Search found 194 matches

by p.d
Wed Oct 09, 2013 8:59 pm
Forum: Miscellaneous Mods
Topic: Dark Genetics v1: Halfway between Dark Injection and Spore!
Replies: 157
Views: 114928

Re: Dark Genetics v1: Halfway between Dark Injection and Spo

CamBen wrote:The cosmo one is a spaceship background. I already included this in the readme file.



Sorry, I wasn't clear. I was talking about the captain editor background.
by p.d
Sun Oct 06, 2013 4:16 pm
Forum: Miscellaneous Mods
Topic: Dark Genetics v1: Halfway between Dark Injection and Spore!
Replies: 157
Views: 114928

Re: Dark Genetics v1: Halfway between Dark Injection and Spo

2 optional editor backgrounds


Could you make one of the backgrounds be the captain editor? I always felt it would make more sense to be creating new lifeforms on a spaceship instead of the middle of a forest.
by p.d
Sat Oct 05, 2013 1:16 pm
Forum: Miscellaneous Mods
Topic: Dark Genetics v1: Halfway between Dark Injection and Spore!
Replies: 157
Views: 114928

Re: Dark Genetics v1: Halfway between Dark Injection and Spo

Is the DarkAudio package just for sound effects?
by p.d
Tue Sep 17, 2013 7:56 am
Forum: Mod Request
Topic: Invisible Paint (Vehicle (+ Building?) Editor)
Replies: 12
Views: 5856

Re: Invisible Paint (Vehicle (+ Building?) Editor)

Well, I know an invisible part was created for the creature editor. But the vehicle editors seem to handle textures differently. I do know that spines and limbs forced into the vehicle editors are invisible. Perhaps if you force load a vehicle into the creature editor, used the "make anything a...
by p.d
Fri Sep 13, 2013 9:30 am
Forum: Spore
Topic: Spore creature creator supports mods, Dark genetics, etc...
Replies: 6
Views: 36976

Re: Spore creature creator supports mods, Dark genetics, etc

Have you found anything that would let you change revert the four-legged running animation back to the creature creator style? I would love to see that in core spore. (viewtopic.php?f=16&t=2301#p5852)
by p.d
Mon Sep 09, 2013 7:31 pm
Forum: Mod Request
Topic: More NPC Colors
Replies: 3
Views: 3562

Re: More NPC Colors

I think your personal nation's color is based on coat color (or is it detail color?)
by p.d
Sun Sep 08, 2013 9:55 am
Forum: Mod Request
Topic: Blood in Spore?
Replies: 10
Views: 5436

Re: Blood in Spore?

Rago99 wrote:Ok, thanks, it works but I have to repeat this process every time I run the game?


You do, but spore and the package file should be in the recent files list now, so you do have to browse for them.
by p.d
Sat Sep 07, 2013 2:04 pm
Forum: Mod Request
Topic: Blood in Spore?
Replies: 10
Views: 5436

Re: Blood in Spore?

First you open textmod, and tell it which program to mod.
Keep the progam in "package mode" and choose the package you want to use by clicking the folder icon.
Click run and spore should start.
Once the game is loaded, there is no need to keep the texmod window open.
by p.d
Fri Sep 06, 2013 3:26 pm
Forum: Mod Request
Topic: Blood in Spore?
Replies: 10
Views: 5436

Re: Blood in Spore?

http://youtu.be/OBWE9ATp3kQ

Not a mod in the traditional sense, but it performs the same function.
by p.d
Wed Jul 24, 2013 1:15 pm
Forum: Mod Discussion
Topic: Dark Injection creatures locked
Replies: 4
Views: 4149

Re: Dark Injection creatures locked

Make sure you have the mods that deal with parts installed when you try to edit the creature. If you made a creature with a modded part and then took the mod out of your data folder, spore will say it can't be opened because it's missing parts from "core spore" (even though that's not real...
by p.d
Fri Jul 12, 2013 6:10 pm
Forum: » Stage - Space
Topic: Simply Spice - 50 New Spices & Growing!
Replies: 39
Views: 44983

Re: Simply Spice - 23 New Spices & Growing!

Lost Souls of Young Girls



This made me laugh.
by p.d
Wed Jul 10, 2013 7:52 pm
Forum: [WIP] Work In Progress
Topic: I now how to make a water stage!!!!!!
Replies: 14
Views: 13289

Re: I now how to make a water stage!!!!!!

Instead of getting the creature under the water, why not try to remove the gravity from the creature stage so you can move in three dimensions instead of just two.


I'm not exactly sure how you do that, but i have a feeling there may be a hint in the "jump pad" item's xml files.
by p.d
Sat Jun 22, 2013 6:16 pm
Forum: [WIP] Work In Progress
Topic: Effects from adventures in space!!!!
Replies: 27
Views: 17811

Re: Effects from adventures in space!!!!

Davo, I saw that youtube video, where you creature uses one of the space weapons to make a huge creator in the ground. Is there any way to resize that creator?

If it was a lot smaller, you could use it give creatures the ability to dig holes.
by p.d
Wed Jun 19, 2013 7:07 pm
Forum: [WIP] Work In Progress
Topic: Effects from adventures in space!!!!
Replies: 27
Views: 17811

Re: Effects from adventures in space!!!!

Soooo, have you tried using the planet buster effect? Does it make the world blow up?
by p.d
Tue Jun 18, 2013 5:48 pm
Forum: Mod Request
Topic: Flamethrower?
Replies: 5
Views: 3942

Re: Flamethrower?

I suppose you could always change the call or sneak powers into an attack. Or maybe just use the social powers.
by p.d
Mon Jun 17, 2013 6:18 pm
Forum: [WIP] Work In Progress
Topic: Effects from adventures in space!!!!
Replies: 27
Views: 17811

Re: Effects from adventures in space!!!!

Sweet!

Can you give a list of effect IDs from the space weapons?
by p.d
Wed Jun 12, 2013 10:42 am
Forum: Mod Help
Topic: Custom Creature Ability Problems
Replies: 7
Views: 4938

Re: Custom Creature Ability Problems

PS: I'd also prefer it throw a grenade instead of fire a missile,......or figure-out how to make the projectile look like GA's grenade


This can't be done because the grenade is a solid 3D model and spit can only shoot effects, which have no solid form.
by p.d
Sun Jun 09, 2013 5:49 pm
Forum: Mod Request
Topic: Flamethrower?
Replies: 5
Views: 3942

Re: Flamethrower?

Well this mod has a part that let's you breath fire and makes the target do the "help I'm on fire" animation. If you make a cell mouth really small and put it one the tip of a gun, it would function as a flamethrower.
by p.d
Sat Jun 01, 2013 9:12 am
Forum: Mod Discussion
Topic: Super big parts and super small parts
Replies: 4
Views: 3282

Re: Super big parts and super small parts

Make sure it's in the core spore data folder and not the GA folder.
by p.d
Fri May 31, 2013 3:18 pm
Forum: Mod Discussion
Topic: Super big parts and super small parts
Replies: 4
Views: 3282

Re: Super big parts and super small parts

It already exists.

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