Modding Help?

Forum rules
BEFORE YOU POST...

Remember that all mods available here REQUIRE Spore: Galactic Adventures AND patch 5.1. Patch 6\Bot Parts does NOT include Patch 5.1! (Some may work on other setups, but this is recommended)

Can't get a mod to work? Feel free to ask for help, there's always someone around to help out. Just make sure to include the following information:
a) Did you install Spore from Steam, Origin, or a Disk?
b) Is your game patched to the latest version?
c) Do you have Galactic Adventures?
d) If so, is it also patched to the latest version?
e) Where did you install the mod to?
f) What is the file's current name in the folder you installed it to?
This information is needed for us to help you!
User avatar
Darhagonable
Admin
Admin
Posts: 394
Joined: Mon Feb 23, 2015 9:37 am

Re: modding help?

Unread post by Darhagonable »

now I know why the cell gets invisible ingame...

if the cl_vertebra do not have *modelCapabilitySpine">1<* the cell gets invisible but if I add it the whole body get sold if you try to change any of the joints.


Image
Image
Image
Image
User avatar
Darhagonable
Admin
Admin
Posts: 394
Joined: Mon Feb 23, 2015 9:37 am

Re: modding help?

Unread post by Darhagonable »

how do limbs work?

I want to create a new limb that is really smooth, clean and no curves.
Image
Image
Image
Image
User avatar
Darhagonable
Admin
Admin
Posts: 394
Joined: Mon Feb 23, 2015 9:37 am

Re: modding help?

Unread post by Darhagonable »

Progress :D

[youtube]http://www.youtube.com/watch?v=119s_UvuFhQ[/youtube]
Image
Image
Image
Image
rob55rod
Admin
Admin
Posts: 4086
Joined: Sat Jul 02, 2011 9:50 am

Re: modding help?

Unread post by rob55rod »

Darhagonable wrote:Progress :D

[youtube]http://www.youtube.com/watch?v=119s_UvuFhQ[/youtube]
Looking good ^-^

...and now I'm curious as to whether or not the limb repositioning behaviour could be stabilized at all... .-.
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
Darhagonable
Admin
Admin
Posts: 394
Joined: Mon Feb 23, 2015 9:37 am

Re: modding help?

Unread post by Darhagonable »

rob55rod wrote: ...and now I'm curious as to whether or not the limb repositioning behaviour could be stabilized at all... .-.
I don't know... it do not seam like it... im my thoughts it was possible to make the game view the limbs as two diferent types based of where they are... if they are in the middle it would be a vertebra and if not it would be a simple limb conected to the vertebra. but it is not possible D:
my dreams allways is to wild and allways makes me disappointed D:

(sry for late respons!)
Image
Image
Image
Image
User avatar
Darhagonable
Admin
Admin
Posts: 394
Joined: Mon Feb 23, 2015 9:37 am

Re: modding help?

Unread post by Darhagonable »

how do I change the vertebra model?
it do not seam to be just to change the .RW4 file in the ce_vertebra.rw4
Image
Image
Image
Image
rob55rod
Admin
Admin
Posts: 4086
Joined: Sat Jul 02, 2011 9:50 am

Re: modding help?

Unread post by rob55rod »

Darhagonable wrote:how do I change the vertebra model?
it do not seam to be just to change the .RW4 file in the ce_vertebra.rw4
In the editor_setup~ file, there's a property called "editorVertebraModel". That tells you the name of the vertebra part. Just locate that part and change its modelMeshLOD0 to your desired model.
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
Darhagonable
Admin
Admin
Posts: 394
Joined: Mon Feb 23, 2015 9:37 am

Re: modding help?

Unread post by Darhagonable »

well now the vertebra is invisible
Image
Image
Image
Image
rob55rod
Admin
Admin
Posts: 4086
Joined: Sat Jul 02, 2011 9:50 am

Re: modding help?

Unread post by rob55rod »

Darhagonable wrote:well now the vertebra is invisible
You have to include a baked texture in the model, which you need the SporeModder blender addon to do. How convenient that it was just released the other day :lol:
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
Darhagonable
Admin
Admin
Posts: 394
Joined: Mon Feb 23, 2015 9:37 am

Re: modding help?

Unread post by Darhagonable »

rob55rod wrote:
Darhagonable wrote:well now the vertebra is invisible
You have to include a baked texture in the model, which you need the SporeModder blender addon to do. How convenient that it was just released the other day :lol:
:lol:
something seams to be a bit wierd here... it seams to export 0 kb files. one time it worked but it is just black plains and thet file is 8 kb.

how do I make baked textures to the model?
Image
Image
Image
Image
rob55rod
Admin
Admin
Posts: 4086
Joined: Sat Jul 02, 2011 9:50 am

Re: modding help?

Unread post by rob55rod »

Darhagonable wrote:
rob55rod wrote:
Darhagonable wrote:well now the vertebra is invisible
You have to include a baked texture in the model, which you need the SporeModder blender addon to do. How convenient that it was just released the other day :lol:
:lol:
something seams to be a bit wierd here... it seams to export 0 kb files. one time it worked but it is just black plains and thet file is 8 kb.

how do I make baked textures to the model?
Go to the material pane, and scroll to the bottom. You'll find a rw4 material settings panel. There should be a path to a texture. Just locate your texture there (must be DDS DXT5-compressed)!
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
Darhagonable
Admin
Admin
Posts: 394
Joined: Mon Feb 23, 2015 9:37 am

Re: modding help?

Unread post by Darhagonable »

I will try that in two days...
Image
Image
Image
Image
User avatar
Darhagonable
Admin
Admin
Posts: 394
Joined: Mon Feb 23, 2015 9:37 am

Re: modding help?

Unread post by Darhagonable »

I don't seem to get it...

I am in the RenderWare4 Material Config.
Material type: Skinpaint part (or sound I set it to No material?)
Color: White
Diffuse texture: //texture.dds
Material alpha: Opaque

after that I export it as .rw4 and put it in my mod and it is invisible ingame
Image
Image
Image
Image
rob55rod
Admin
Admin
Posts: 4086
Joined: Sat Jul 02, 2011 9:50 am

Re: modding help?

Unread post by rob55rod »

Darhagonable wrote:I don't seem to get it...

I am in the RenderWare4 Material Config.
Material type: Skinpaint part (or sound I set it to No material?)
Color: White
Diffuse texture: //texture.dds
Material alpha: Opaque

after that I export it as .rw4 and put it in my mod and it is invisible ingame
You named the texture "texture.dds" . SporeMaster interprets this as a signal that the folder is a texture, so it ignores the model entirely. Use a different name for the texture. I usually use "baketexture.dds".
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
Admin
Admin
Posts: 619
Joined: Sun Dec 09, 2012 6:21 am

Re: Modding Help?

Unread post by emd »

Mind you, since the exporter directly exports to .rw4, there's no need to put the file inside a folder named "whatever.rw4". Just put the .rw4 file directly in the editor_models~ folder.
Spore Modding Tools:
[list]
[*] SporeModder FX
[*] SporeModder Blender Addons
[*] Spore ModAPI SDK[/list]
User avatar
Darhagonable
Admin
Admin
Posts: 394
Joined: Mon Feb 23, 2015 9:37 am

Re: Modding Help?

Unread post by Darhagonable »

I don't seem to find the editor_models~ folder...
Image
Image
Image
Image
User avatar
Darhagonable
Admin
Admin
Posts: 394
Joined: Mon Feb 23, 2015 9:37 am

Re: Modding Help?

Unread post by Darhagonable »

what I have done in sporemaster:

inside "creature_parts~ > ce_vertebra.prop.xml":
<key name="modelMeshLOD0" groupid="part_models~" instanceid="ce_vertebra_dar" typeid="rw4" />


inside "part_models~ > ce_vertebra_dar":
raw.rw4 (the file that blender exported)

I don't have any gmsh file for it tho...
Image
Image
Image
Image
rob55rod
Admin
Admin
Posts: 4086
Joined: Sat Jul 02, 2011 9:50 am

Re: Modding Help?

Unread post by rob55rod »

part_models~ , not editor_models~ .
Also you don't need a GMSH.
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
Darhagonable
Admin
Admin
Posts: 394
Joined: Mon Feb 23, 2015 9:37 am

Re: Modding Help?

Unread post by Darhagonable »

well I still don't get it to work...
is it anything more I have to do in blender? (more then creating the model and fixing the RenderWare4 Material Config)
Image
Image
Image
Image
rob55rod
Admin
Admin
Posts: 4086
Joined: Sat Jul 02, 2011 9:50 am

Re: Modding Help?

Unread post by rob55rod »

Darhagonable wrote:well I still don't get it to work...
is it anything more I have to do in blender? (more then creating the model and fixing the RenderWare4 Material Config)
Add a skeleton.

Also make sure your model isn't tiny or gigantic and that there are no typos.
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.
Post Reply Previous topicNext topic

Return to “Mod Help”