New Sporemaster Model Type?

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Vallachan
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New Sporemaster Model Type?

Unread post by Vallachan »

So I know a few people might be working on a new modding tool, so if any of you people see this, PLEASE make models pack into spore properly. It is just plain annoying to not be able to preview hardly any default models in spore, not be able to animate them, and not be able to assign a texture that the model itself uses instead of just the part. This, to me, might actually make creating newly meshed parts more worthwhile to me.


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emd
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Re: New Sporemaster Model Type?

Unread post by emd »

I'm really working on it. The progress bar I have on my signature it's about that, controlling models. I think it's possible to do, hard, but possible.
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Re: New Sporemaster Model Type?

Unread post by rob55rod »

Emd4600 [ASR] wrote:I'm really working on it. The progress bar I have on my signature it's about that, controlling models. I think it's possible to do, hard, but possible.
Oh, wow! Clever. Now all it needs is a label. So, SporeMaster 2.0 is 0% and your goal is 100%? Or is no custom models or model viewing at all 0%?
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Re: New Sporemaster Model Type?

Unread post by emd »

SporeMaster is more or les at 60%. But SporeMaster has finished there, and I'm still working on this, so,.....
My goal is 100%, of course xD
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Re: New Sporemaster Model Type?

Unread post by rob55rod »

Emd4600 [ASR] wrote:SporeMaster is more or les at 60%. But SporeMaster has finished there, and I'm still working on this, so,.....
My goal is 100%, of course xD
My prediction was correct, it seems. You're NOT building your program off of SporeMaster. That's probably for the better, long-term.
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Re: New Sporemaster Model Type?

Unread post by emd »

Okay, I made an important progress. I present you the cr_egg_03_base model:
Image

So now I can unpack the textures of most of the models and also convert most of the models that crashed with an "VA100 Unsupported vertex size" error.
It's something, I suppose xD
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Re: New Sporemaster Model Type?

Unread post by rob55rod »

Emd4600 [ASR] wrote:Okay, I made an important progress. I present you the cr_egg_03_base model:
Image

So now I can unpack the textures of most of the models and also convert most of the models that crashed with an "VA100 Unsupported vertex size" error.
It's something, I suppose xD
WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO PROGRESS!!!!!!!! Yay.
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Re: New Sporemaster Model Type?

Unread post by Vallachan »

Well done, that will be great.
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Re: New Sporemaster Model Type?

Unread post by Davo »

i do not understand any of this...
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Re: New Sporemaster Model Type?

Unread post by Vallachan »

Davo wrote:i do not understand any of this...
I shall paraphrase.

Sporemaster doesn't seem to allow animations or baked on textures for custom meshes in spore, and I'd like someone to attempt to fix this. I hav no clue what rob55rod was talking about at all with the percentages, but Emd managed to get some of the models that you find all the time in spore files that show up as "conversion_error.txt" and a .raw file inside a .rw4 file of a model, and use some program that he made/modified to convert it into a working model type with a baked on texture.
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Re: New Sporemaster Model Type?

Unread post by Peenut2k7 »

If animated models means that animated creature parts (moving mouths, graspers, ect.) are possible, than this will be a HUGE editor breakthrough if it succeeds.
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Re: New Sporemaster Model Type?

Unread post by Davo »

Peenut2k7 wrote:If animated models means that animated creature parts (moving mouths, graspers, ect.) are possible, than this will be a HUGE editor breakthrough if it succeeds.
you would think so, but i really do not see people contributing to the already existing mods managing to bring new models in. also, thanks cam.
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Re: New Sporemaster Model Type?

Unread post by Vallachan »

I personally have been somewhat discouraged from modding in new meshes because of the lack of animations and in-editor baked on textures, but maybe I'd actually put in some epic stuff if anyone got it working. Besides, then modding other types of assets, such as city objects, adventure props, tribe objects, editor backgrounds, city walls, etc might be more plausible, because they require baked on textures.
Spore is creative, even the mods and hacks.
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Re: New Sporemaster Model Type?

Unread post by emd »

Peenut2k7, this doesn't extract animations.... yet.
The percentatges thing it's because I said that the progress bar that is on my signature reflexes how controlled I have the .rw4 format.
And yeah, people doesn't tend to use custom part mods because they aren't animated and they can't be deformed. They're static parts, and that's not cool for a game it's based on customization.
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Re: New Sporemaster Model Type?

Unread post by Peenut2k7 »

Emd4600 [ASR] wrote:Peenut2k7, this doesn't extract animations.... yet.
The percentatges thing it's because I said that the progress bar that is on my signature reflexes how controlled I have the .rw4 format.
And yeah, people doesn't tend to use custom part mods because they aren't animated and they can't be deformed. They're static parts, and that's not cool for a game it's based on customization.
Eh, that sucks. But I'm still happy that the community's finding new grounds mod-wise.
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Re: New Sporemaster Model Type?

Unread post by emd »

Coming soon:
Image
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Re: New Sporemaster Model Type?

Unread post by rob55rod »

Emd4600 [ASR] wrote:Image
That's my new favorite GIF.
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Re: New Sporemaster Model Type?

Unread post by Vallachan »

Thaaaats what I'm talking about!
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Re: New Sporemaster Model Type?

Unread post by Wigazo »

Buen trabajo Emd. :D

PD: Te copiaste de mis gifs. ¬¬ xD
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Re: New Sporemaster Model Type?

Unread post by emd »

Wigazo wrote:Buen trabajo Emd. :D

PD: Te copiaste de mis gifs. ¬¬ xD
Porqué hablas en español? xD
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