FrenchSPORE wrote: ↑Sun Aug 13, 2023 4:04 am
Me, I haven't had any crashes so far...
FrenchSPORE wrote: ↑Sun Aug 13, 2023 4:04 am
-Before the mod update, I had forgotten to say if it was possible to fix double or triple icons (instead of per page) in the Captain's editor.
They are not duplicated. the fact is that the palettes of these two addons are separate specific pages in the original. Accordingly, when I created the captain's equipment editor, I made these palettes as separate buttons for the corresponding sections. There is no error here. That's what I originally intended. Errors occurred while trying to implement the pages. I do not know why. Therefore, I settled on this implementation of buttons.
FrenchSPORE wrote: ↑Sun Aug 13, 2023 4:04 am
-It lacks abilities (spit, fly), is this normal?
Yes. This is fine. So intended. Balance.
I added only these abilities in the form of implants, so that
the player could change the basic abilities of the creature-captain.
Also, I did not add a spit.
If the player wants to spit, they can add poison glands.
For the same reason, there is no flight and soaring. I decided that there are wings and original specials. device for captains. The rest would be redundant.
FrenchSPORE wrote: ↑Sun Aug 13, 2023 4:04 am
-Some grayscale icons in the colored elements mod, are replaced by planet painting icons, it's the same with the feathers.
Maybe my mod and this one you wrote about are both trying to change the same resource. As a result, a conflict arose. Remember I talked about this problem before?
FrenchSPORE wrote: ↑Sun Aug 13, 2023 4:04 am
-''UntitledCreature'' is no longer written in my Language ''Nommez votre Créature''.
Yes. The site administrator told me that the players may have problems due to the fact that the name is not indicated (this
due to the "FORCE SAVE" modification).
I remade the game files in such a way that now the given "name" is written there. If the player does not write a name, the creature will appear in the Sporepedia with the name "UntitledCreature".
FrenchSPORE wrote: ↑Sun Aug 13, 2023 4:04 am
-The implants of the invisible hands, are visible outside the editor, normal?
-And when the other implant, it, is invisible in the workshop, it looks normal and not normal to me at the same time, it's a bit annoying to ''remember'' where it was placed , and seems to take up space (even when shrinking it to the maximum), when you want to place or rectify an element, it tends to be placed on it and the implant, to be selected.
Hand implants. There are two kinds.
One regular-visible. Nobody bothers you to reduce its size.
Yes. It's made like a regular piece. So intended.
The second implant is indeed physically invisible. Impossible without SporeAPI Make implant visible in
editor, but invisible on the creature during the game.
Yes. You take it and it immediately becomes invisible. Therefore, so that the player can easily find and remove it, it has such a large "detection area".
FrenchSPORE wrote: ↑Sun Aug 13, 2023 4:04 am
This object, and some of this kind are not animated, and others which are supposed to make explosive noises or almost like the Tribal Grenades are mute, I had seen that you had small problems and that it had been fixed, but not all apparently
There were also some markings like eart or burn marks and a pink orb that didn't work, and after that it was working.
These are not my effects. These are the effects pulled from the resources of the game by the author of the "Sneaky Effects" modification. Some of the effects don't really have animation. There are also several effects that are noticeable at a certain scale.
I was only creating thumbnails when I integrated this mod into my mod for these effects. Believe me, I threw a lot of garbage out of there. For example, cyclically repeating sculpting effects. Can you imagine what would happen to the player who activated them? Endless terraforming from which you can not exit and interrupt. There were other buggy effects as well. I left only those that are either devoid of animations, but they can be used as stationary objects for decoration or those that really work ... somehow.
My filter effects don't have such problems =) I also fixed the scaling of details in the adventure editor and...remembered...changed the ability to zoom in and out of the camera. So yes. Now in the Adventure Editor you can really make both very small characters and giant Godzillas that fit in the camera lens...
****************
some tricks.
If you hold CTRL or ALT and drag a limb segment (not the balls, but the segment itself) with the mouse, you can separate the arm or leg segment and attach it to another limb while holding CTRL. The segments of Robohand and Roboleg and Insect Limbs are joined together. Docking to regular limb segments won't work.
Ordinary limbs and their segments are compatible with each other.
Video example:
sry (OBS when capturing video from Spore for some reason in some moments of the game gave graphical glitches. Never mind. They weren't in the game. These are OBS artifacts during en Youtube transmission (Flickering during game downloads)

)
https://www.youtube.com/live/o_bSzrQJKaQ?feature=share