New Sporemaster Model Type?

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Wigazo
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Re: New Sporemaster Model Type?

Unread post by Wigazo »

¿Por qué no? ¿Ellos no hablan inglés es nuestro foro? xD
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emd
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Re: New Sporemaster Model Type?

Unread post by emd »

Another important Coming soon, not related with RW4, but...:
Image
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Re: New Sporemaster Model Type?

Unread post by rob55rod »

Emd4600 [ASR] wrote:Another important Coming soon, not related with RW4, but...:
Image
HOLY SHIP!!! Amazing. Just amazing.
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Re: New Sporemaster Model Type?

Unread post by emd »

Another SporeModder feature, .rast to .dds . This with the before one allowed me to make the first Spore vehicle render ever:
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Re: New Sporemaster Model Type?

Unread post by rob55rod »

Emd4600 [ASR] wrote:Another SporeModder feature, .rast to .dds . This with the before one allowed me to make the first Spore vehicle render ever:
Image
HOLY SHIP!!
Image
It's...BEAUTIFUL...
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Re: New Sporemaster Model Type?

Unread post by emd »

Also works on plants (they have 6 texutres WTF?) and cells:
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Image
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Re: New Sporemaster Model Type?

Unread post by Vallachan »

So these plant pieces can be extracted, detached, and then re-attached as parts in the flora editor I'm working a little bit with rob to fix? (He resumed the project, I'm just checking up mainly and doing a few suggestions now.)

Oh and btw once this is done, you've got to promise me that we'll show these breakthroughs to maxis in an email XD
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Re: New Sporemaster Model Type?

Unread post by rob55rod »

Camßεn wrote:So these plant pieces can be extracted, detached, and then re-attached as parts in the flora editor I'm working a little bit with rob to fix? (He resumed the project, I'm just checking up mainly and doing a few suggestions now.)

Oh and btw once this is done, you've got to promise me that we'll show these breakthroughs to maxis in an email XD
That's exactly what I've been doing via 3D Ripper DX, but this will likely yield results far superior in quality.
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Re: New Sporemaster Model Type?

Unread post by emd »

Added multi-meshing and variable vertex size support to the RW4 Importer. So now, (without importing animations), we can open the 90% of the Spore models without crashes!!
This allowed me to see how building/vehicle parts work, more or less: is divided in multiple meshes, and each one is painted of one color.
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Re: New Sporemaster Model Type?

Unread post by Botifier »

will you release a beta soon?
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Re: New Sporemaster Model Type?

Unread post by emd »

No beta releases, but I'll try to have the final program before 2015 xD
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Re: New Sporemaster Model Type?

Unread post by GIRGHGH »

That's awesome!
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emd
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Re: New Sporemaster Model Type?

Unread post by emd »

These are the things that I have to add to the RW4 Importer:
- Material and textures support
- Skeleton support
- Animations support
- Handles support

To do those things, first I'll have to create a RW4 Exporter, to experiment directly with Spore. Well, I've started with the exporter. But actually it only creates a single model like SporeMaster, so it's as useful as Sporemaster....
WITH THE DIFFERENCE that this Exporter allows custom textures --> custom textures in Build Mode (haven't tested it in another environment):
Image

It looks bad because I was using an Spore part texture with a default cube uv.
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Re: New Sporemaster Model Type?

Unread post by emd »

- Created a Texture Patcher, that allows you to override any texture of any rw4/raster of the game:
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Re: New Sporemaster Model Type?

Unread post by Peenut2k7 »

If I said I love you right now, that would be the biggest understatement I've ever typed. Also, is it possible to make textures simply transparent squares, to create effects such as leafless trees in the Creature Creator arena?
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emd
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Re: New Sporemaster Model Type?

Unread post by emd »

Those trees you see in the images are planes with transparency, so if you mean that, yes.
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Re: New Sporemaster Model Type?

Unread post by Vallachan »

Can't wait for this, once It comes out I'll probably release a new version of dark genetics with way more parts.
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Re: New Sporemaster Model Type?

Unread post by rob55rod »

Camßεn wrote:Can't wait for this, once It comes out I'll probably release a new version of dark genetics with way more parts.
YEEEEEEEEEEEEEEEEEEEEEEEEEESSSSSSSSSSSSS!!!!!!! WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!!!! CAN'T WAIT!!!!!!!!!!!!
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emd
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Re: New Sporemaster Model Type?

Unread post by emd »

Testing with building/vehicle parts (still has some bugs):
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Re: New Sporemaster Model Type?

Unread post by emd »

Building parts still have some bugs (probably we'll have to search more about their UVs), but meanwhile another feature is here:

- Added "in-game" model support to the RW4 Exporter, with normal map support too. This allows you, for example, to add new objects to adventures!:
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