Adventure Items Mod V3.5

Various editor modifications are found here.
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Re: Adventure Items Mod V3.5

Unread post #21 by HACKER80 » Thu Jun 20, 2013 5:18 pm

Camben Here are some few models we can use:

Hypnose Things:
<keys name="modelEffect">
<key instanceid="#E8D95FB4" />
<key instanceid="#6C8DD9CA" />
</keys>
<float name="modelEffectRange">999999999</float>
</properties>

Starts:
<keys name="modelEffect">
<key instanceid="#5E1E39BB" />
<key instanceid="#5E1E39BB" />
</keys>
<float name="modelEffectRange">999999999</float>
</properties>

Vulcano Effects:
<keys name="modelEffect">
<key instanceid="#7AF31BD0" /> (bang)
<key instanceid="#0E68D0EF" /> (normal fire)

Scepter:
<key name="modelMeshLOD0" instanceid="#D6CC461A" typeid="rw4" />

New tribal hut:
<keys name="modelEffect">
<key instanceid="#C88906E1" />
</keys>
<float name="modelEffectRange">200</float>
<vector3 name="modelLevelParams">
<x>50</x>
<y>0</y>
<z>1</z>
</vector3>
<key name="modelMeshLOD0" groupid="part_models~" instanceid="#1B7A4D27" typeid="rw4" />
</properties>

Bussy Machine:
<keys name="modelEffect">
<key instanceid="#C04F68BE" />
<key instanceid="#072AED2D" />
</keys>
<float name="modelEffectRange">999999999</float>
</properties>

Head Computer:
<key name="modelMeshLOD0" instanceid="#061300DC" typeid="rw4" />

Totem (happy):
<key name="modelMeshLOD0" instanceid="#8E6A9F47" typeid="rw4" />
<key name="modelMeshLOD1" instanceid="#1B4B17CD" typeid="rw4" />
<key name="modelMeshLOD2" instanceid="#1B4B17CD" typeid="rw4" />

Totem (agressive):
<key name="modelMeshLOD0" instanceid="#76B2499C" typeid="rw4" />
<key name="modelMeshLOD1" instanceid="#0D61050A" typeid="rw4" />
<key name="modelMeshLOD2" instanceid="#0D61050A" typeid="rw4" />

Tribal Matt:
groupid="toolgather1" instanceid="tt_food_mat" typeid="rw4" />

Tribalthings:
Tribaltools map (model)

bone:
instanceid="#F0EE574D" typeid="rw4" />


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Re: Adventure Items Mod V3.5

Unread post #22 by CamBen » Thu Jun 20, 2013 8:24 pm

Ok thanks :D
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Re: Adventure Items Mod V3.5

Unread post #23 by Emd4600 [ASR] » Sun Jun 30, 2013 4:34 pm

I created new gates, do you want it? (?):
Image

In the adventure they have the same color s the White Gate, but only opens with his key.
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Re: Adventure Items Mod V3.5

Unread post #24 by HACKER80 » Mon Jul 01, 2013 10:02 am

Emd4600 [ASR] wrote:I created new gates, do you want it? (?):
Image

In the adventure they have the same color s the White Gate, but only opens with his key.

It looks nice but what I have to say is that I really want to take it if you can change the color also to purple/pink when playing adventures :)
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Re: Adventure Items Mod V3.5

Unread post #25 by Emd4600 [ASR] » Mon Jul 01, 2013 12:23 pm

I can't because it's an effect. But you can camuflate the door.
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Re: Adventure Items Mod V3.5

Unread post #26 by CamBen » Wed Jul 03, 2013 2:03 pm

Those would be quite usefull. As for the effect, you could always try sticking both the blue and red effects to get a purple particle.
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Re: Adventure Items Mod V3.5

Unread post #27 by Emd4600 [ASR] » Wed Jul 03, 2013 3:50 pm

Taht's right, I will try to use the two effects xD. Also, you can add the keys and the doors but static. I can't test it now xD
Also I tried to add new bombs, but they don't explode.
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Re: Adventure Items Mod V3.5

Unread post #28 by Davo » Wed Jul 03, 2013 5:36 pm

for the bombs, have you tried to just parent the original bomb, then just change the name and model?

i was able to make new parts using the GA abilities by just parenting from them...
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Re: Adventure Items Mod V3.5

Unread post #29 by Emd4600 [ASR] » Thu Jul 04, 2013 5:02 am

No, I dind't tried it. I just copied the files and changed the time to explode.
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Re: Adventure Items Mod V3.5

Unread post #30 by HACKER80 » Thu Jul 04, 2013 11:03 am

Emd4600 [ASR] wrote:No, I dind't tried it. I just copied the files and changed the time to explode.

You Always have to parant the file as a bomb (also all the new objects in our mod are invisible if you come close to it, and that's because I used the wrong parant file so in the new version some objects like the colonies will no more invisible if you come close to it).
Modding makes spore almost always better on every way :D
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Re: Adventure Items Mod V3.5

Unread post #31 by Davo » Thu Jul 04, 2013 11:52 am

HACKER80 wrote:
Emd4600 [ASR] wrote:No, I dind't tried it. I just copied the files and changed the time to explode.

You Always have to parant the file as a bomb (also all the new objects in our mod are invisible if you come close to it, and that's because I used the wrong parant file so in the new version some objects like the colonies will no more invisible if you come close to it).


what is this i dont even
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Re: Adventure Items Mod V3.5

Unread post #32 by HACKER80 » Fri Jul 05, 2013 6:27 am

Guys Emd4600 did it. He made a purple Gate for the Adventure editor :D
He will show you, or I hope so.
This is a photo of the thing that Emd4600 made: http://s1308.photobucket.com/user/Emd46 ... 4.jpg.html
Modding makes spore almost always better on every way :D
My Spore name is kassa80!!!

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Re: Adventure Items Mod V3.5

Unread post #33 by Emd4600 [ASR] » Fri Jul 05, 2013 7:33 am

Yes but it has a bug. Sometimes it seems good but sometimes, when you touch it alterns with the red and blue effect. I make a orange gate and happens the same.
Oh, and I can't make a new color for the key :/
The bombs doesn't work.

Oh, and I have something. I have renamed 1481 files with his original name. Almost all are of Galactic Adventures. For rename it, add this to your reg_file.txt :

http://www.mediafire.com/?99k3iqzu535un44

Also, I renamed 5 properties with what I think there are. Just add this to reg_property:

initialdamage 0x6219412B
initialradius 0x15321D59
canBeCamuflated 0x071EFA6C
adventurePropLayout 0x2329EDBB
openGateModel 0xD60B941E
gateEquivalentProp 0x399C4F6C

And finally I have hashed 10 extensions. Just add this to reg_type.txt:

physx_bin 0x76e1259d
physx_xml 0x7eab18fd
cfx 0x278CF8F2
dds 0x17952E6C
snr 0x01a527db
sns 0x01eef63a
cur 0x02393756
cpp 0x0469A3F7
eapd 0x022D2C83
package 0x06EFC6AA

Also, I have added some extensions in a list, so SporeMaster will search text in. Just add this to SporeMaster Configuration:

<Extension>trigger</Extension>
<Extension>pfx</Extension>
<Extension>pd</Extension>
<Extension>xhtml</Extension>
<Extension>txt</Extension>
<Extension>css</Extension>
<Extension>formation</Extension>
<Extension>py</Extension>
<Extension>mcl</Extension>
<Extension>cll</Extension>
<Extension>crt</Extension>
<Extension>vcl</Extension>
<Extension>bld</Extension>
<Extension>flr</Extension>
<Extension>cfg</Extension>
<Extension>xml</Extension>
<Extension>eapd</Extension>
<Extension>#F2B924B3</Extension>

Image

If you want it, of course xD
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Re: Adventure Items Mod V3.5

Unread post #34 by CamBen » Sat Jul 06, 2013 8:57 am

You are awesome Emd. For the orange gates and purple gates, which key colors did you use? Also, if you or anyone can find a way to change the maxis name on the parts, that would be useful for compiling a list and searching parts. The version of adventureprops I have has fixed icons, spelling fixes, (drough to drought) , a changed name on an alien particle, a giant footprint, runestone, burnt hut, burn mark, and a whole load of other stuff (mostly fixed icons), so I'll be releasing that one soon if I remember, since I just got back into modding spore again after a long portal 2 streak. I've been mostly lurking on the forums lately, but I'm still here.
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Re: Adventure Items Mod V3.5

Unread post #35 by Emd4600 [ASR] » Sat Jul 06, 2013 10:26 am

I used the base blue key model and I put on modelMeshLOD1 the red key model.
For change the Maxis name that displays, erase the tableid="" and instanceid="" on the text:

Code: Select all

<texts name="spaceToolDescription">
    <text>Example</text>
 </texts>


For renaming a file:
SporeMaster can only rename with the original Maxis name. The names I have renamed there are on the files, like ep1_gmp_keycardblue. Go to Names tab, and in the left, put the name. If appears "Used by Spore", it's the correct name, so click "Save name"
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Re: Adventure Items Mod V3.5

Unread post #36 by Davo » Sun Jul 07, 2013 12:41 pm

if you make a new topic, i can sticky it
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Re: Adventure Items Mod V3.5

Unread post #37 by Emd4600 [ASR] » Wed Jul 10, 2013 4:19 pm

Image
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