[PRE-ALPHA RELEASE] Branching Evolution

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Re: [PRE-ALPHA RELEASE] Branching Evolution

Unread post #21 by Kisutora » Sun Sep 17, 2017 2:28 pm

Lovely! And I can clearly see why it is a Pre-Alpha. :D



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Re: [PRE-ALPHA RELEASE] Branching Evolution

Unread post #22 by Flames Kid » Sun Sep 17, 2017 2:30 pm

ohh i thought it had been released
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Re: [PRE-ALPHA RELEASE] Branching Evolution

Unread post #23 by Willie5000 » Thu Sep 21, 2017 8:35 am

Just tried it yesterday and... while it definitely is a pre-alpha, I am thoroughly impressed with what you made so far. Managed to make a small plant after four or five crashes - I'll probably post the PNG later today.

Still, great job, can't wait for the mod to be finished!

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Re: [PRE-ALPHA RELEASE] Branching Evolution

Unread post #24 by rob55rod » Thu Sep 21, 2017 10:05 am

Willie5000 wrote:Just tried it yesterday and... while it definitely is a pre-alpha

Mmhmm...

Willie5000 wrote:I am thoroughly impressed with what you made so far.

Thanks :7

Willie5000 wrote:Managed to make a small plant [...] I'll probably post the PNG later today.

CAN'T WAIT TO SEE IT AAAAAAAAAAAA O-O
(Sorry, just...I've been excited for quite a while to see what, if anything, people would do with Branching Evolution...)

Willie5000 wrote:after four or five crashes

Yeah...it actually has a few more crash triggers than the unmodded Flora Editor, lol. Just the price to pay for substantially improved actual functionality...we'll see what I can do about that. Hopefully I'll have a chance to create a video this weekend, covering what causes things to crash or otherwise break, and how best to avoid those issues.

Willie5000 wrote:Still, great job, can't wait for the mod to be finished!

...in a way, I can't either. I'm eager to create something a little more usable, heh...

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Re: [PRE-ALPHA RELEASE] Branching Evolution

Unread post #25 by Willie5000 » Thu Sep 21, 2017 10:53 pm

Here's the PNG of the plant I made. It's called (fittingly) a Test Tree;

Image

And here's what they're supposed to look like in-game.

Image

Most of the time the plants don't render unless I re-edit them (which is a complicated process that requires actually having the Flora Editor already open). I had to do that just for this screenshot.

Anyway, I hope you like it Rob. And again, thanks so much for this pre-alpha. I myself have been excited to finally be able to use the Flora Editor.

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Re: [PRE-ALPHA RELEASE] Branching Evolution

Unread post #26 by rob55rod » Fri Sep 22, 2017 9:57 am

Willie5000 wrote:Here's the PNG of the plant I made. It's called (fittingly) a Test Tree;

Sounds like something I'd make :lol:
Extremely old yet still accurate example of what I mean: Image


Willie5000 wrote:Image
And here's what they're supposed to look like in-game.
Image

Nice. Really makes my day to see people actually using the mod, after all these years...


Willie5000 wrote:Most of the time the plants don't render

"don't render" meaning...what, exactly?


Willie5000 wrote:unless I re-edit them (which is a complicated process that requires actually having the Flora Editor already open). I had to do that just for this screenshot.

Care to explain this process? I've been having trouble enabling the "Edit" button, so having documented exploit of some sort would be...well, better than nothing...

Willie5000 wrote:Anyway, I hope you like it Rob. And again, thanks so much for this pre-alpha. I myself have been excited to finally be able to use the Flora Editor.

I do, very much so, and the excitement is mutual ^-^

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Re: [PRE-ALPHA RELEASE] Branching Evolution

Unread post #27 by Willie5000 » Fri Sep 22, 2017 2:29 pm

When I say it doesn't render, I mean that the model doesn't load and the plant is totally invisible. At least in the Adventure Editor and the Preview Window.

As for how I managed to edit it; go into the Flora Editor as you described, then once you're in the Editor open the Sporepedia and find the plant you want to edit. Double click the Sporepedia icon/card of the plant you want to edit and it should open up in the editor.

Note that I haven't tried this with any of the Maxis plants.

Also, as a side note, maybe when a more stable build of this mod exists you should consider holding a contest on the Sporum where you create a plant with the Flora Editor. It'd be a fun way to encourage people to make and share the stuff they make with this mod..

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Re: [PRE-ALPHA RELEASE] Branching Evolution

Unread post #28 by Flames Kid » Fri Sep 22, 2017 9:21 pm

Here are my plants, some of them are a bit buggy
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Re: [PRE-ALPHA RELEASE] Branching Evolution

Unread post #29 by ThatDemonDavid » Sun Sep 24, 2017 1:37 am

They don't spawn naturally even when I remove GAprop tag ;( Davo's flora editor lets them spawn...

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Re: [PRE-ALPHA RELEASE] Branching Evolution

Unread post #30 by rob55rod » Sun Sep 24, 2017 4:48 am

ThatDemonDavid wrote:They don't spawn naturally even when I remove GAprop tag ;( Davo's flora editor lets them spawn...

Oh, really? Good, I guess that way they won't be going around making the Staff of Life crash the game :lol:

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Re: [PRE-ALPHA RELEASE] Branching Evolution

Unread post #31 by ThatDemonDavid » Sun Sep 24, 2017 11:42 am

rob55rod wrote:
ThatDemonDavid wrote:They don't spawn naturally even when I remove GAprop tag ;( Davo's flora editor lets them spawn...

Oh, really? Good, I guess that way they won't be going around making the Staff of Life crash the game :lol:

Yeah well, I was able to use the staff of life fine with Davo's flora editor which supposable is supposed to crash the game for the same reason.

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Re: [PRE-ALPHA RELEASE] Branching Evolution

Unread post #32 by rob55rod » Sun Sep 24, 2017 12:20 pm

ThatDemonDavid wrote:
rob55rod wrote:
ThatDemonDavid wrote:They don't spawn naturally even when I remove GAprop tag ;( Davo's flora editor lets them spawn...

Oh, really? Good, I guess that way they won't be going around making the Staff of Life crash the game :lol:

Yeah well, I was able to use the staff of life fine with Davo's flora editor which supposable is supposed to crash the game for the same reason.

Well it doesn't crash if the plants are tagged with gaprop...

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Re: [PRE-ALPHA RELEASE] Branching Evolution

Unread post #33 by ThatDemonDavid » Sun Sep 24, 2017 3:45 pm

rob55rod wrote:
ThatDemonDavid wrote:
rob55rod wrote:Oh, really? Good, I guess that way they won't be going around making the Staff of Life crash the game :lol:

Yeah well, I was able to use the staff of life fine with Davo's flora editor which supposable is supposed to crash the game for the same reason.

Well it doesn't crash if the plants are tagged with gaprop...

Obviously, but these creations were not tagged with gaprop. In fact, they spawned on my homeworld.

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Re: [PRE-ALPHA RELEASE] Branching Evolution

Unread post #34 by rob55rod » Sun Sep 24, 2017 7:04 pm

ThatDemonDavid wrote:
rob55rod wrote:
ThatDemonDavid wrote:Yeah well, I was able to use the staff of life fine with Davo's flora editor which supposable is supposed to crash the game for the same reason.

Well it doesn't crash if the plants are tagged with gaprop...

Obviously, but these creations were not tagged with gaprop. In fact, they spawned on my homeworld.

Oh...odd... ._____.

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Re: [PRE-ALPHA RELEASE] Branching Evolution

Unread post #35 by paranoid_modder » Sun Oct 22, 2017 12:14 pm

Here are some plants i made, big medium and small. finally got the editor to work, but they dont seem to show up anywhere other then everything tab under sporepedia. oh well, here they are!
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Re: [PRE-ALPHA RELEASE] Branching Evolution

Unread post #36 by Flames Kid » Sun Oct 22, 2017 7:07 pm

is the pngs working?
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Re: [PRE-ALPHA RELEASE] Branching Evolution

Unread post #37 by paranoid_modder » Mon Oct 23, 2017 10:24 am

Flames Kid wrote:is the pngs working?


i dont know, i just uploaded them here :p
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Re: [PRE-ALPHA RELEASE] Branching Evolution

Unread post #38 by GerbilCrab475 » Thu Nov 02, 2017 2:08 pm

This mod is very interesting. The best plant editor mod there is out there. It makes me wonder if the plant parts can be used in the creature editor since it seems that the plant editor is very similar to the creature editor (like how the building and vehicle editors are similar to each other). Of course, the issue of getting the parts to be visible in the editor and not just after the creation is made still needs to be addressed.

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Re: [PRE-ALPHA RELEASE] Branching Evolution

Unread post #39 by rob55rod » Fri Nov 03, 2017 8:29 am

GerbilCrab475 wrote:This mod is very interesting. The best plant editor mod there is out there.

Thanks :3

GerbilCrab475 wrote:It makes me wonder if the plant parts can be used in the creature editor since it seems that the plant editor is very similar to the creature editor (like how the building and vehicle editors are similar to each other).

They're both skin-based editors, so yes, that would work, although I currently have no intentions of doing so.


GerbilCrab475 wrote:Of course, the issue of getting the parts to be visible in the editor and not just after the creation is made still needs to be addressed.

By default, they're not visible in either case, because the models don't exist anymore. I've been fixing the parts by pulling the models from the pre-baked Maxis flora models. It's a royal pain in the rear to do, hence why it's taking so long...I often find I get discouraged rather quickly, and end up moving to another project :/

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Re: [PRE-ALPHA RELEASE] Branching Evolution

Unread post #40 by GerbilCrab475 » Fri Nov 03, 2017 5:40 pm

rob55rod wrote:They're both skin-based editors, so yes, that would work, although I currently have no intentions of doing so.


Aw darn, I would love to use some of those wacky branch parts for limbs. The decorative parts could pretty much only be used for plant creatures though, which could still be interesting. However, your mod, your choices.

By default, they're not visible in either case, because the models don't exist anymore. I've been fixing the parts by pulling the models from the pre-baked Maxis flora models. It's a royal pain in the rear to do, hence why it's taking so long...I often find I get discouraged rather quickly, and end up moving to another project :/


It sounds like you're doing the job of what would take a team to do with this mod. Pretty much the only issue is the invisible part problem (and the easily avoidable crashes I guess) so don't get too discouraged. There's some real progress here and it could lead to the production of even more mods. I wish you luck. If there's any way I can help I will.


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