Tutorial: How to make parts with Sporemaster 2.0

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Tutorial: How to make parts with Sporemaster 2.0

Unread post #1 by UltimateSpore » Sat Jun 18, 2011 3:38 am

I'm not sure how many people have successfully made parts for Spore™, but this guide should be able to help with the process. There are some parts in So You Want To Make A Part... that can be a bit hard to understand. Hopefully this will clear some things up. All credit goes to void for making this great program.

Step 1: Requirements

You will need the following

-Sporemaster 2.0: http://www.sporebase.com/forum/index.php?topic=2417.0
-Blender: http://www.blender.org/download/get-blender/
-Ogre Export plugin: http://ogre.svn.sourceforge.net/view...ar.gz?view=tar
-Python 2.5.2: http://www.python.org/download/releases/2.5.2/
-OGRE command line tools: http://downloads.sourceforge.net/ogr...si?use_mirror=
-Void's glasses : http://code.google.com/p/sporemaster/downloads/list


And thats all, make sure you have all of these.

Step 2: Getting Ready Still...

Okay, now that we have all of these tools, we've got to use them...

1. Install Blender
2.Install the Ogre plugin:
Windows: Put the folder in C:UsersUSERNAMEAppDataRoamingBlender FoundationBlender.blenderscripts
Mac: In Finder, press SHIFT+COMMAND+G then enter /Applications/blender/blender.app/Contents/MacOS/.blender/scripts/, install the script there.
3.Install OGRE command line

Step 3: Going into Sporemaster

Now that blender is all set up (for now) install sporemaster 2.0

Once that is done, load the glasses into sporemaster

now, search for "glasses" and change EVERY SINGLE OCCURRENCE TO *YOUR PART NAME*, every folder, file, and parts of a file.

Now go to the creature_editor_palette_items~ folder, change the collumn and row from 4,0 to a new location.

Step 4: Blending Time!

Now, go into Blender and load up the BallandSpike.blend file.

[quote name=void]Notice that the object is oriented facing toward the negative Y axis, and the Z axis is "up". That is the normal orientation of a part in Spore. The negative Y axis always faces "away" from the creature, so it will be the front for things that you think of as going on the front of the creature, or the top for things you think of as going on the top of a creature. The origin is the point where the part "touches" the creature (where the mouse cursor in the creature editor would place it on the creature). Also notice the general scale of the glasses; you don't want to create anything too much bigger or smaller.[/quote]

Now create the model, or get the model, in the end have a model to go to the next step.

Step 5: Getting the model to xml

Make sure your model is the appropriate size, rotation ect. according to the glasses. (This step is very important, your model will come out very weird if you don't do this step right.

Now, you NEED to UV map your model, even if you arn't texturing your model, or else it wont work correctly. you can find a tutorial here:http://en.wikibooks.org/wiki/Blender.../UV_Map_Basics

Now go to file, export OGRE Meshes. Make sure "Fix Y up" is off, and OgreXMLConverter is on. Go to 'preferences' and turn tangent on and set the path to the OgreXMLconverter.

Now click export, however you arn't done just yet. Open up command prompt/Terminal.

Step 6: Commands...

Okay, now that you have Command prompt/Terminal open, cd to the directory of your model.mesh.xml file (ex. cd /someplace/somwhere else/ where / is the root folder of the C: drive/Hard drive)

Now type OgreCommandLineToolsOgreXmlConverter -t model.mesh.xml

Wait...

Now type c:OgreCommandLineToolsOgreXmlConverter model.mesh

And you are done! This newly generated model.mesh.xml file is your model for spore.

Step 7: Back into sporemaster

Now, open sporemaster and copy the model.mesh.xml file to part_models~/ce_details_yourpart.rw4

Now, select the .rw4 folder in sporemaster, your model should show up. If it does not, it will not appear in spore.

Now you can package the contents and put it into spore, but if you want a custom texture, read on...

Step 8: Getting the texture requirements

More requirements...

Gimp: http://www.gimp.org/
Gimp DDS plugin: http://nifelheim.dyndns.org/~cocidius/dds/

Step 9: Making the texture

This texture must be 128x128, so take whatever texture you want for your model, and shrink it down. Save it using the dds plugin with minimaps on, and compression set to BC3 / DXT5.

Now navigate to addon_yourpart.package.unpacked/part_skin_textures~/ make a new folder called yourpart_diffuse.rw4, put your dds texture file in that folder.

Step 10: Final touches with sporemaster.

Go into sporemaster, and navigate into creature_parts~/yourpart.prop.xml

have a line look something like this: <key name="skinpaintDiffuseTexture" groupid="part_skin_textures~" instanceid="yourpart_diffuse" typeid="rw4" />

Pack and test, have fun with your new part!

Regards UltimateSpore


[color=red]Creator of the mod 'BetterCreature'[/font]

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Re: Tutorial: How to make parts with Sporemaster 2.0

Unread post #2 by Dark Zelem Galifrean » Wed Sep 07, 2011 6:38 pm

the OGRE command line download is missing

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Re: Tutorial: How to make parts with Sporemaster 2.0

Unread post #3 by devilcoook11 » Wed Sep 07, 2011 7:20 pm

You just copied this off of sporedum wordpress(I think that's the site) that's Plagiarism because you didn't give credit to anyone.

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Re: Tutorial: How to make parts with Sporemaster 2.0

Unread post #4 by Puzzlemaster34 » Wed Sep 07, 2011 8:14 pm

UltimateSpore wrote:All credit goes to void for making this great program.

devilcoook11 wrote:You just copied this off of sporedum wordpress(I think that's the site) that's Plagiarism because you didn't give credit to anyone.


Actually, I beleive he did give credit, devilcoook11.
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Re: Tutorial: How to make parts with Sporemaster 2.0

Unread post #5 by devilcoook11 » Wed Sep 07, 2011 8:32 pm

Puzzlemaster34 wrote:
UltimateSpore wrote:All credit goes to void for making this great program.

devilcoook11 wrote:You just copied this off of sporedum wordpress(I think that's the site) that's Plagiarism because you didn't give credit to anyone.


Actually, I beleive he did give credit, devilcoook11.

UltimateSpore wrote:All credit goes to void for making this great program.

He did't give credit for the tutorial which was made by SporeCheater not on sporedum though on sporebase.
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Re: Tutorial: How to make parts with Sporemaster 2.0

Unread post #6 by Davo » Wed Sep 07, 2011 10:40 pm

lol SporeCheater just copied that from the Sporedum.net site. all of the proper credits are set, i believe.
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Re: Tutorial: How to make parts with Sporemaster 2.0

Unread post #7 by devilcoook11 » Thu Sep 08, 2011 5:03 am

Hmm your right though I can't seem to find the writer

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Re: Tutorial: How to make parts with Sporemaster 2.0

Unread post #8 by Davo » Fri Sep 09, 2011 3:50 pm

devilcoook11 wrote:Hmm your right though I can't seem to find the writer


lol lost in time
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Re: Tutorial: How to make parts with Sporemaster 2.0

Unread post #9 by GoldenSpore88 » Thu Apr 05, 2012 1:54 pm

Ogre links are broken. :|

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Re: Tutorial: How to make parts with Sporemaster 2.0

Unread post #10 by grandrice » Tue Apr 10, 2012 4:14 pm

GoldenSpore88 wrote:Ogre links are broken. :|




They've been broken for like 6 months.
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Re: Tutorial: How to make parts with Sporemaster 2.0

Unread post #11 by CamBen » Sat Dec 22, 2012 3:41 am

sorry for the enormous necropost, but this is really annoying me.
i followed all the instructions, but i dont know what it means when you say command prompt terminal, is that in blender? also, i made my model, but it is showing this when exporting:
ogre.gif

How do i make this be generate tangents 1?
i already did everything in preferences to change, but it refuses to generate tangents.
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Re: Tutorial: How to make parts with Sporemaster 2.0

Unread post #12 by Davo » Sun Dec 23, 2012 4:47 pm

it appears you have made it further than i have while attempting to do this.
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Re: Tutorial: How to make parts with Sporemaster 2.0

Unread post #13 by StarDream » Thu Apr 10, 2014 4:49 pm

I found file animations~ RenderWare 4.


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