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
-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
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
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!