Dark Genetics v1: Halfway between Dark Injection and Spore!

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CamBen
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Dark Genetics v1: Halfway between Dark Injection and Spore!

Unread postby CamBen » Tue Oct 01, 2013 10:57 pm

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So, this new mod is called Dark Genetics, and is designed to go with Dark Injection by Davo. This does not mean it requires it, though.

The mod's content includes:
Spoiler: show
• More parts than the original Spore Creature Creator, such as:
-Recolors of every core Spore part to match the Darkspore parts (not including mouths)
-Completely new parts
-Limbs custom made or cut from the game
-VocalSwap with icons
-AnimalParts (Previously unreleased)
-Aquatic Parts (Unreleased, once part of my aquatic stage mod)
-Static versions of every core Spore mouth and wing

• Modified vertebrae, can now have hands and feet attached to them.

• A few new abilities, such as:
-Autowalker: Directs your creature towards the fastest route to the targeted object, and will walk your creature towards the target, ignoring most if not all terrain routing issues.
-Toxic Flower Charge: Throw toxic flowers as you run by.
-Zombie Charge: Charges forwards, turning nearby creatures into zombies with creepy music playing periodically.
-Infernal Orb: Shoot a glowing orb at the enemy rapidly, causing minor damage.
-Flare Launch: Launches a flare capable of igniting the enemy.
-Orb of Ice: Shoots a small magic orb able to freeze enemies, dealing minor damage while frozen.

• Nonfunctional abilities will hopefully be fixed in the next update. These include 2 other fire type spit abilities, a biological type superweapon, and 3 ice type abilities.

• 3 new editors

• 3 new optional graphics mods

• An optional spine tweaking mod

• 2 optional editor backgrounds

• An optional complete sound effect overhaul

• 37 new test drive animations

• New body shapes for the creature editor

• 3 new test drive backgrounds


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HOW TO INSTALL (VERY IMPORTANT PLEASE READ):
Spoiler: show
1. Download every desired file.
2. Put CB_Dark_Genetics and every other downloaded mod in EP1 data
3. Move (not copy. This step is ESSENTIAL.) Zz_Arenas_Textures from Spore data to BP1 or BP2 data, depending on what expansions you have.
4. If Dark Genetics does not take effect, rename Dark Injection to a lower load order, or rename Dark Genetics to a higher load order.


HOW TO USE THE LIMB EDITORS:
Spoiler: show
1. No extra files other than CB_Dark_Genetics are needed, except knowledge of sporemaster.
2. Locate your "Editorsaves.package" file and rename it to "Editorsaves_orig.package". This will make your experience much easier.
3. Open the limb editor using the same method as any other editor. The states are: limbeditor, exolimbeditor, and robolimbeditor.
4. Create your new limb. Do not try to scale the limb segments, or change the base of the limb. To scale limbs, add a hand to the and and scale that up instead. (submitted by rob55rod) Edit only the "elbow" ball joint and onwards. New sections from core spore, DI, CB Custom Parts, or DG can be added, as well as hands, feet, and other creature parts. Tag all creations with gaprop.
5. Close spore, open sporemaster, and unpack your newly generated editorsaves.package. Create a new folder for creature parts, and one for an items palette, etc.
6. Copy over an existing limb_assembly_x creature file, and for the assembly CRT file, make it be the hash name of your creation found in the existing folder. ie #000000.
7. Add your part to the palette
8. Pack it, hope for the best


DOWNLOADS:

Main Zip:
http://davoonline.com/camben/CamBenDarkGenetics.zip

Mirror Download:
http://www.mediafire.com/download/549i3 ... netics.zip

Sound Mod:
http://www.davoonline.com/camben/DarkAudio.package
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Re: Dark Genetics v1: Halfway between Dark Injection and Spo

Unread postby Zanthoria » Sat Oct 05, 2013 4:38 am

Isn't the ignite one the tribal torch attack? I am pretty sure it is. Many thing went unexplained in the tribal phase including seaweed gathering and the difference between auto tribe attacks and ones where you click the button.
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Re: Dark Genetics v1: Halfway between Dark Injection and Spo

Unread postby CamBen » Sat Oct 05, 2013 10:04 am

Zanthoria wrote:Isn't the ignite one the tribal torch attack? I am pretty sure it is. Many thing went unexplained in the tribal phase including seaweed gathering and the difference between auto tribe attacks and ones where you click the button.

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

Unread postby Davo » Sat Oct 05, 2013 12:43 pm

Camben... http://davoonline.com/camben/CamBenDarkGenetics.zip

link available 3 minutes after this post, as the file is still uploading...
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Re: Dark Genetics v1: Halfway between Dark Injection and Spo

Unread postby p.d » Sat Oct 05, 2013 1:16 pm

Is the DarkAudio package just for sound effects?

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

Unread postby CamBen » Sat Oct 05, 2013 2:56 pm

p.d wrote:Is the DarkAudio package just for sound effects?

Yes.
Davo wrote:Camben... http://davoonline.com/camben/CamBenDarkGenetics.zip

link available 3 minutes after this post, as the file is still uploading...

And awesome, thanks!
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Re: Dark Genetics v1: Halfway between Dark Injection and Spo

Unread postby CamBen » Sat Oct 05, 2013 3:09 pm

Btw, a quickie write-up tutorial is now in for the limb editor. An image tutorial might come soon.
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Re: Dark Genetics v1: Halfway between Dark Injection and Spo

Unread postby bitl » Sat Oct 05, 2013 5:08 pm

FINALLY!

Can you make detail versions of hands and feet (including Grox, C&C, and Bot Parts) or make it so you can attach them anywhere? I tried doing this and it did not work properly.

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

Unread postby CamBen » Sat Oct 05, 2013 6:01 pm

I'll be adding back in my limb attach part from camben custom parts that lets you place hands and feet anywhere. With this version i let you put hands and feet on the end of the spine, though.
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Re: Dark Genetics v1: Halfway between Dark Injection and Spo

Unread postby Zanthoria » Sat Oct 05, 2013 6:35 pm

As soon as I read that, I though 2005 Willosaur.
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Re: Dark Genetics v1: Halfway between Dark Injection and Spo

Unread postby CamBen » Sat Oct 05, 2013 9:47 pm

Zanthoria wrote:As soon as I read that, I though 2005 Willosaur.

Yes, that was my original goal XD
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Re: Dark Genetics v1: Halfway between Dark Injection and Spo

Unread postby luggikebab » Sun Oct 06, 2013 3:15 am

This is an AWESOME Mod! It feels like a Beta verison of SPORE 2 Because of the new test drive animations! :D

It's really funny When you click the ''Birth reaction'' Button about the creature stays for some seconds and Runs away! :lol:

Also with ''Joy''! :lol:

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

Unread postby CamBen » Sun Oct 06, 2013 11:20 am

Glad you like them :) I plan to fill up animation page 4 in version 2.
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Re: Dark Genetics v1: Halfway between Dark Injection and Spo

Unread postby p.d » Sun Oct 06, 2013 4:16 pm

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.

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

Unread postby CamBen » Sun Oct 06, 2013 6:32 pm

The cosmo one is a spaceship background. I already included this in the readme file.
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Re: Dark Genetics v1: Halfway between Dark Injection and Spo

Unread postby Davo » Sun Oct 06, 2013 9:34 pm

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


and one of few to ever come with a readme might i add!

i had an idea based off of this mod you made. the limb editor.

is it possible to call a certain creature you made as a part without having to move it between packages?
since you know the name in the editor save or wherever the part/creature/limb comes from, is it possible to just add that file on the editor parts items page?

from there, you could give out a .png to whoever downloads the mod
they edit the .png you gave them and replace save it. open the creature editor and there it is, a part maker?
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Re: Dark Genetics v1: Halfway between Dark Injection and Spo

Unread postby CamBen » Sun Oct 06, 2013 9:56 pm

It may work, but I'm not sure. It may or may not change the hash name for each person, but if that is constant, that would probably work. What is easier though, is to just give people your newly generated editorsaves file and have them install it as a mod, along with your palette page item file and creature part definition file.

The good part about making an alternate editorsaves file as your main one temporarily to create limbs, is that then when you swap the 2 editorsaves files out, you can easily switch between limb creation sporepedia and regular sporepedia, as well as sharing it with other players. When you want to switch it back out for your old one with your creatures, no previous creation will be lost.

As for making other parts other than limbs: currently, the editor only allows for parts to be attached to limbs or a body. Limbs would be ruled out, if it was not a limb, and vertebrae mess up your creature when dragging a creature with vertebrae onto an existing body. I'm thinking, if this works, set a basic, non vertebra type part as the spine, so when It is dragged onto the creature, it won't mess it up.
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Re: Dark Genetics v1: Halfway between Dark Injection and Spo

Unread postby CamBen » Mon Oct 07, 2013 6:53 pm

Okay, I just tried out our idea. The results were less than satisfactory.

This shows the part before (when making it) and after (when putting it on a creature)
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Re: Dark Genetics v1: Halfway between Dark Injection and Spo

Unread postby Zanthoria » Mon Oct 07, 2013 8:42 pm

I was watching the video, and saw the spine of the creature AND the creature's rib bones! Is this in dark genetics? I wanted to lean more before I got it, and I also wanted to redownload spore, as I need to every few weeks.
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Re: Dark Genetics v1: Halfway between Dark Injection and Spo

Unread postby CamBen » Mon Oct 07, 2013 8:46 pm

yes, that is the modified spine bones of dark genetics.
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