Search found 24 matches

by DVDMaster
Wed Jun 23, 2010 8:45 am
Forum: Mod Help
Topic: How to make an item.
Replies: 16
Views: 6562

Re: How to make an item.

Here is a PDF of that page.

HowToMakeAnItem.zip
by DVDMaster
Mon Jun 14, 2010 2:50 pm
Forum: Mod Help
Topic: How to make an item.
Replies: 16
Views: 6562

How to make an item.

I found this tutorial on how to make space stage items.
http://www.buzzsphere.net76.net/3_7_How ... -Item.html

This should probably be copied here so it doesn't disappear.

There are several other tutorial at:
http://www.buzzsphere.net76.net/1_11_Tutorials.html
by DVDMaster
Mon Jun 14, 2010 2:43 pm
Forum: Mod Request
Topic: Firearms mod?
Replies: 7
Views: 3273

Re: Firearms mod?

I've seen the references to block, but I thought that was just creature stage health.
In any case, block isn't an attack choice, so I don't have a clue on how to add a new attack button (so you could have attacks 1-5 instead of 1-4).
by DVDMaster
Mon Jun 14, 2010 2:40 pm
Forum: Editor Mods
Topic: DVD's Building Base Rotation
Replies: 19
Views: 24362

Re: DVD's Building Base Rotation

Yes. I don't see any attachment options when I post to the DVD Mods & Tests form.
by DVDMaster
Mon Jun 14, 2010 11:36 am
Forum: Editor Mods
Topic: DVD's Building Base Rotation
Replies: 19
Views: 24362

Re: DVD's Building Base Rotation

Here is a link to version 2:
http://www.mediafire.com/file/mmiojn2ki ... v2.package

This fixes an error. The new version only rotates bases and roofs.
by DVDMaster
Mon Jun 14, 2010 11:35 am
Forum: Mod Request
Topic: Firearms mod?
Replies: 7
Views: 3273

Re: Firearms mod?

You can probably change the missile object so it has a different appearance. But you won't be able to make it so that it doesn't home in on the target and always hit. I don't think you can create an attack that the target could dodge.
by DVDMaster
Thu Jun 03, 2010 8:32 am
Forum: Part Mods
Topic: Fireball Spit & Fire FX on Spit parts
Replies: 71
Views: 73056

Re: Fireball spit and flaming spit parts! Must See!!!

I've not looked at the source, but there are 8 different parts that give you spit. Try putting all 8 on a creature to find out which one has the modded animations.
by DVDMaster
Wed Jun 02, 2010 5:08 pm
Forum: Mod Help
Topic: Power level
Replies: 3
Views: 2132

Re: Power level

The warrior captain parts have an orange adjust handle that allows you set the power level of the warrior part from 1 to 3. Could we change that to 1 to 6 and then added our modded warrior powers to level 4-6 so that player captains can have the special powers but NPC captains don't get them (becaus...
by DVDMaster
Wed Jun 02, 2010 2:32 pm
Forum: Part Mods
Topic: Fireball Spit & Fire FX on Spit parts
Replies: 71
Views: 73056

Re: Fireball spit and flaming spit parts! Must See!!!

They are modifications of existing creature level parts. After install the mod, you will need to create a new creature using the parts. They may not appear on creatures you have already created that have spit parts. This is because the graphics/aniamtions are stored in the cache files. Editing a cre...
by DVDMaster
Wed Jun 02, 2010 12:28 pm
Forum: Mod Help
Topic: Power level
Replies: 3
Views: 2132

Power level

Davo,

You showed me the code that corresponds to the different power levels for warrior parts.
Do you have any ideas on how to change a part to have more than 5 levels?

Or how to add a power adjustment handle on a part that doesn't currently have a power handle?
by DVDMaster
Wed Jun 02, 2010 12:10 pm
Forum: Mod Help
Topic: Modding the trader parts
Replies: 4
Views: 2458

Re: Modding the trader parts

I got the trader parts to work ok. JumpJet is really fun with 1/2 or 1/4 energy. It makes you launch into space like iron man. I'd still like to see if you can make one captain part have a different power. I'm not sure the solution is redirecting the power to a new creatureabilities file, or redirec...
by DVDMaster
Wed Jun 02, 2010 11:51 am
Forum: Part Mods
Topic: Fireball Spit & Fire FX on Spit parts
Replies: 71
Views: 73056

Re: Fireball spit and flaming spit parts! Must See!!!

Davo,

It might be fun to change the call animation on to the dragon breath.
by DVDMaster
Tue Jun 01, 2010 2:42 pm
Forum: Mod Help
Topic: Modding the trader parts
Replies: 4
Views: 2458

Modding the trader parts

Davo, I've tried the redirect to a different parent trick on the trader parts and I get really odd behavior and all I did is redirect to new parent file without making any changes: Jump Jets put me in ultra high altitude and it too over 5 minutes to float down to the ground. I'll post the mod when g...
by DVDMaster
Sun May 30, 2010 4:17 pm
Forum: Mod Request
Topic: Paint Mod
Replies: 8
Views: 5469

Re: Paint Mod

Not replace, but add (just like C&C and GA added paint options).
And if you can add cell paints, you might be able to add vehicles paints.
by DVDMaster
Thu May 27, 2010 4:28 pm
Forum: Mod Request
Topic: Paint Mod
Replies: 8
Views: 5469

Re: Paint Mod

I really like mods that extend the editors AND create creations that are shareable. From what I can tell, mods that using the existing spore parts can often be shared and included in adventures (even when those downloading the adventure don't have the mod installed). It is also easier to use existin...
by DVDMaster
Wed May 26, 2010 4:45 pm
Forum: Mod Help
Topic: Changing abilities
Replies: 5
Views: 2797

Re: Changing abilities

In your work with the editors, is there a location that indicates what abilities a part has?

Maybe we can edit the mind meld *part* and redirect it to a different creature ability (instead of trying to mod/redirect the creature ability to do something else).
by DVDMaster
Wed May 26, 2010 4:00 pm
Forum: Mod Help
Topic: Hashes
Replies: 1
Views: 1687

Hashes

In looking at the source code, I see lots of stuff with hash codes (#xxxxxxx) and other stuff that is in plain text. How does sporemaster convert from hash to text? Is there some sort of database? How I can I added to the database? From what I can tell name="#073B88EF" corresponds to the e...
by DVDMaster
Wed May 26, 2010 3:42 pm
Forum: Mod Help
Topic: Changing abilities
Replies: 5
Views: 2797

Changing abilities

Davo, 1) You showed me how to change the attributes of an existing part by copying the existing file in creatureabilitiesxxx to a new file, editing the new file, and redirecting the old file to the new file by changing the parent to point to the new file (instead of the creatureabilitytemplate). 2) ...
by DVDMaster
Wed May 26, 2010 3:32 pm
Forum: Part Mods
Topic: Warrior Parts - Half Energy
Replies: 2
Views: 7392

Warrior Parts - Half Energy

Here is a mod that cuts the energy use of all the warrior parts by half.

dvdWarriorHalfEnergy.package
(30.6 KiB) Downloaded 318 times

Here is the source
dvdWarriorHalfEnergy.zip
Package with source (with comments).
(65.84 KiB) Downloaded 146 times

Go to advanced search