emd4600 / sporemodder-fx Goto Github PK
View Code? Open in Web Editor NEWThe most advanced and modern Spore modding tool.
Home Page: https://emd4600.github.io/SporeModder-FX/
License: GNU General Public License v3.0
The most advanced and modern Spore modding tool.
Home Page: https://emd4600.github.io/SporeModder-FX/
License: GNU General Public License v3.0
Would be very useful for large mods to have an ability to declare global ArgScript variables.
For example:
set global debugMode true
is for global;
set debugMode true
/ set local debugMode true
is for local.
I don't know if this is just me being stupid, but for some reason, I can't use custom effdirs for modified effects.
Hi!
I love your work on SporeModder, and I wonder if you could release a macOS version of it? I've tried to execute the .jar
file or bundle it in a macOS app, but none of this worked. Maybe JDK can offer a simple way to bundle this project as an macOS app?
Thanks!
The -flags
option on an effect either doesn't work at all, or at least fails for the specific set of flags (0x80000
) used by the vehicle editors' pedestal effects. This is used in vanilla to cause the pedestal to fade out when the camera pivots to a position below it, and I need it in order to finish moving Dark Injection to SporeModder FX.
An example of one such effect can be seen in the base game at gameEffects_3~!editors.effdir
, 0xDD5D44DE.pfx
(which is the pedestal for the land vehicle editor), on line 52.
When trying to rename a file that is currently selected but not directly in view through the "Rename" option at the Project top menu, renaming fails and a non-existent clone file of the original is made. This also breaks any new file selections and renaming until the program is closed.
Conversation files located in folder aliased as space_conversations~ need to be converted to human-readable format for easier editing without a need of hex editor.
Modifying their content is required for adding custom conversation .locale files without replacing original strings.
Having trouble saving my changes to a rw4 model in SporeModderFX after altering a few compiled states. Error is as follows:
at emord.filestructures.FileStream.writePadding(FileStream.java:46)
at sporemodder.file.rw4.RenderWare.writeAlignment(RenderWare.java:91)
at sporemodder.file.rw4.RenderWare.write(RenderWare.java:131)
at sporemodder.view.editors.RWModelViewer.saveData(RWModelViewer.java:1083)
at sporemodder.view.editors.AbstractEditableEditor.lambda$3(AbstractEditableEditor.java:160)
at sporemodder.UIManager.tryAction(UIManager.java:632)
Not sure if the SporeModder Blender addon or SporeModder FX itself is to blame. Here is the affected rw4 model and the blender project which produced it.
ve_DI_spikeChest_01.zip
I found it kind unnecessary to have documentations be it own tab and it hiding the inspector.
I also thought it would be nice if one could see which texture is the normal map or the regular texture or whatever type of texture it is.
I also had the idea that one might at some point find it useful to be able to turn the different textures off in the preview. (idk if normal maps and such does anything in the preview but if they do or if they will in the future it would be nice to have the option to enable and disable them in the previewer.)
Version: 2.1.26
When trying to 'Pack mod' (or 'Pack mod and run game') with my changes, I get this blank error message:
Closing it redirects me to the file SpaceSolarSystem.prop.prop_t that I edited.
Now, line 36 has a red underline with the caption "Expecting at most 2 arguments for command key". No other file has a red underline. That could be the reason why it's not letting me pack the mod.
But I never edited that line in particular at all. That line is in the source file.
By clickling on 'Explore Source' and opening the file with notepad, the line is right there:
So, I don't get it. What exactly is going on? Why can't I pack the mod?
It could be nice to be able to exclude certain folders and/or files from the output package when packing a project. This could be useful in scenarios where, for example, a mod is open-sourced onto a GitHub repository - this would allow for the .git
, .gitattributes
, .gitignore
, LICENCE
, README.md
files and such to be excluded from the output package while still being present in the project folder for their intended purpose.
If a model is saved with an imported Uncompressed DDS, the model will lose its texture when viewing it again
I am getting this error when importing some older rw4 files (made over a year ago)
I believe most of these were made in Blender 2.7, but there are some that are even older that I made in 2.6. Files I've made recently using 2.8 have had no issues importing.
Here is one of the affected files:
ceratosaur.zip
Title says it all. If present, Spore_Pack_03.package would be found in the Core Spore data folder.
It would be nice if it stayed on the same file when turning show only modded files on or off. Kinda tedious having to scroll and find the file one was on again.
...more specifically, this means that if the user is running SporeModder FX as Administrator (which they most likely will have to on Windows), they'll be running Spore as Administrator as well, which is not a good idea. It's even worse if they're using the Spore ModAPI Launcher Kit (which they likely will be).
Trial version of Spore: Creature Creator uses 0x3
version of Swarm baked files (.effdir
), which is unsupported by SporeModder FX. The files of Trial CSA contain a lot of 2006/2007 unused graphics and probably effects, such as related to Terrarium, City Game, E3 launch screen and more.
Would be useful to have an ability to unpack them and convert to newer version (0x4
), which is used by Spore.
Is there a way to import a folder with files inside?
Ex: Import Spacetools~ folder from another unpacked mod file.
any strings inside a string8s or string16s loses the last character in the string.
There are several 6 sided cubemaps I want to be able to modify, however they unpack as a single texture instead of a 6 sided cubemap.
Example: solarSkybox_0.rw4 (The Space Skybox)
.DDS files do support 6-sided textures so this should work.
Both 0xE38475D9
and 0x4084b000
use the PlanetScripts
alias, except with different capitalization.
Windows doesn't support having multiple files with the same name but different capitalization, so they get merged into the same folder and only one of the two is packed.
When trying to choose a texture in the SPUI editor, changing the selected item in the list closes the SPUI editor and switches to that item in the main SporeModder FX window, making it impossible to actually use this feature.
I downloaded this program through the official website.
I unzipped the folder wherever I could, but it doesn't start.however, for the first 3 seconds there was some activity in the task manager.
help please me.
I've followed all the steps and used 2.80, though none of my parts are visible
Some hashes are used in two or more lists at once. For example: 0xDFAD9F51
(cell
) used in reg_type
and reg_file
, 0xD8C67022
(avatar
) used in reg_file
and reg_property
, etc.
By some reason, if one of these hashes will be entered into the Hash: field and Using name from: option will be changed to another one, then Name: and Hash: fields will break. Anything can be entered to them and it will do nothing. "FNV Hash" option is just gone, so it can be fixed just with restarting SporeModder FX.
Whenever I try to unpack presets ( Spore (Gameplay & Graphics) &|| Spore Music &|| Player Creations ) loading gets stuck at Clearing folder
and does not go further. I kept the process going for 3 hours but still no progress. Is there a way to clear cache or some config files to reset the SporeModder. Because I have tried to delete and redownload the modder, but still whenever I open the launcher it has the old configuration.
As in title. It seems screen effects that 'point' at camera don't work properly. They get corrupted during unpacking and/or packing.
Left is a result after packing, right one is valid. Example effect used is 0x4F82AE58 from GA packages.
Might be related to screenSizeRange
property, because unpacked values have weird output, like -429492128
, -0
If you have a file selected and change the active project, it will show an error if and only if "Show only modded files" is checked.
Currently if you unpack Spore_Graphics and put unmodified tribal huts in your project the Galactic Adventures prop versions of them turn mostly invisible... This only affects the following models from my testing (stored in editor_rigblocks~)
he_yurt_01.rw4
he_yurt_01_LOD1.rw4
he_yurt_01_LOD2.rw4
he_yurt_02.rw4
he_yurt_02_LOD1.rw4
he_yurt_02_LOD2.rw4
he_yurt_03.rw4
he_yurt_03_LOD1.rw4
he_yurt_03_LOD2.rw4
he_carn_01.rw4
he_carn_01_LOD1.rw4
he_carn_01_LOD2.rw4
This issue does not happen with the Tribal stage versions of these huts and the files are shared between them.
This happens both with and without GA Patch 5.1 as the embedded signiature
It says:
"Traceback (most recent call last):
File "D:\Dylan's mini computer\Program files\blender-3.0.0-alpha+master.5a64c687ddcc-windows.amd64-release\3.0\scripts\modules\addon_utils.py", line 387, in enable
mod.register()
File "C:\Users\thear\AppData\Roaming\Blender Foundation\Blender\3.0\scripts\addons\sporemodder_init_.py", line 171, in register
addon_updater_ops.register(bl_info)
File "D:\Dylan's mini computer\Program files\blender-3.0.0-alpha+master.5a64c687ddcc-windows.amd64-release\3.0\scripts\addons\sporemodder\addon_updater_ops.py", line 1424, in register
ValueError: register_class(...): already registered as a subclass 'addon_updater_install_popup'"
Panning in the SPUI Editor cuts off at the initially-visible bounds, thus rendering the area outside of what one can initially see inaccessible via the visual preview.
I've noticed that ever since the move to multithreaded package packing, the package files produced by SporeModder FX remain in use by it until it is closed. This means that they cannot be moved/renamed/deleted/etc externally until the program is closed, and, while I am not entirely certain, this may also affect Spore's ability to read them.
EDIT: Okay apparently I was confused about the multithreading stuff, but the symptom described remains, even if the supposed root cause doesn't exist.
When you remove the current search, the project tree scrolls back to the top instead of staying on the current file. Very annoying.
Notepad++ has an extremely useful yet simple feature to Duplicate the line your cursor is currently on when you press Ctrl+D. This would be great to have in Sporemodder's text editor, as the lack of it usually means i would rather just use Notepad++ for file editing instead.
This would be good for cases when you use Spore for things other than modding, or when you want to delete WIP mods from the game because of crashes or freezes.
It's really annoying how it is currently because neither the Spore ModAPI Launcher Kit nor the SMM can know about mod projects SporeModder FX outputs into the game files, meaning you have to uninstall them manually.
Having the option to "clean" the project like in Visual Studio would help a lot in cleaning up after you stop modding for the day.
An error me and rob55rod have experienced, luckily it isn't just me. Whenver I rename one of my projects and pack them, there will be an error message simply saying "null". "Unrenaming" the project seems to work, such as naming it something like SpaceMoney (for example) and then packing will have the name error. If you un-rename it to something like Project 1, or whatever it was, it will pack fine. Any fix?
Title says it all
I think it will be nice if SporeModder FX will have an option to highlight .prop_t
files with wrong extensions. Converted .prop
file needs to have the .prop.prop_t
extension to be converted back to .prop
before packing the mod. Sometimes .prop
part of file extension can be lost and it's hard to find a file with wrong extension if mod has a lot of files.
If any error occurs when packing shaders, SMFX will always automatically switch to the vertex shader (*.vshader.hlsl) file, regardless of whether the error occurred in the vertex or pixel shader.
Mainly used for localisation, it would be an interesting feature to allow users to automatically pack .package
files inside the a project.
We should add some kind of DBPFConverter
that detects .package.unpacked
folders and uses a DBPFPacker
to generate the package, and write it to the output file.
Said files contain the raw data for adventures, and the method to convert them to XML already exists in SMFX. Nonetheless, it would be nice to be able to convert them into a readable ArgScript format and edit them directly through SMFX.
Also slightly related to this would be converting .pollen_metadata
-type files into a more readable format, and also be able to modify those as well. Though I might make a separate request for those files as well.
Apparently some properties in distribute and skinpaint effects don't do what they should.
For skinpaints, repacking skinpaint_detail_feltstitch.pfx
doesn't produce the same result.
While trying to transfer some of my effects from OG SporeModder to SporeModder FX, I noticed something odd: All of the effects which used a camera angle-based fade-out (like the Land Vehicle Editor background's pedestal when the camera pivots below ground level) had ceased to function. At first I suspected that transferring over my existing PFX files (made for OG SporeModder) was the issue, so I tried packing them with OG SporeModder one last time, and then unpacking them with SporeModder FX, but this didn't help at all.
At this point, I decided to take a look at some of the unpacked Core Spore effects - surely those should demonstrate how to correctly do this in SporeModder FX, right? Wrong. The value for extendedLodWeights
seemed incorrect - it was 0 0 0
, whereas the exact same effect unpacked with OG SporeModder yielded (0.0, 1.0, 0.0)
. Another discrepancy I noticed was that with SporeModder FX, -emitScale
and -sizeScale
options were present on the particles
effect within the affected effect, both with a series of 1
values, one for each lodDistances
value present, but both of these options were completely absent from OG SporeModder's unpacked PFX file.
I need to be able to create effects which use this behaviour, and until SporeModder FX can do that for me, I can't completely migrate to it.
Here's one of my effects which was affected by the issue:
DI9r_heroEditor_skinMode_enter.pfx
To avoid ambiguity, I will note that this PFX file is intended for OG SporeModder. I would have provided the SMFX version, but I'm not 100% sure what that is meant to even look like, hence my initial hesitance to even bring this issue up.
And as requested, here's an example of a base game effect which is affected, unpacked using SporeModder FX:
0xDD5D44DE.pfx
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