New Sporemaster Model Type?

Post your mod requests/ideas here, not in with the actual mods.
NOTE: 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.
Forum rules
Please keep in mind that if your request is not granted immediately, that doesn't mean it never will be. Sooner or later, someone may well pop in and try to make it happen. Patience is a virtue. Just...don't go around begging and annoying people over it.
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.
User avatar
CamBen
Tech Support
Tech Support
Posts: 1353
Joined: Thu Mar 17, 2011 5:26 pm
Age: 21

New Sporemaster Model Type?

Unread post by CamBen »

So I know a few people might be working on a new modding tool, so if any of you people see this, PLEASE make models pack into spore properly. It is just plain annoying to not be able to preview hardly any default models in spore, not be able to animate them, and not be able to assign a texture that the model itself uses instead of just the part. This, to me, might actually make creating newly meshed parts more worthwhile to me.
Spore is creative, even the mods and hacks.
Or, should I say, especially the mods and hacks?

Now currently making content for the Life is Strange and Portal communities. Check me out on YouTube
User avatar
emd
Tech Support
Tech Support
Posts: 620
Joined: Sun Dec 09, 2012 6:21 am
Gender:

Re: New Sporemaster Model Type?

Unread post by emd »

I'm really working on it. The progress bar I have on my signature it's about that, controlling models. I think it's possible to do, hard, but possible.
Spore Modding Tools:
[list]
[*] SporeModder FX
[*] SporeModder Blender Addons
[*] Spore ModAPI SDK[/list]
User avatar
rob55rod
Tech Support
Tech Support
Posts: 4069
Joined: Sat Jul 02, 2011 9:50 am
Gender:

Re: New Sporemaster Model Type?

Unread post by rob55rod »

Emd4600 [ASR] wrote:I'm really working on it. The progress bar I have on my signature it's about that, controlling models. I think it's possible to do, hard, but possible.
Oh, wow! Clever. Now all it needs is a label. So, SporeMaster 2.0 is 0% and your goal is 100%? Or is no custom models or model viewing at all 0%?
Having trouble with the Spore ModAPI Launcher Kit? Get help here!

If you're reading this, you have my permission to build off of my mods as long as I am credited. Please don't mirror my work unaltered, unless I no longer provide a working download.
User avatar
emd
Tech Support
Tech Support
Posts: 620
Joined: Sun Dec 09, 2012 6:21 am
Gender:

Re: New Sporemaster Model Type?

Unread post by emd »

SporeMaster is more or les at 60%. But SporeMaster has finished there, and I'm still working on this, so,.....
My goal is 100%, of course xD
Spore Modding Tools:
[list]
[*] SporeModder FX
[*] SporeModder Blender Addons
[*] Spore ModAPI SDK[/list]
User avatar
rob55rod
Tech Support
Tech Support
Posts: 4069
Joined: Sat Jul 02, 2011 9:50 am
Gender:

Re: New Sporemaster Model Type?

Unread post by rob55rod »

Emd4600 [ASR] wrote:SporeMaster is more or les at 60%. But SporeMaster has finished there, and I'm still working on this, so,.....
My goal is 100%, of course xD
My prediction was correct, it seems. You're NOT building your program off of SporeMaster. That's probably for the better, long-term.
Having trouble with the Spore ModAPI Launcher Kit? Get help here!

If you're reading this, you have my permission to build off of my mods as long as I am credited. Please don't mirror my work unaltered, unless I no longer provide a working download.
User avatar
emd
Tech Support
Tech Support
Posts: 620
Joined: Sun Dec 09, 2012 6:21 am
Gender:

Re: New Sporemaster Model Type?

Unread post by emd »

Okay, I made an important progress. I present you the cr_egg_03_base model:
Image

So now I can unpack the textures of most of the models and also convert most of the models that crashed with an "VA100 Unsupported vertex size" error.
It's something, I suppose xD
Spore Modding Tools:
[list]
[*] SporeModder FX
[*] SporeModder Blender Addons
[*] Spore ModAPI SDK[/list]
User avatar
rob55rod
Tech Support
Tech Support
Posts: 4069
Joined: Sat Jul 02, 2011 9:50 am
Gender:

Re: New Sporemaster Model Type?

Unread post by rob55rod »

Emd4600 [ASR] wrote:Okay, I made an important progress. I present you the cr_egg_03_base model:
Image

So now I can unpack the textures of most of the models and also convert most of the models that crashed with an "VA100 Unsupported vertex size" error.
It's something, I suppose xD
WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO PROGRESS!!!!!!!! Yay.
Having trouble with the Spore ModAPI Launcher Kit? Get help here!

If you're reading this, you have my permission to build off of my mods as long as I am credited. Please don't mirror my work unaltered, unless I no longer provide a working download.
User avatar
CamBen
Tech Support
Tech Support
Posts: 1353
Joined: Thu Mar 17, 2011 5:26 pm
Age: 21

Re: New Sporemaster Model Type?

Unread post by CamBen »

Well done, that will be great.
Spore is creative, even the mods and hacks.
Or, should I say, especially the mods and hacks?

Now currently making content for the Life is Strange and Portal communities. Check me out on YouTube
User avatar
Davo
The Boss
The Boss
Posts: 2189
Joined: Sun Dec 27, 2009 1:36 am
Gender:
Age: 36

Re: New Sporemaster Model Type?

Unread post by Davo »

i do not understand any of this...
User avatar
CamBen
Tech Support
Tech Support
Posts: 1353
Joined: Thu Mar 17, 2011 5:26 pm
Age: 21

Re: New Sporemaster Model Type?

Unread post by CamBen »

Davo wrote:i do not understand any of this...
I shall paraphrase.

Sporemaster doesn't seem to allow animations or baked on textures for custom meshes in spore, and I'd like someone to attempt to fix this. I hav no clue what rob55rod was talking about at all with the percentages, but Emd managed to get some of the models that you find all the time in spore files that show up as "conversion_error.txt" and a .raw file inside a .rw4 file of a model, and use some program that he made/modified to convert it into a working model type with a baked on texture.
Spore is creative, even the mods and hacks.
Or, should I say, especially the mods and hacks?

Now currently making content for the Life is Strange and Portal communities. Check me out on YouTube
User avatar
Peenut2k7
Sergeant
Sergeant
Posts: 107
Joined: Tue May 14, 2013 4:17 pm
Gender:

Re: New Sporemaster Model Type?

Unread post by Peenut2k7 »

If animated models means that animated creature parts (moving mouths, graspers, ect.) are possible, than this will be a HUGE editor breakthrough if it succeeds.
Image
User avatar
Davo
The Boss
The Boss
Posts: 2189
Joined: Sun Dec 27, 2009 1:36 am
Gender:
Age: 36

Re: New Sporemaster Model Type?

Unread post by Davo »

Peenut2k7 wrote:If animated models means that animated creature parts (moving mouths, graspers, ect.) are possible, than this will be a HUGE editor breakthrough if it succeeds.
you would think so, but i really do not see people contributing to the already existing mods managing to bring new models in. also, thanks cam.
User avatar
CamBen
Tech Support
Tech Support
Posts: 1353
Joined: Thu Mar 17, 2011 5:26 pm
Age: 21

Re: New Sporemaster Model Type?

Unread post by CamBen »

I personally have been somewhat discouraged from modding in new meshes because of the lack of animations and in-editor baked on textures, but maybe I'd actually put in some epic stuff if anyone got it working. Besides, then modding other types of assets, such as city objects, adventure props, tribe objects, editor backgrounds, city walls, etc might be more plausible, because they require baked on textures.
Spore is creative, even the mods and hacks.
Or, should I say, especially the mods and hacks?

Now currently making content for the Life is Strange and Portal communities. Check me out on YouTube
User avatar
emd
Tech Support
Tech Support
Posts: 620
Joined: Sun Dec 09, 2012 6:21 am
Gender:

Re: New Sporemaster Model Type?

Unread post by emd »

Peenut2k7, this doesn't extract animations.... yet.
The percentatges thing it's because I said that the progress bar that is on my signature reflexes how controlled I have the .rw4 format.
And yeah, people doesn't tend to use custom part mods because they aren't animated and they can't be deformed. They're static parts, and that's not cool for a game it's based on customization.
Spore Modding Tools:
[list]
[*] SporeModder FX
[*] SporeModder Blender Addons
[*] Spore ModAPI SDK[/list]
User avatar
Peenut2k7
Sergeant
Sergeant
Posts: 107
Joined: Tue May 14, 2013 4:17 pm
Gender:

Re: New Sporemaster Model Type?

Unread post by Peenut2k7 »

Emd4600 [ASR] wrote:Peenut2k7, this doesn't extract animations.... yet.
The percentatges thing it's because I said that the progress bar that is on my signature reflexes how controlled I have the .rw4 format.
And yeah, people doesn't tend to use custom part mods because they aren't animated and they can't be deformed. They're static parts, and that's not cool for a game it's based on customization.
Eh, that sucks. But I'm still happy that the community's finding new grounds mod-wise.
Image
User avatar
emd
Tech Support
Tech Support
Posts: 620
Joined: Sun Dec 09, 2012 6:21 am
Gender:

Re: New Sporemaster Model Type?

Unread post by emd »

Coming soon:
Image
Spore Modding Tools:
[list]
[*] SporeModder FX
[*] SporeModder Blender Addons
[*] Spore ModAPI SDK[/list]
User avatar
rob55rod
Tech Support
Tech Support
Posts: 4069
Joined: Sat Jul 02, 2011 9:50 am
Gender:

Re: New Sporemaster Model Type?

Unread post by rob55rod »

Emd4600 [ASR] wrote:Image
That's my new favorite GIF.
Having trouble with the Spore ModAPI Launcher Kit? Get help here!

If you're reading this, you have my permission to build off of my mods as long as I am credited. Please don't mirror my work unaltered, unless I no longer provide a working download.
User avatar
CamBen
Tech Support
Tech Support
Posts: 1353
Joined: Thu Mar 17, 2011 5:26 pm
Age: 21

Re: New Sporemaster Model Type?

Unread post by CamBen »

Thaaaats what I'm talking about!
Spore is creative, even the mods and hacks.
Or, should I say, especially the mods and hacks?

Now currently making content for the Life is Strange and Portal communities. Check me out on YouTube
Wigazo
Poster of the New User Apocalypse
Poster of the New User Apocalypse
Posts: 4
Joined: Sat Dec 29, 2012 5:51 pm

Re: New Sporemaster Model Type?

Unread post by Wigazo »

Buen trabajo Emd. :D

PD: Te copiaste de mis gifs. ¬¬ xD
User avatar
emd
Tech Support
Tech Support
Posts: 620
Joined: Sun Dec 09, 2012 6:21 am
Gender:

Re: New Sporemaster Model Type?

Unread post by emd »

Wigazo wrote:Buen trabajo Emd. :D

PD: Te copiaste de mis gifs. ¬¬ xD
Porqué hablas en español? xD
Spore Modding Tools:
[list]
[*] SporeModder FX
[*] SporeModder Blender Addons
[*] Spore ModAPI SDK[/list]
Post Reply

Return to “Mod Request”