custom flora made with the flora editor reconstruction mod does indeed show up in-game, in case anyone had any doubts
i am working on a more long-form review of the mod, similar to the invisible leg posts, so keep an eye out for that!
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custom flora made with the flora editor reconstruction mod does indeed show up in-game, in case anyone had any doubts
i am working on a more long-form review of the mod, similar to the invisible leg posts, so keep an eye out for that!
When in doubt, dont freak out, do whatever this is
Mmm love that grainy spore quality
Applying for jobs is stressful, waiting to see if you get interviews even more so, but spore is forever
Spore Modding - What I've been up to
With Emd— creator of the Spore Mod API, Sporemodder FX, Advanced Creature Paint, and many other mods and community resources— going dormant in the Spore community, a circle of other modders including myself have taken up maintaining the tools and repositories. A new version of Launcher Kit has been published, and new contributors have been added to the Mod API git repo to update and maintain it.
Recently I've taken up work on the Sporemodder Blender tools, fixing various stumbling blocks and adding some QOL features such as symmetric export for parts and LOD1 export mode.
I've also been working on some Blender Importers and Exporters for various file types that Spore uses that were not otherwise supported.
One that I have fully working now is a flesh limb importer and exporter:
Limb "muscles" are imported as a set of curves that combine together ingame. Their thickness, length, curve, resolution, etc can all be adjusted by the user and exported as something usable ingame.
"This shot is brilliant and should be shown in any film study class #GameofThrones"
As you can see, it allows for some pretty crazy results!
For more info on how limbs work in spore, and to see some of my previous experiments, check out this post with @randomsporefacts!
Another importer I've been working on is for city and tribe layouts, though I don't yet have an exporter to put these back into the game yet. Below are some work in progress images:
A City layout as imported into Blender. The City Hall and Building locations are highlighted as boxes, and connected together as they appear ingame. The spheres and circles represent the Turrets and Decor spots, respectively. Other points represent the Plaza, City Gate, and Harbor locations.
A tribe layout as imported into Blender. The Hut, Campfire, Foodpile, and Toolshed locations are highlighted as boxes. The Totem and Animal/Egg Pen are also represented by their own respective shapes.
Eventually, both of these formats will both be exportable as well, and users can begin creating their own city/tribe layouts for mods.
I'm hoping that with the new support for these formats, people will feel encouraged to try modding parts of the game that normally do not get a lot of attention.
I've also been experimenting around with procedural part texturing, though the results are somewhat mixed. I'd expect that they'd need to be edited manually to get the right look...
Top is Maxis, Bottom is procedural.
Eventually, I'm considering releasing this shader set + my blender workspace layout + some helpful python scripts (for processing the part .prop files) as something of a "Part Creation Kit" community resource.
Aside from that, I've been working on a new, fully rebuilt version of Dark Injection with some much-needed fixes, updates, and an overhaul of the previously VERY messy and bloated file structure. As a bonus it includes new parts and paints, faithfully upscaled textures, and improvements to part recoloring. And then also some new Valla Vanilla parts as well. Most of the DI stuff is pretty subtle so maybe I'll show that later in a different post.
Anyway, just an update for my Spore followers as for what I've been up to most recently!
Download my released mods from Github Donate on Patreon for prerelease content
catching up on spore mods and apparently I missed the flora editor getting into an actual usable state. look at my leafs (based on various plants from Sagan 4)
About that post where you made a dolphin protest in Spore, how do you find such commands or is that a mod? :0
The mod i use is called Global tester, which you can find here.
This mod enables you to write in a command in the command window, that will play an animation form the game. It is a bit complicated, and the instructions are already written on the post, but i will try my best to do a summary here.
First of all, you need two files from the game which contains all the animation ID’s from both core spore, and galactic adventures. You can find these two files here. These are in .tlsa format, so you need a program like notepad++ or similar to open them.
Once you have all of that, you need to open one of the .tlsa files and find the animation ID. You can pick any of them. Here is an example of what that looks like:
group #02481DE6 idle_sneak -allowLocomotion -endMode 1 anim 1.0 idle_sneak _final/creature/idle_sneak
What you want is to copy #02481DE6, remove the # and replace it with 0x Once you have done this, open spore, go to the adventure editor, place your captain, then open the command prompt and type the testAnim command like its shown in the forum post. Your command should look like this:
testAnim 0x02481DE6
The captain you placed will then play the animation associated with that ID. This animaton will also play on every creature in the current adventure you have opened. Thats pretty much what i did. i was digging trough the files to see what these animations looked like, and i found the protest one, from civ stage. I used this mod when i made this video of porygon smacking a computer motherboard :D
For a more detailed explanation on how to use this mod and the commands, look at the instructions which are written on the forum post itself. Its under the Global tester/emote/emote for dummiesV1.1 section.
Being a regular member of the Bay 12 Forums, coming across a very dead Spore modding forum that used the same forum engine (Simple Machines) was kind of freaky.
For those of you who don’t know about it, the Bay 12 Forums is the forum for Bay 12, the company that makes Dwarf Fortress (really just two brothers), and Simple Machines is this forum engine that is even older than DF itself. It does work well for its purpose though.
Spore Modding - Valla's Vanilla-Style Custom Parts v3 Now Released!
Valla Vanilla v3 adds 62 new animated, morphable, Maxis-match custom parts to the creature editor.
That's more than Creepy & Cute!
v3's release is something I am very excited for, as it adds 24 new parts compared to v2, fixes numerous issues with the existing parts, and includes a shiny new category icon to boot!
Go check it out and give it a download!
Valla Vanilla v3 adds 62 new animated, morphable, Maxis-match custom parts to the creature editor. That's more than Creepy & Cute! No longer
Spore - Panixzy the Zombie Barbarian
One of my better humanoids in a while, IMO!