More Dragon Parts

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Additionally, be aware that while the Spore ModAPI has empowered mod developers like never before, our ability to add "new" functionality still has its limits, so if there's nothing in Spore that can already do it, we may not be able to either. Nothing is lost in asking, but don't get your hopes up, especially not for anything really big.
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More Dragon Parts

Unread postby tapier-lover » Thu Jun 20, 2013 9:45 am

More parts to make dragons would be really nice.
Parts like:
Horns
Tusks
Mouths
Feet
Wings
Large protruding scales
Eyes
And fins

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CamBen
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Re: More Dragon Parts

Unread postby CamBen » Thu Jun 20, 2013 9:55 am

Many of these parts are included in dark injection. There is someone I know who is not on this forum who can model quite well, and has made various mods for sims3. I linked her on steam to the guide on making spore models and told her the part I knew, but she had the same issue with me, the tangents were messed up. Otherwise if that was taken care of you could probably talk to her about it.
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Re: More Dragon Parts

Unread postby Davo » Thu Jun 20, 2013 3:18 pm

you just need to click the tangent button
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Re: More Dragon Parts

Unread postby CamBen » Thu Jun 20, 2013 3:51 pm

Tried that already, no luck.
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Re: More Dragon Parts

Unread postby StarDream » Fri Feb 28, 2014 8:52 pm

Do you have AutoDesk 3D/Maya or Blender?

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Re: More Dragon Parts

Unread postby rob55rod » Sun Mar 23, 2014 7:05 am

StarDream wrote:Do you have AutoDesk 3D/Maya or Blender?

By definition blender. There are no such tools for maya or 3ds max...atleast not as far as I know.
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Re: More Dragon Parts

Unread postby CamBen » Sun Mar 23, 2014 12:28 pm

rob55rod wrote:
StarDream wrote:Do you have AutoDesk 3D/Maya or Blender?

By definition blender. There are no such tools for maya or 3ds max...atleast not as far as I know.

I personally find blender to be a bland tool, I use milkshape 3d and then convert it to a format blender can use.
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Re: More Dragon Parts

Unread postby rob55rod » Sun Mar 23, 2014 2:45 pm

Camßεn wrote:
rob55rod wrote:
StarDream wrote:Do you have AutoDesk 3D/Maya or Blender?

By definition blender. There are no such tools for maya or 3ds max...atleast not as far as I know.

I personally find blender to be a bland tool, I use milkshape 3d and then convert it to a format blender can use.

WAIT...that could be your problem, Camβen. Try building the model in blender 2.5 or 2.6, then export as .3ds, import that into blender 2.49b, and do the stuff that needs to be done. Let me know if that woiks, as I couldn't convert models from sculptris to spore.
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Re: More Dragon Parts

Unread postby CamBen » Sun Mar 23, 2014 11:26 pm

I don't think that is the issue. For dark genetics, Emd converted over 2 meshes for me that I had made in sculptris.
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Re: More Dragon Parts

Unread postby Emd4600 [ASR] » Mon Mar 24, 2014 9:28 am

Blender can't generate the tangents without an UV map.
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Re: More Dragon Parts

Unread postby CamBen » Mon Mar 24, 2014 4:33 pm

Emd4600 [ASR] wrote:Blender can't generate the tangents without an UV map.

Yea I know, after I heard about that, I tried one with a uv map and it still didnt work.
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Re: More Dragon Parts

Unread postby Emd4600 [ASR] » Tue Mar 25, 2014 9:18 am

What error do you have? What language uses your computer?
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Re: More Dragon Parts

Unread postby CamBen » Tue Mar 25, 2014 11:21 pm

I've gotten a model I've created in sculptris and milkshape, fully UV mapped, imported to blender, ogre exported with all that tangent option stuff and exporter location, then I get a tangent less mesh xml. I run it back through the converter manually, and it spits out another file without any tangent data.
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Re: More Dragon Parts

Unread postby Emd4600 [ASR] » Wed Mar 26, 2014 9:28 am

Remember that when you have exported it you have to put the .mesh file throught OgreXmlConverter.exe
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Re: More Dragon Parts

Unread postby CamBen » Wed Mar 26, 2014 2:52 pm

Emd4600 [ASR] wrote:Remember that when you have exported it you have to put the .mesh file throught OgreXmlConverter.exe

Yea that's what I did
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