of its ass. But thrusters playing some role too - now you can use em to jumpjet on some distances and heights. This will be kinda nice.
2. Terrans now haves more complicated building using so no addons will be made. But non-flying units will stay and they're will actually labs.(in other words this will be veeery hard fucking with code non only make them attach to buildings but even will catch when building of other player will land near)
3. More units for all sides. Because original sc sucks with it tactics. No really its actually porc-basing game.
4. Mixed Resource sysyem. Minerals and will stay but only as reclaimable attributes. But with only builders. Main fights now will be between mineral dens and vespine gas dens (comparing that minerals its metal and vespine gas provides energy but really loads of it), but still there will standart resource incomes. Like - terrans will have sun battaries, prottos will use their stargate energy to power all up (just like aliens from x-com 3), and zergs...uh... i really dunno mabye some sort of biological fuel....or crazy biological wind mills. I need to think about..wait an idea
5. This chapter (of course if i even made campagin) will between first sc and second sc. So zergs when some of their groups was cutted off from queen of the blades first was used some abadoned buildings to parasite on them so there is not much to tell - just mixed parts of terrans+protoss with some biomass on them. But after they're capture spaceport they traveled into space and find one of voice of darkness' adepts (name will be soon) after that they're became powerful bio-mehanic monsters (zeranyds yes)....how ever they was crushed just before queen of blades had arrived with new evolved army.
6. Protoss will use new system of explanation that not used pylons to create buildings around them - it now will use the emitter system that kinda simple - probes haves 4 types of emitter - defensive call, offensive call, tech call and ultimate call. Every type of it just calls building through space (in coder work - building morphing in other). Defensive call its defensive structures, offensive its labs itself and other. Tech call its laboratories witch provides upgrades. Ultimate call calls t3 structures like psyonic storm emitter that makes lightning strike on large territory (super-weapon), elders archives that creates huge units like prime judge (very huge flying fortress) and others and other variable t3 stuff...however non of this emitter can be build without need form of main base - 1st form provides only defensive and offensive, second one provides also tech emitter and final that provides also ultimate. However (yea yea) every probe can build new base without any emitter, and most of all it can transform (only once) into defensive or offensive emitter.
Re: Starcraft: spring on mar-sara
For that, you don't use a animation script, but what we call a gadget. Both are written in Lua, but they're different thing.smoke_th wrote:Uh only one major problem. I need terran building that can actually fly, and when it flies it not producing anything.
So i can just move piece in upspring and value that shows in right tab will compare with value that i need put in script? Man now i'm see what means - complex using of all sdk you have.
Re: Starcraft: spring on mar-sara
ok I dont think there'd be legal trouble... That sounds nothing like Starcraft :D
Re: Starcraft: spring on mar-sara
that why i also need lua coder for different purposes.zwzsg wrote:For that, you don't use a animation script, but what we call a gadget. Both are written in Lua, but they're different thing.smoke_th wrote:Uh only one major problem. I need terran building that can actually fly, and when it flies it not producing anything.
So i can just move piece in upspring and value that shows in right tab will compare with value that i need put in script? Man now i'm see what means - complex using of all sdk you have.
This is starcraft spinoff theme wich i guess happened in alternate timeline. But still original sc sucks about its tactics and gui.JohannesH wrote:ok I dont think there'd be legal trouble... That sounds nothing like Starcraft :D
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Re: Starcraft: spring on mar-sara
Daaagnabbit! Stop calling them Lua Animations! They are Lua Unit Scripts. The animation that you can do with lua (atm) is exactly the same as BOS. Calling them Lua Animations is entirely wrong and gives off incorrect inferred information.maackey wrote:Lua animations are ridiculously easy.i need cob/lua coder because i just too lazy for understanding coding in it.
So, stop.