Search found 194 matches
- Wed Oct 23, 2019 7:49 am
- Forum: Mod Ideas
- Topic: Force Load?
- Replies: 4
- Views: 5457
Re: Force Load?
...Oh, you found the tutorial while I was replying.
- Wed Oct 23, 2019 7:49 am
- Forum: Mod Ideas
- Topic: Force Load?
- Replies: 4
- Views: 5457
Re: Force Load?
Not that I know of...and in fact, given all the problems Force Save is causing for everyone, I've been working on removing it from DI and making DI work without it. If it's any consolation, I've had absolutely no problems with it. I originally attempted to play the game with my old version of DI (6...
- Wed Oct 23, 2019 6:59 am
- Forum: Mod Ideas
- Topic: Force Load?
- Replies: 4
- Views: 5457
Force Load?
Hey there! Forgive me if I posted this in the wrong place or if this is a question with an obvious answer. I've been out of the loop for a while. It looks like my last post here was... *cough* 2014? Anyway, I recently got a new computer and decided I wanted to use the old one for playing Spore. So I...
- Fri Feb 28, 2014 2:19 pm
- Forum: Mod Ideas
- Topic: A viviparity mod?
- Replies: 17
- Views: 14337
Re: A viviparity mod?
You could use a fruit model. Then it would look like creatures were gathering food for their nest.
- Thu Feb 20, 2014 3:17 pm
- Forum: Tutorials
- Topic: How To Properly Extract Data From Spore Files
- Replies: 8
- Views: 23982
Re: How To Properly Extract Data From Spore Files
This sounds really useful!
But when I go to open any of the official "spore_xxxx.package" files, I get an error reading:
unable to parse file: Expected 2, got 3, at position 8
...I have no idea what that means.
But when I go to open any of the official "spore_xxxx.package" files, I get an error reading:
unable to parse file: Expected 2, got 3, at position 8
...I have no idea what that means.
- Wed Feb 19, 2014 9:58 am
- Forum: Modding
- Topic: Dark Injection 9.r OPEN BETA (Darkspore everything in Spore)
- Replies: 3017
- Views: 2876316
Re: Dark Injection v9 How to get Darkspore parts into Spore.
Heh, already have massively modified DI to suit my game. I probably won't put it up, as the changes probably aren't too desireable for many. Yeah I did this too. But it's kind of a crazy frankenstein of a mod with a base of version 5 or 6 with various chunks from some of the newer versions (such as...
- Mon Feb 17, 2014 11:16 am
- Forum: Mod Ideas
- Topic: Invisible Creature Mode?
- Replies: 3
- Views: 5271
Re: Invisible Creature Mode?
I recall seeing a first person camera mod once. Don't ask me where it is now though...
- Sun Jan 19, 2014 4:23 pm
- Forum: Mod Ideas
- Topic: Horizontal GA Tunnels?
- Replies: 3
- Views: 5057
Re: Horizontal GA Tunnels?
Not that I know of. But if you make a canyon and take a very large flat square from a building, you can make your own.
I even made a building just for that http://www.spore.com/sporepedia#qry=usr ... 0668016969
I even made a building just for that http://www.spore.com/sporepedia#qry=usr ... 0668016969
- Sun Dec 22, 2013 4:43 pm
- Forum: Editor Mods
- Topic: [WIP]Adventure Water Effect
- Replies: 43
- Views: 65455
Re: [WIP]Adventure Water Effect
me gusta
- Fri Dec 06, 2013 5:56 pm
- Forum: Mod Ideas
- Topic: no resize limit in adventure editor?
- Replies: 1
- Views: 3773
Re: no resize limit in adventure editor?
I know you can do this in t-searcb vut keep in mind, the bigger you make something, the more resources it will use. Especially if its animated. You may find the game slowing down or that creature taking forever to load.
- Tue Dec 03, 2013 1:48 pm
- Forum: Mod Ideas
- Topic: Disguise props in adventure editor
- Replies: 7
- Views: 9493
Re: Disguise props in adventure editor
I know how to do that. Right now that only works with gameplay objects. What I'm asking is more like...let's say you wanted to make a rideable horse. You could take a vehicle, and disguise it as the horse creature. That way you could stand on it while it moves around. I know it wouldn't animate, but...
- Sat Nov 30, 2013 12:18 pm
- Forum: Editor Mods
- Topic: Adventures: Infinite Complexity - 100 points - Extra Size mod!!
- Replies: 78
- Views: 129342
Re: 100 points adventures, infinite complexity on adventures
Why has no one ever made this before!?
Since It had never seen it attempted, I was under the impression it was just impossible.
Since It had never seen it attempted, I was under the impression it was just impossible.
- Thu Nov 28, 2013 6:24 pm
- Forum: Mod Ideas
- Topic: Disguise props in adventure editor
- Replies: 7
- Views: 9493
Disguise props in adventure editor
The adventure editor currently has rhe option to disguise gameplay objects as buildings and vehicles. Is it possible to add that button to other categories as well (ex: disguising a vehicle as a creature)
- Fri Nov 22, 2013 10:12 pm
- Forum: Mod Ideas
- Topic: Change the run animation
- Replies: 33
- Views: 34787
Re: Change the run animation
I can see the invisible limbs working for hopping creatures, but part of what made the original style so much better, was the fact that the cycle changed depending on your speed. It would look rather silly to have a creature moving really slow using the mammal run cycle.
- Tue Nov 19, 2013 6:45 pm
- Forum: Modding
- Topic: Dark Injection 9.r OPEN BETA (Darkspore everything in Spore)
- Replies: 3017
- Views: 2876316
Re: Dark Injection v9 How to get Darkspore parts into Spore.
You know, you could just use the "anddna" cheat. It's easier then starting up t-search every time.fungus3 wrote:Edit 3: I just put the mods back. Tell me which mods affects the limb pricing and cell animations. I'll use T-search for my DNA needs for now.
- Tue Nov 19, 2013 8:42 am
- Forum: Modding
- Topic: Dark Injection 9.r OPEN BETA (Darkspore everything in Spore)
- Replies: 3017
- Views: 2876316
Re: Dark Injection v9 How to get Darkspore parts into Spore.
It seems that conflicting mods seem to be a reoccurring issue with this. I use this program to make sure none of my mods are overriding each other: http://www.davoonline.com/download/61901-SporeModCheckAll.zip I think it was created by someone on Sporedum. Just define where the data folder is and th...
- Sun Nov 17, 2013 12:06 pm
- Forum: Modding
- Topic: Dark Injection 9.r OPEN BETA (Darkspore everything in Spore)
- Replies: 3017
- Views: 2876316
Re: Dark Injection v9 How to get Darkspore parts into Spore.
it was a webpage script made from scratch. made a default part template page and replaced the part model with any .rw4 found in my directory. i was looking for the DS editor and i still cannot find it. this one looks great and even better with the 3d skyline. Even though I'm probably going to stick...
- Sat Nov 16, 2013 5:39 pm
- Forum: Modding
- Topic: Dark Injection 9.r OPEN BETA (Darkspore everything in Spore)
- Replies: 3017
- Views: 2876316
Re: Dark Injection v9 How to get Darkspore parts into Spore.
Actually, those background models are all 2D. They're just set far enough back from the camera that you don't see the edge before they move offscreen.Camßεn wrote:Did you make something in the building editor then import the gmdl as the background model?
- Mon Nov 11, 2013 5:54 pm
- Forum: Modding
- Topic: Dark Injection 9.r OPEN BETA (Darkspore everything in Spore)
- Replies: 3017
- Views: 2876316
Re: Dark Injection v9 How to get Darkspore parts into Spore.
would it be possible for you to make a version containing nothing but abilities?
I think the abilities would be more useful if they were seperate parts rather then being associated with one peticular gun/blade. You could just use that little invisible blob that you used in the effects mod.
I think the abilities would be more useful if they were seperate parts rather then being associated with one peticular gun/blade. You could just use that little invisible blob that you used in the effects mod.
- Sun Nov 10, 2013 9:45 am
- Forum: Mod Ideas
- Topic: Darkspore abilities
- Replies: 7
- Views: 7557
Re: Darkspore abilities
There are several abilities in the creature and tribal stage that are similar such as the summoning song and healing staff. I've figured out how to copy the animations to the creature editor, but I don't know where to find the code to make the actual ability work.