How to create new Spore part models (animated parts!)

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Emd4600 [ASR]
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Re: How to create new Spore part models (animated parts!)

Unread post #21 by Emd4600 [ASR] » Tue Oct 18, 2016 7:57 am

Yes, that's weird. be sure the model you are putting in part_models_lod1~ is actually animated.


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Re: How to create new Spore part models (animated parts!)

Unread post #22 by tklarenb » Fri Oct 21, 2016 5:10 pm

Emd4600 [ASR] wrote:Yes, that's weird. be sure the model you are putting in part_models_lod1~ is actually animated.

The model files are the same as the ones in part_models, I literally just copied everything over to part_models_lod1~, and like I said earlier they animate fine in the editor, so they do have animations. Maybe someone can take a look at the package and see what's going wrong? Here's a link to what I currently have: http://www.mediafire.com/file/su3mxsus1 ... ed.package
(Just a note for those who download the fourth head is unfinished so it having no textures is normal)

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Re: How to create new Spore part models (animated parts!)

Unread post #23 by PixelLove » Mon Feb 27, 2017 3:58 pm

What do I do with a part after I've exported it from blender? There's no .rw4 file extension in any of the spore folders.

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Re: How to create new Spore part models (animated parts!)

Unread post #24 by rob55rod » Mon Feb 27, 2017 4:26 pm

PixelLove wrote:What do I do with a part after I've exported it from blender? There's no .rw4 file extension in any of the spore folders.

Just laid that out for you on the thread you created ^-^

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Re: How to create new Spore part models (animated parts!)

Unread post #25 by PixelLove » Thu Mar 02, 2017 1:09 am

Okay...I still have no remote idea what to do once I have a rw4 file because the SporeModder only opens package files and for some reason there's 0 instructions anywhere on how to write a properties file for this spore, it's not something you can just randomly guess at and hope to get right, not that anything remotely explains what to do with them anyway once I have them. All I want to do is quickly test a part to see if it does what I want it to do in the game so that I know I don't have to worry about the animation and can move on to the textures. How come after like 4 years there isn't just a basic video walk-through of the process? And why does this website say I'm offline while I'm typing this message? I really underestimated the importance of marketing and graphic design until I saw this whole mod campaign.

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Re: How to create new Spore part models (animated parts!)

Unread post #26 by rob55rod » Thu Mar 02, 2017 9:51 am

PixelLove wrote:Okay...I still have no remote idea what to do once I have a rw4 file because the SporeModder only opens package files and for some reason there's 0 instructions anywhere on how to write a properties file for this spore, it's not something you can just randomly guess at and hope to get right, not that anything remotely explains what to do with them anyway once I have them.

I apologize, I'm not very good at explaining stuff .-.

Also, do you have the base game files unpacked? I just realized I forgot to ask...because if not, you really should...


PixelLove wrote:All I want to do is quickly test a part to see if it does what I want it to do in the game so that I know I don't have to worry about the animation and can move on to the textures.

Here's a test project which will allow you do to just that: DOWNLOAD
(just place the "!!!!!!PixelLoveTest" folder into SporeModder's "Projects" folder)


PixelLove wrote:How come after like 4 years there isn't just a basic video walk-through of the process?

Because I've been trying to make one, but I haven't managed to do so yet. As stated above, I'm not very good at explaining stuff :/


PixelLove wrote:And why does this website say I'm offline while I'm typing this message?

I don't know, probably a forum bug.


PixelLove wrote:I really underestimated the importance of marketing and graphic design until I saw this whole mod campaign.

...huh? What do you mean?

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Re: How to create new Spore part models (animated parts!)

Unread post #27 by PixelLove » Thu Mar 02, 2017 11:15 am

rob55rod wrote:
PixelLove wrote:Okay...I still have no remote idea what to do once I have a rw4 file because the SporeModder only opens package files and for some reason there's 0 instructions anywhere on how to write a properties file for this spore, it's not something you can just randomly guess at and hope to get right, not that anything remotely explains what to do with them anyway once I have them.

I apologize, I'm not very good at explaining stuff .-.

Also, do you have the base game files unpacked? I just realized I forgot to ask...because if not, you really should...

It's not that you're bad at explaining stuff, it's that you just simply don't explain stuff. The game itself is playable, it's not locked up in some zip archive. However, all the things that should be a package file like the darkspore injection are still a package file. Is there some reason I should unachive these files? What else would I need to uppack? DSI already glitched the game up pretty bad, I don't think it's a good idea to screw with anything else. You're still not explaining what I do with this niche rw4 file that only EA uses for anything.

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Re: How to create new Spore part models (animated parts!)

Unread post #28 by rob55rod » Thu Mar 02, 2017 11:26 am

PixelLove wrote:It's not that you're bad at explaining stuff, it's that you just simply don't explain stuff.

True...

PixelLove wrote:The game itself is playable, it's not locked up in some zip archive.

True, it's compiled into an EXE and a stack of DLLs, with some package files containing the game files.

PixelLove wrote:However, all the things that should be a package file like the darkspore injection are still a package file.

Yeah, mods. Mods containing files.

PixelLove wrote:Is there some reason I should unachive these files?

Not the Dark Injection packages, but you're going to want to unpack the Core Spore and GA packages so you can access (and build off of) their contents.

PixelLove wrote:You're still not explaining what I do with this niche rw4 file that only EA uses for anything.

The rw4 file is a model/texture format. In the example project, I included some dummy rw4 models in subfolders of the "editor_rigblocks~" folder, which you were to replace with your model. Does that clarify?



I'm so sorry for all the confusion... ._.
(This is why I thought Steam would be a good idea - it would allow me to address your questions more immediately. Idk if you just didn't see the post where I asked for a link to your Steam profile or simply decided against providing one...it's your call, I'm not trying to force the issue, I just kinda think it'd be better. But if you just don't want to, that's fine by me.)

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Re: How to create new Spore part models (animated parts!)

Unread post #29 by PixelLove » Sat Mar 04, 2017 3:05 am

I made a good spore part, but it's not importing into the project properly. I triangulated the mesh, normalized all weights, added keyframes to each bone in each frame (though that really intuitively doesn't at all seem like what I should do, are you sure you can't phrase it better?), added materials and a smart-project uv map. Still no luck. Do I need to do a UV unwrap before the animation? I'm allowed to scale bones in various ways right? And also make them not inherit scaling individually?

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Re: How to create new Spore part models (animated parts!)

Unread post #30 by rob55rod » Sat Mar 04, 2017 6:44 am

PixelLove wrote:I made a good spore part, but it's not importing into the project properly. I triangulated the mesh

kgood

PixelLove wrote:normalized all weights

Are you sure you unchecked "Lock active"?

PixelLove wrote:added keyframes to each bone in each frame (though that really intuitively doesn't at all seem like what I should do, are you sure you can't phrase it better?)

I said in each frame that has a key for any bone, so each frame should either have keys for every bone or no keys at all.


PixelLove wrote:a smart-project uv map

Wat

PixelLove wrote:Do I need to do a UV unwrap before the animation?

Order doesn't matter

PixelLove wrote:I'm allowed to scale bones in various ways right?

Yes

PixelLove wrote:And also make them not inherit scaling individually?

...maybe?


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