These are the units and/or textures I converted for the Protoss in Apex F. It is not a complete conversion of the game's assets. I omitted some units I planned to replace (such as the Zealot) and some of the assets are not finished (the Pylon and Nexus need tweaking). I also have NOT tested the GnaCarrier rework ingame, so the engine particles are probably too intense/big.
The Nullifier was lifted from Mapster's site (can't recall credits, feel free to look if interested) and others were either reversed using sc2printin's python script (thanks for the help with that, btw) or originated from the art tools.
Given the excessive scale of Apex F, it goes without saying these are prototypes. They may not be entirely consistent or work well in an alternate environment. But given there was a few people interested in it in the past, and no one ever rose to the challenge, I figured I'd fill in my own 5 year request.
Simply credit me/Gna respectively if you use my/his assets.
As the project is long dead I do not provide any post-release support. These files are presented as they were in my _TEST directory and I cannot guarantee they will work out of the box or that I packed everything. If it is evident I forgot a texture or seriously fucked up something (for example I am not sure if I even have a GnaCarrier with the proper texture directories set up) that would be easy to fix, then you can post a request. I will not, however, be converting any new units or otherwise finishing these.
As a bonus, the Zeratul model has fixed bone weighting and vertexes for the arm blade. Those are seriously screwed up in vanilla.
/edit
As a forewarning, I remember some Pylon Splat giving me issues when I was adding these. I think it had to do with the crystal not producing a shadow prior to my changes. It did some REALLY odd things, like displaying a random texture map onto the ground. Just in case you run into that.
/edit 2
I recall making the Immortal fire from all barrels with four muzzle flashes as opposed to one muzzle flash between two barrels as well. Just for consistency and polish. Those effects are also player color, since I planned to make Protoss use player color-based light for lore reasons.
These are the units and/or textures I converted for the Protoss in Apex F. It is not a complete conversion of the game's assets. I omitted some units I planned to replace (such as the Zealot) and some of the assets are not finished (the Pylon and Nexus need tweaking). I also have NOT tested the GnaCarrier rework ingame, so the engine particles are probably too intense/big.
The Nullifier was lifted from Mapster's site (can't recall credits, feel free to look if interested) and others were either reversed using sc2printin's python script (thanks for the help with that, btw) or originated from the art tools.
Given the excessive scale of Apex F, it goes without saying these are prototypes. They may not be entirely consistent or work well in an alternate environment. But given there was a few people interested in it in the past, and no one ever rose to the challenge, I figured I'd fill in my own 5 year request.
Simply credit me/Gna respectively if you use my/his assets.
http://www.gameproc.com/meskstuff/apex_dev/Protoss.7z
http://www.gameproc.com/meskstuff/apex_dev/Textures.7z
As the project is long dead I do not provide any post-release support. These files are presented as they were in my _TEST directory and I cannot guarantee they will work out of the box or that I packed everything. If it is evident I forgot a texture or seriously fucked up something (for example I am not sure if I even have a GnaCarrier with the proper texture directories set up) that would be easy to fix, then you can post a request. I will not, however, be converting any new units or otherwise finishing these.
As a bonus, the Zeratul model has fixed bone weighting and vertexes for the arm blade. Those are seriously screwed up in vanilla.
/edit
As a forewarning, I remember some Pylon Splat giving me issues when I was adding these. I think it had to do with the crystal not producing a shadow prior to my changes. It did some REALLY odd things, like displaying a random texture map onto the ground. Just in case you run into that.
/edit 2
I recall making the Immortal fire from all barrels with four muzzle flashes as opposed to one muzzle flash between two barrels as well. Just for consistency and polish. Those effects are also player color, since I planned to make Protoss use player color-based light for lore reasons.