[WIP] 2006 UX - it's like 2006 Spore!

Mods that combine many smaller mods or lonely mods that just have no place to go...
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Re: [WIP] 2006 UX - it's like 2006 Spore!

Unread post #21 by rob55rod » Wed May 27, 2015 2:47 pm

Image
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Hooray. Moar screenies.



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Re: [WIP] 2006 UX - it's like 2006 Spore!

Unread post #22 by Botifier » Wed May 27, 2015 5:41 pm

I need a gif that says hype intensifies. this is so cool!

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Re: [WIP] 2006 UX - it's like 2006 Spore!

Unread post #23 by rob55rod » Wed May 27, 2015 5:44 pm

Botifier wrote:I need a gif that says hype intensifies. this is so cool!

Um...Image

Waitno, Image

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Re: [WIP] 2006 UX - it's like 2006 Spore!

Unread post #24 by rob55rod » Thu May 28, 2015 10:51 am

Here, have a video:

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Re: [WIP] 2006 UX - it's like 2006 Spore!

Unread post #25 by rob55rod » Fri May 29, 2015 9:45 am

I've successfully added a working Test Drive Button to the 2011Concealed UI!!
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Re: [WIP] 2006 UX - it's like 2006 Spore!

Unread post #26 by dimkoxi » Fri May 29, 2015 1:10 pm

Great job!

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Re: [WIP] 2006 UX - it's like 2006 Spore!

Unread post #27 by rob55rod » Fri May 29, 2015 1:37 pm

dimkoxi wrote:Great job!

Thanks :3

I should note that the play panel doesn't appear, so test drive mode can be accessed, but isn't fully functional yet ._.

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Re: [WIP] 2006 UX - it's like 2006 Spore!

Unread post #28 by eme12 » Fri May 29, 2015 6:29 pm

Do you plan on including the beta blood effects? :)
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Re: [WIP] 2006 UX - it's like 2006 Spore!

Unread post #29 by rob55rod » Fri May 29, 2015 6:32 pm

UndeadGaming606 wrote:Do you plan on including the beta blood effects? :)

If possible (and if they still exist) yes, however, I doubt it will be possible...

...eh, no loss in trying, bar a few days' time :lol:

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Re: [WIP] 2006 UX - it's like 2006 Spore!

Unread post #30 by eme12 » Fri Jun 12, 2015 8:10 am

Any progress on the mod?
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Re: [WIP] 2006 UX - it's like 2006 Spore!

Unread post #31 by rob55rod » Fri Jun 12, 2015 8:26 am

UndeadGaming606 wrote:Any progress on the mod?

Some. Nothing interesting, mostly just under-the-hood improvements.

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Re: [WIP] 2006 UX - it's like 2006 Spore!

Unread post #32 by eme12 » Sun Jun 21, 2015 4:49 pm

rob55rod wrote:
UndeadGaming606 wrote:Any progress on the mod?

Some. Nothing interesting, mostly just under-the-hood improvements.

Any progress on the blood effects?
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Re: [WIP] 2006 UX - it's like 2006 Spore!

Unread post #33 by rob55rod » Sun Jun 21, 2015 5:40 pm

UndeadGaming606 wrote:
rob55rod wrote:
UndeadGaming606 wrote:Any progress on the mod?

Some. Nothing interesting, mostly just under-the-hood improvements.

Any progress on the blood effects?

Nope. I haven't had much opportunity to work on this recently, as there was a bit of a crunch at the end of the school year, and now I'm stuck on vacation. But that will only last for another week or so, at which point I'll be able to get back to work :D

Chances are, SporeModder will probably be needed, as I can't even view the names or hashes of the effects contained within the mysterious effect collection files...

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Re: [WIP] 2006 UX - it's like 2006 Spore!

Unread post #34 by eme12 » Mon Jun 22, 2015 1:44 pm

rob55rod wrote:Nope. I haven't had much opportunity to work on this recently, as there was a bit of a crunch at the end of the school year, and now I'm stuck on vacation. But that will only last for another week or so, at which point I'll be able to get back to work :D

Chances are, SporeModder will probably be needed, as I can't even view the names or hashes of the effects contained within the mysterious effect collection files...

The blood in the cell stage might be helpful for trying to figure out how to get blood in the other stages.
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Re: [WIP] 2006 UX - it's like 2006 Spore!

Unread post #35 by GIRGHGH » Mon Jun 22, 2015 10:10 pm

UndeadGaming606 wrote:
rob55rod wrote:Nope. I haven't had much opportunity to work on this recently, as there was a bit of a crunch at the end of the school year, and now I'm stuck on vacation. But that will only last for another week or so, at which point I'll be able to get back to work :D

Chances are, SporeModder will probably be needed, as I can't even view the names or hashes of the effects contained within the mysterious effect collection files...

The blood in the cell stage might be helpful for trying to figure out how to get blood in the other stages.

That effect is a bit not gravity bound. Put it in the creature phase and it looks like a poofing cloud.
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Re: [WIP] 2006 UX - it's like 2006 Spore!

Unread post #36 by Emd4600 [ASR] » Tue Jun 23, 2015 2:51 am

I tried to add blood some time ago. The problem was not the effect (cause we can add them via SporeModder), but when it gets played. Creatures don't do any effect when dying, and we can't also make the effect appear when ou hit the creature (that only works for split-like abilities).
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Re: [WIP] 2006 UX - it's like 2006 Spore!

Unread post #37 by eme12 » Tue Jun 23, 2015 3:10 pm

Emd4600 [ASR] wrote:I tried to add blood some time ago. The problem was not the effect (cause we can add them via SporeModder), but when it gets played. Creatures don't do any effect when dying, and we can't also make the effect appear when ou hit the creature (that only works for split-like abilities).

I mentioned earlier that the cell stage blood may be the key. Would it be possible to make the cell stage blood effect play in Creature and just retexture how the blood looks so it is more realistic?
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Re: [WIP] 2006 UX - it's like 2006 Spore!

Unread post #38 by CamBen » Tue Jun 23, 2015 4:39 pm

I'm not sure if you understood what he just said... Because he literally just said that the problem was not making the effect.

The problem was that there is no way to play a blood effect in creature stage, because there is nothing in the game that is set up to allow an effect to play when a creature is injured.
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Re: [WIP] 2006 UX - it's like 2006 Spore!

Unread post #39 by Darhagonable » Tue Jun 23, 2015 4:55 pm

So the only way is if we find a old file that is not in use with the effect from the beta? (some textures still exist from the beta so I guess other things also is left)

So the file that make the cell blood effect play would not help?
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Re: [WIP] 2006 UX - it's like 2006 Spore!

Unread post #40 by rob55rod » Wed Jun 24, 2015 3:01 am

Darhagonable wrote:So the only way is if we find a old file that is not in use with the effect from the beta? (some textures still exist from the beta so I guess other things also is left)

So the file that make the cell blood effect play would not help?

No, it wouldn't, especially given that it's a piece of code, not a file.

Note that animations can trigger effects, so if Emd were to exploit that somehow, then we'd be in a much better position, but IDK if he'd even consider trying .-.


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