SporeModder - Animated parts, custom effects, skinpaints and much more!

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SpoffitMaster
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Re: SporeModder - The new Spore modding tool!! [WIP] [PRE-ALPHA AVAILABLE!]

Unread post #141 by SpoffitMaster » Mon May 09, 2016 11:51 am

I have tried it at Unk 2s of 1-4 and now only the one of the jaws appears (I think it is the bottom one as it apears to animate slightly).


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Re: SporeModder - The new Spore modding tool!! [WIP] [PRE-ALPHA AVAILABLE!]

Unread post #142 by SpoffitMaster » Mon May 16, 2016 2:55 pm

I got it working. I had the bones done wrong they weren't properly connected to each other. I also had the head be rotated to fit the bones and when exported it lost that rotation causing the animation to move the wrong way. Thanks for all the help and for such a great tool.
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Re: SporeModder - The new Spore modding tool!! [WIP] [PRE-ALPHA AVAILABLE!]

Unread post #143 by rob55rod » Mon May 16, 2016 3:03 pm

SpoffitMaster wrote:I got it working. I had the bones done wrong they weren't properly connected to each other. I also had the head be rotated to fit the bones and when exported it lost that rotation causing the animation to move the wrong way. Thanks for all the help and for such a great tool.

So, the model works correctly now?

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Re: SporeModder - The new Spore modding tool!! [WIP] [PRE-ALPHA AVAILABLE!]

Unread post #144 by SpoffitMaster » Tue May 17, 2016 12:07 am

Yes the model works properly and animates in the correct direction what was happening was that the bones for the top jaw were not attached to the bones for the bottom jaw and that was causing the top part to be removed when spore loaded it.


It animates in the editor but it doesn't move outside the editor.
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Re: SporeModder - The new Spore modding tool!! [WIP] [PRE-ALPHA AVAILABLE!]

Unread post #145 by Emd4600 [ASR] » Sun Jun 12, 2016 1:30 pm

UPDATE: Uploaded a newer version which fixes an important bug which caused the model to explode if it had mroe than 4 bones.
http://www.mediafire.com/download/eqa5vj89i1nu02m/SporeModder_Blender_Addons_12-06-2016.rar

SpoffitMaster, about your problem, you have to include the model in part_models_lod1~ too so they animate outside the editor.
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Re: SporeModder - The new Spore modding tool!! [WIP] [PRE-ALPHA AVAILABLE!]

Unread post #146 by Emd4600 [ASR] » Sun Jun 19, 2016 5:23 am

SporeModder will have support for new skinpaints!!

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Re: SporeModder - The new Spore modding tool!! [WIP] [PRE-ALPHA AVAILABLE!]

Unread post #147 by grandrice » Sun Jun 19, 2016 8:15 am

Emd4600 [ASR] wrote:SporeModder will have support for new skinpaints!!

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So custom skins? In the same way you can have custom parts?
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Re: SporeModder - The new Spore modding tool!! [WIP] [PRE-ALPHA AVAILABLE!]

Unread post #148 by rob55rod » Sun Jun 19, 2016 10:22 am

grandrice wrote:So custom skins?

Skinpaints, yes.

grandrice wrote:In the same way you can have custom parts?

No, the method is completely different.

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Re: SporeModder - The new Spore modding tool!! [WIP] [PRE-ALPHA AVAILABLE!]

Unread post #149 by grandrice » Sun Jun 19, 2016 10:46 am

What features will this have for modding other than custom parts and skins. Will this make new tools and part ability editing easier? Better than spore master? What about UI editing? If so, how will it do this. Any other kinds of features I missing.
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Re: SporeModder - The new Spore modding tool!! [WIP] [PRE-ALPHA AVAILABLE!]

Unread post #150 by MelonLordToph » Mon Jun 20, 2016 7:30 pm

I know for sure I am making more contour line skinpaints for the Coat section.
o===[;;;;;;;;;;;;;;;;;>

This is the sword I will use to slice my enemies.

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Re: SporeModder - The new Spore modding tool!! [WIP] [PRE-ALPHA AVAILABLE!]

Unread post #151 by Emd4600 [ASR] » Tue Jun 21, 2016 3:21 am

grandrice wrote:What features will this have for modding other than custom parts and skins. Will this make new tools and part ability editing easier? Better than spore master? What about UI editing? If so, how will it do this. Any other kinds of features I missing.


New tools and part abilities are things you can already make with SporeMaster.
About UI editing, SporeModder makes it possible (although it's still quite undocumented and therefore, complicated).
And it will have more features, like custom effects.
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Re: SporeModder - The new Spore modding tool!! [WIP] [PRE-ALPHA AVAILABLE!]

Unread post #152 by Leviathan » Mon Jun 27, 2016 7:15 am

Imagine all of the cool skin paints that could be made.

Galaxy print, sparkly skin, nasty looking scabs since making the creepy and cute wound paints dark brown looks nothing like scabs, etc...

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Re: SporeModder - The new Spore modding tool!! [WIP] [PRE-ALPHA AVAILABLE!]

Unread post #153 by MelonLordToph » Mon Jul 04, 2016 4:14 pm

When do you think you will release custom skin paints???
o===[;;;;;;;;;;;;;;;;;>

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Re: SporeModder - The new Spore modding tool!! [WIP] [PRE-ALPHA AVAILABLE!]

Unread post #154 by eekskekdje » Sun Sep 11, 2016 10:59 am

I downloaded the pre-alpha, it works great for the most part but how can I put my models into Spore so I can throw them into an adventure or something

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Re: SporeModder - The new Spore modding tool!! [WIP] [PRE-ALPHA AVAILABLE!]

Unread post #155 by fungus3 » Mon Oct 03, 2016 6:08 am

Hype for release :3

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Re: SporeModder - Animated parts, custom effects, skinpaints and much more!

Unread post #156 by Emd4600 [ASR] » Mon Oct 03, 2016 9:01 am

SporeModder has been officially released. Go check it out! http://davoonline.com/phpBB3/viewtopic.php?f=108&t=5458&p=22616#p22616
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Re: SporeModder - Animated parts, custom effects, skinpaints and much more!

Unread post #157 by MelonLordToph » Mon Oct 03, 2016 4:15 pm

It's released!!! I am the happiest person alive! *gets to work on skinpaints*

((DAMMIT ANTIVIRUS.. This is a good program!!!))
o===[;;;;;;;;;;;;;;;;;>

This is the sword I will use to slice my enemies.

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Re: SporeModder - Animated parts, custom effects, skinpaints and much more!

Unread post #158 by fungus3 » Mon Oct 03, 2016 5:54 pm

Does not work at all for me. Unpack is bugged; creating projects are bugged; references to main spore files are bugged. Editing is impossible, too.

FFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU!!! WHY F%$#&NG MEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE?!?!?!??!??!?!?!?!?!?!!?!??!?!?!?!?!??!?!?!?! WHY ALWAYS MEEEEEEEEEEEEEEEEEEEEEEEEEEE?!?!?!?!?!?!??!??!!?!?!?!?!?!

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Re: SporeModder - Animated parts, custom effects, skinpaints and much more!

Unread post #159 by Emd4600 [ASR] » Tue Oct 04, 2016 8:48 am

fungus3 wrote:Does not work at all for me. Unpack is bugged; creating projects are bugged; references to main spore files are bugged. Editing is impossible, too.

FFFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU!!! WHY F%$#&NG MEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE?!?!?!??!??!?!?!?!?!?!!?!??!?!?!?!?!??!?!?!?! WHY ALWAYS MEEEEEEEEEEEEEEEEEEEEEEEEEEE?!?!?!?!?!?!??!??!!?!?!?!?!?!


Could you show me pictures of each of the errors thrown in each case, please?
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Re: SporeModder - Animated parts, custom effects, skinpaints and much more!

Unread post #160 by tklarenb » Wed Oct 05, 2016 1:45 pm

I've been running into some issues with packing and unpacking as well. Just to test it out I tried unpacking a mod I had (Strange and Beautiful Unique Creature Parts) by selecting the mod .package file and telling it to unpack into a test project. A green loading bar pops up for a split second but nothing gets unpacked. Second, I took one of the example projects (the Custom Adventure Music one) and attempted to pack it, but it threw up an error:
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Also on occasion when opening a project it won't show all the contained folders inside it, just the name of the project, like this:
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It seems to happen mainly after I've already opened a project and then go to open another one. Notice how the top bar says I have "Project 5" opened (the first project I had opened) but in the contents window it shows the project I just tried to open afterwards.


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