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- Wed Jun 23, 2010 8:45 am
- Forum: Mod Help
- Topic: How to make an item.
- Replies: 16
- Views: 14063
- Mon Jun 14, 2010 2:50 pm
- Forum: Mod Help
- Topic: How to make an item.
- Replies: 16
- Views: 14063
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
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
- Mon Jun 14, 2010 2:43 pm
- Forum: Mod Ideas
- Topic: Firearms mod?
- Replies: 7
- Views: 7970
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).
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).
- Mon Jun 14, 2010 2:40 pm
- Forum: Editor Mods
- Topic: DVD's Building Base Rotation
- Replies: 20
- Views: 53855
Re: DVD's Building Base Rotation
Yes. I don't see any attachment options when I post to the DVD Mods & Tests form.
- Mon Jun 14, 2010 11:36 am
- Forum: Editor Mods
- Topic: DVD's Building Base Rotation
- Replies: 20
- Views: 53855
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.
http://www.mediafire.com/file/mmiojn2ki ... v2.package
This fixes an error. The new version only rotates bases and roofs.
- Mon Jun 14, 2010 11:35 am
- Forum: Mod Ideas
- Topic: Firearms mod?
- Replies: 7
- Views: 7970
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.
- Fri Jun 11, 2010 2:43 pm
- Forum: Editor Mods
- Topic: DVD's Building Base Rotation
- Replies: 20
- Views: 53855
- Thu Jun 03, 2010 8:32 am
- Forum: Part Mods
- Topic: Fireball Spit & Fire FX on Spit parts
- Replies: 71
- Views: 181996
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.
- Wed Jun 02, 2010 5:08 pm
- Forum: Mod Help
- Topic: Power level
- Replies: 3
- Views: 5219
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...
- Wed Jun 02, 2010 2:32 pm
- Forum: Part Mods
- Topic: Fireball Spit & Fire FX on Spit parts
- Replies: 71
- Views: 181996
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...
- Wed Jun 02, 2010 12:28 pm
- Forum: Mod Help
- Topic: Power level
- Replies: 3
- Views: 5219
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?
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?
- Wed Jun 02, 2010 12:10 pm
- Forum: Mod Help
- Topic: Modding the trader parts
- Replies: 4
- Views: 6045
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...
- Wed Jun 02, 2010 11:51 am
- Forum: Part Mods
- Topic: Fireball Spit & Fire FX on Spit parts
- Replies: 71
- Views: 181996
Re: Fireball spit and flaming spit parts! Must See!!!
Davo,
It might be fun to change the call animation on to the dragon breath.
It might be fun to change the call animation on to the dragon breath.
- Tue Jun 01, 2010 2:42 pm
- Forum: Mod Help
- Topic: Modding the trader parts
- Replies: 4
- Views: 6045
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...
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.
And if you can add cell paints, you might be able to add vehicles paints.
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...
- Wed May 26, 2010 4:45 pm
- Forum: Mod Help
- Topic: Changing abilities
- Replies: 5
- Views: 6567
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).
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).
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...
- Wed May 26, 2010 3:42 pm
- Forum: Mod Help
- Topic: Changing abilities
- Replies: 5
- Views: 6567
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) ...
- Wed May 26, 2010 3:32 pm
- Forum: Part Mods
- Topic: Warrior Parts - Half Energy
- Replies: 2
- Views: 11965
Warrior Parts - Half Energy
Here is a mod that cuts the energy use of all the warrior parts by half.
Here is the source
Here is the source