Spore Resurrection: Next Steps

Talk about projects in development or experimental mods...
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Spore Resurrection: Next Steps

Unread post #1 by Emd4600 [ASR] » Tue Apr 14, 2015 10:15 am

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Team Members
rob55rod
Emd4600
Mx3Brainpower
Kokodrilo
And thanks to anyone who contributes!!


Features

Cell Stage

???


Creature Stage

???


Tribe Stage

???


Civilization Stage

???


Space Stage

- New tools!
- New resource types, like minerals or electricity!!


Creature Editor

- New parts!




Building Editor

- New parts!
- New basic geometric shapes...as parts :P


- New normal paint textures! (and paint-y paint textures too! (?))


Vehicle Editors

- New parts!
- New paint textures!


Adventure Editor

- New adventure props!
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- Your plants (See Branching Evolution)
- New decals and terrain scripts!
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Outfitters

- New parts!


SUB-MODS
Image(Flora Editor)




We need you to contribute!!

There are a lot of ways to contribute. We want to add a lot of content, and that needs models and textures. Modellers and Texture artists need inspiration, which can be done in any way you like! A few suggestions…

- Drawings/other concept art forms (medium and quality don’t matter much, if we can see the shape, it works!)
- Low-quality models (or any quality, if needed, we’ll use it as a reference for a new model)
- Audio tracks, music or otherwise. They may be useful for other things!
- Even Spore creations! Buildings can be great concepts for models. Also, we might add new NPC content, as Maxis’ stuff is pretty lame :lol:


We'd love to see what you want added to SRNS, so feel free to post ideas and concept arts!!!


Contributors
Camben



Special Thanks
Camßεn
Davo
Void
Rick
Wesley Howe




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Welcome to the first release of Spore Resurrection: Next Steps.



Download: http://www.mediafire.com/download/nczyauc7r769ysr/%21%21%210%21%21%21SporeResurrection_FirstSteps_r2.rar

Here's the mod separated in components, so you only install what you want: https://www.mediafire.com/folder/rfkr18 ... irst_Steps

Warning: Hand-held objects fall through the planet surface in the 1.5x planet. In the 3x planet, collisions don't work correctly.

Contributors:

FedeXD14! [1] [2]
Peenut2k7 [1]
3dregenerator* [1]


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Re: Spore Resurrection: Next Steps

Unread post #2 by Davo » Wed Apr 15, 2015 4:02 pm

if i can help in any way, please tell me.

i have the entire adobe cs4 kit including eye candy 7 if you need some cool stuff done there as far as textures, videos and what not.
also, my vast knowledge of not remembering much about modding spore.
and all of my mods are yours for use. including my flora or di if it helps improve this .

just ask.
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Re: Spore Resurrection: Next Steps

Unread post #3 by CamBen » Wed Apr 15, 2015 9:29 pm

I could send over some randomly assorted models and textures sometime, I can't guarantee the models will be UV mapped but some of the general meshes may be useful, and some of the textures could be used as "mineral" paints or adventure decals

Spoiler: show
not to mention source sdk textures

Just saying, tf2 is free and includes all the hl2 textures

*Wink wink nudge nudge*

Those could be modified
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Re: Spore Resurrection: Next Steps

Unread post #4 by Emd4600 [ASR] » Thu Apr 16, 2015 8:46 am

Some more terrain decals:

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Those textures were found in DarkSpore files. So might the biggest one be a remnant of the City Stage?
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Re: Spore Resurrection: Next Steps

Unread post #5 by CamBen » Thu Apr 16, 2015 4:34 pm

Possibly. You could even see how well it matches to a tribal layout and maybe even use it as a city style with those tribal planner coordinates for placing buildings
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Re: Spore Resurrection: Next Steps

Unread post #6 by eme12 » Fri Apr 17, 2015 5:24 am

This mod looks epic so far! Can't wait to see what else you add.
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Re: Spore Resurrection: Next Steps

Unread post #7 by genoverse » Fri Apr 17, 2015 12:19 pm

hi, i'm new here but i've been modding spore on my own for years now
can i request a standalone for the terrain decals?

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Re: Spore Resurrection: Next Steps

Unread post #8 by rob55rod » Fri Apr 17, 2015 2:43 pm

genoverse wrote:hi, i'm new here but i've been modding spore on my own for years now
can i request a standalone for the terrain decals?

Er...this isn't exactly going to be all or nothing...

...also, [offtopic]I'd love to see some of what you've done at some point...[/offtopic]
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Re: Spore Resurrection: Next Steps

Unread post #9 by Peenut2k7 » Fri Apr 17, 2015 9:55 pm

Is one of the goals here to reinstate most of the possible features of the original tech demos from way back when? I could skim the Spore Wiki and game files to see if there is anything interesting that could be re-added if so.
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Re: Spore Resurrection: Next Steps

Unread post #10 by genoverse » Sun Apr 19, 2015 5:07 pm

i guess i could upload some of it on here, though most of the mods just import voices from darkspore and fix some animation bugs e.g. 3-segment legs clipping.

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Re: Spore Resurrection: Next Steps

Unread post #11 by rob55rod » Sun Apr 19, 2015 7:11 pm

genoverse wrote:i guess i could upload some of it on here, though most of the mods just import voices from darkspore and fix some animation bugs e.g. 3-segment legs clipping.

HOW DID YOU MANAGE THAT???
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Re: Spore Resurrection: Next Steps

Unread post #12 by Noonyhead44 » Thu Apr 23, 2015 7:09 pm

I am going to start helping you as much as I can. I have some cool creature part ideas and terrain objects in mind.

plus.. I really love drawing and you should probably know that I am amazing at drawing.
A hashtag is actually called an octothorpe.

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Re: Spore Resurrection: Next Steps

Unread post #13 by rob55rod » Fri Apr 24, 2015 4:32 am

Noonyhead44 wrote:I am going to start helping you as much as I can. I have some cool creature part ideas and terrain objects in mind.

plus.. I really love drawing and you should probably know that I am amazing at drawing.

Can't wait to see what you have in mind O.o
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Re: Spore Resurrection: Next Steps

Unread post #14 by eme12 » Sat Apr 25, 2015 9:01 am

genoverse wrote:i guess i could upload some of it on here, though most of the mods just import voices from darkspore and fix some animation bugs e.g. 3-segment legs clipping.

:o I don't think anyone here has been able to import voices from Dark Spore... You should upload that.
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Re: Spore Resurrection: Next Steps

Unread post #15 by rob55rod » Sat Apr 25, 2015 1:26 pm

UndeadGaming606 wrote:
genoverse wrote:i guess i could upload some of it on here, though most of the mods just import voices from darkspore and fix some animation bugs e.g. 3-segment legs clipping.

:o I don't think anyone here has been able to import voices from Dark Spore... You should upload that.

Agreed. I thought that was impossible .__.
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Re: Spore Resurrection: Next Steps

Unread post #16 by Noonyhead44 » Sat Apr 25, 2015 3:15 pm

Got 12 mouth ideas done and 3 planet objects (caves, epic nests and stuff) next I am going to put out my grasper and detail ideas.

I will upload the picture soon.
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Re: Spore Resurrection: Next Steps

Unread post #17 by eme12 » Sun Apr 26, 2015 12:41 am

I'd like to see work done on the Tribal and Civilization stages in Spore. In my opinion, they are the two worst stages. I do not think this is possible in the slightest but maybe it somewhat is with the new modding tool, but what about adding new huts in the Tribe stage with new instruments and weapons? There could be bow and arrows (would be ranged like spears, but do more damage and not have a melee attack), drums, etc.
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Re: Spore Resurrection: Next Steps

Unread post #18 by CamBen » Sun Apr 26, 2015 4:05 am

New huts may be possible, bow and arrow could only be possible with new animations (animation for a creature shooting the bow and have the arrow be an actual projectile)
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Re: Spore Resurrection: Next Steps

Unread post #19 by eme12 » Sun Apr 26, 2015 11:24 am

Camßεn wrote:New huts may be possible, bow and arrow could only be possible with new animations (animation for a creature shooting the bow and have the arrow be an actual projectile)

I'm guessing animations are not possible. Would tambareens, halberds (less damage than a stone axe but can hit from farther away), etc. be possible using animations already in the game?
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Re: Spore Resurrection: Next Steps

Unread post #20 by rob55rod » Sun Apr 26, 2015 11:32 am

UndeadGaming606 wrote:
Camßεn wrote:New huts may be possible, bow and arrow could only be possible with new animations (animation for a creature shooting the bow and have the arrow be an actual projectile)

I'm guessing animations are not possible. Would tambareens, halberds (less damage than a stone axe but can hit from farther away), etc. be possible using animations already in the game?

Err...perhaps...assuming the tool models aren't tied to the animations, which they could be (the same way as the red waves around raging roar)...
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