Hello,
So I've recently gotten into the Spore modding scene by using some of your guys' custom parts for creatures. I was wondering though, if there was some way to be able to export UFO or building models from Spore with the use of mods, and I haven't been able to find anything. I don't have any intention of making my own parts using Maya/Blender and putting those into the game, I just want to be able to export the models of my creations to Maya. I've looked at a good majority of stuff on SporeMaster and SporeModder and it looked like most of the tutorials and info on those tools was just for making custom parts and packing that into a mod. Any help would be greatly appreciated.
12-24-2020
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Exporting Non-creature models?
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- lordelysian
- Hatchling
- Posts: 2
- Joined: Sat Mar 25, 2017 11:17 pm
Re: Exporting Non-creature models?
There is a way to do it, but it is not 100% effective.
By unpacking the GraphicsCache.package file you can find the models of the latest creations loaded and visualized in the game.
With the importers of SporeModder you can pass them to Blender.
However, some creations will have poor quality and other bugs.
Some examples:
https://sketchfab.com/models/2866046d55 ... 0474c6c7c7
https://sketchfab.com/models/0a75f4a679 ... 65f2856f08
By unpacking the GraphicsCache.package file you can find the models of the latest creations loaded and visualized in the game.
With the importers of SporeModder you can pass them to Blender.
However, some creations will have poor quality and other bugs.
Some examples:
https://sketchfab.com/models/2866046d55 ... 0474c6c7c7
https://sketchfab.com/models/0a75f4a679 ... 65f2856f08
Re: Exporting Non-creature models?
Which is preferable to colladaexport even for creatures, as you don't lose some parts' morphs that way O:Mx3 wrote:There is a way to do it, but it is not 100% effective.
By unpacking the GraphicsCache.package file you can find the models of the latest creations loaded and visualized in the game.
With the importers of SporeModder you can pass them to Blender.
That's only if you load the LOD1 or higher models for them, the LOD0 ones are pretty much on par with the in-editor models.Mx3 wrote:However, some creations will have poor quality
Wait watMx3 wrote:and other bugs.
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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.
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.
- lordelysian
- Hatchling
- Posts: 2
- Joined: Sat Mar 25, 2017 11:17 pm
Re: Exporting Non-creature models?
Thanks so much for the quick reply! Just a couple of follow-up questions. Where's the GraphicsCache.package? I looked in the Spore Data folder and it isn't there. Second, do I have to use Blender, as in, are the exported models only compatible with Blender?Mx3 wrote:There is a way to do it, but it is not 100% effective.
By unpacking the GraphicsCache.package file you can find the models of the latest creations loaded and visualized in the game.
With the importers of SporeModder you can pass them to Blender.
However, some creations will have poor quality and other bugs.
Re: Exporting Non-creature models?
That's because it's not a mod or core game package, it's a save data package. You can find it atlordelysian wrote:Thanks so much for the quick reply! Just a couple of follow-up questions. Where's the GraphicsCache.package? I looked in the Spore Data folder and it isn't there.Mx3 wrote:There is a way to do it, but it is not 100% effective.
By unpacking the GraphicsCache.package file you can find the models of the latest creations loaded and visualized in the game.
With the importers of SporeModder you can pass them to Blender.
However, some creations will have poor quality and other bugs.
Code: Select all
%appdata%\SPORE
Yes, you have to use Blender. The GMDL models present in those packages are in a proprietary format, and thus aren't compatible with anything natively (other than SpView, which was made specifically for them). The only addon created for any popular application is Emd's SporeModder Blender addon, which is only available for Blender, obviously. Of course, nobody's stopping you from exporting the models from Blender into a format your preferred application can import...lordelysian wrote:Second, do I have to use Blender, as in, are the exported models only compatible with Blender?

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.
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.