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How To Export Spore Creatures to Maya using patch 5 cheat  XML
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The_Glaive


Multicellular

Joined: 02/12/2009 14:49:44
Messages: 273
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Eochaid1701 wrote:Look in the op of this thread. I have a thread on it.
MaxisCactus wrote:Update: Guide to Spore Creatures in Blender, a fabulous tutorial made by sporum user Eochaid1701.


Thanks, I seem to be able to import the file correctly now, but the walkthrough is kinda vague right here-
2. All of the polygons are explicitly visible. Look in the lower tab and notice the button with the square on it. Select it if it isn't selected. This gives you the mesh editing tabs. (You may return here at any time by clicking the aforementioned button) In the "Link and Materials" tab, select "Set Smooth" (the "H" may be cut off so it says "Set Smoot"). Now your model looks like it does in-game. This step made Blender give you four times the number of normals per vertex, making each face round instead of flat.

I clicked on the 'editing' button but the menu is empty.

http://img.photobucket.com/albums/v685/The_Glaive/Fullscreencapture99200941627PM.jpg

This message was edited 1 time. Last update was at 09/09/2009 21:18:52


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LeopardoDeVinci


Multicellular

Joined: 03/07/2009 22:10:08
Messages: 425
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...I still can't render-I guess I just need a new computer, or a better graphics card. Turns out mine's close to being on the "Worst Graphics Cards" list.
Olivia2Avery


Microbe

Joined: 08/28/2009 01:38:36
Messages: 16
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I followed every direction, downloaded everything I needed. Yet it says, it cannot open the file >.< Really confusing!
MaudDibb


MouthBreather

Joined: 08/13/2009 18:16:05
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Seem to be having trouble with this plugin business in Maya...I have vista 64bit, but installed version of maya is 32bit...I try installing the ColladaMaya plugin thats linked all over this thread and I keep getting a warning saying my version of maya is not found.. ok go past that, asks to install ALL maya version plugins....and theyre nowhere to be found...where did they go?

Derapaux


Microbe

Joined: 08/01/2009 14:48:36
Messages: 7
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Still wondering if anyone could render some of these creatures for me?

Gluble
http://static.spore.com/static/image/500/280/465/500280465607_lrg.png

Rock Crusher
http://static.spore.com/static/image/500/264/785/500264785352_lrg.png

Mode
http://static.spore.com/static/image/500/061/917/500061917503_lrg.png

Oonrah
http://static.spore.com/static/image/500/005/510/500005510786_lrg.png

And

Skydrome
http://static.spore.com/static/image/500/005/484/500005484534_lrg.png

Not to be rude but I didn't get a response yet.

themasterspirit


Microbe

Joined: 12/26/2008 16:18:38
Messages: 5
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Hi,

I have an educator's version of Maya 2010, and have difficulty importing with the collada files. There does not seem to be any recognition of collada in the plugins. Any suggestions?
DeadSilenced


Microbe

Joined: 10/05/2009 16:37:05
Messages: 3
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Blender 2.5 isn't released yet, but there is a pre-release version available with working Collada 1.4.1 support! The links to this version of blender are on the page below. Ignore the instructions, just download the appropriate version, extract the folder, and run blender.exe! This version can import the entire creature(textures, rig, etc.) without file conversions or other workarounds.

http://wiki.blender.org/index.php/User:Kazanbas/Building_OpenCollada

EDIT: *ahem* It seems someone beat me to the punch in the blender tut thread. This is previously posted information, but you can find details at http://forum.spore.com/jforum/posts/list/150/38779.page

This message was edited 2 times. Last update was at 10/05/2009 17:51:09

Eochaid1701


Civilized Sporeon

Joined: 09/15/2008 12:39:22
Messages: 4935
Location:
Roses are red, violets are blue. In Soviet Russia, location write you.

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In the OP, there's a link to the Blender thread. I need to get that and give it a shot when I have Windows running.
masterspirit, you need to look in you "extras" folder (or whatever Maya calls it) and load the plugin. There should be instructions on what to do in Maya's help feature.

Sophe


Microbe

Joined: 09/16/2009 09:48:23
Messages: 2
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MaxisCactus wrote:Update: Guide to Spore Creatures in Blender, a fabulous tutorial made by sporum user Eochaid1701.

Go to paint mode, so you can see what it'll look like textured, then open up a cheat window by pressing "control-shift-c"

Type in colladaexport



Agree to the EULA, and the cheat window will output something like this:


The exporter will create a collada file (a .dae file), along with the specular, diffuse and normal textures. It will place them in your “My documents/My Spore Creations/Creatures/” directory



Hi, my Spore and windows are French, i turn Spore to English with
"C:\Program Files\Electronic Arts\SPORE_EP1\SporebinEP1\SporeApp.exe" -locale:en-us

When i export that only create the .dae file in the directory.
- No specular, diffuse or normal texture



Is there another way to have it ?
Thanks.
KCDjedi


Multicellular

Joined: 09/12/2008 00:30:16
Messages: 140
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I don't have the C&C.


DeadSilenced wrote:Blender 2.5 isn't released yet, but there is a pre-release version available with working Collada 1.4.1 support! The links to this version of blender are on the page below. Ignore the instructions, just download the appropriate version, extract the folder, and run blender.exe! This version can import the entire creature(textures, rig, etc.) without file conversions or other workarounds.

http://wiki.blender.org/index.php/User:Kazanbas/Building_OpenCollada

EDIT: *ahem* It seems someone beat me to the punch in the blender tut thread. This is previously posted information, but you can find details at http://forum.spore.com/jforum/posts/list/150/38779.page


Well lo and behold, it DID work... at first.


For some reason now it doesn't import the textures anymore. And the new interface baffles me.

This message was edited 1 time. Last update was at 10/06/2009 22:44:44


DylanKH42


Microbe

Joined: 10/07/2009 20:41:37
Messages: 4
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I tried importing a generated COLLADA file into SketchUp using Armashlis. The white model is the unmodified COLLADA file, and the one with the correct textures is modified so that it looks at JPEG textures instead of TGA textures, so it looks like Google isn't reading the TGA textures correctly:



In addition, note that he is in what is known as the default pose with the horns and face rendered incorrectly. (Note that waaaay back in this thread, I showed generated images in my iPhone app, NaviCAD, that had the same issue.

thanks, Chuck
DeadSilenced


Microbe

Joined: 10/05/2009 16:37:05
Messages: 3
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Sophe wrote:Hi, my Spore and windows are French, i turn Spore to English with
"C:\Program Files\Electronic Arts\SPORE_EP1\SporebinEP1\SporeApp.exe" -locale:en-us

When i export that only create the .dae file in the directory.
- No specular, diffuse or normal texture



Is there another way to have it ?
Thanks.


The .dae file is all that is supposed to be generated by colladaexport. The textures are contained within that file. Take a look at this for more information on how to find them: http://forum.spore.com/jforum/posts/list/38779.page
DylanKH42


Microbe

Joined: 10/07/2009 20:41:37
Messages: 4
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DeadSilenced wrote:
Sophe wrote:Hi, my Spore and windows are French, i turn Spore to English with
"C:\Program Files\Electronic Arts\SPORE_EP1\SporebinEP1\SporeApp.exe" -locale:en-us

When i export that only create the .dae file in the directory.
- No specular, diffuse or normal texture



Is there another way to have it ?
Thanks.


The .dae file is all that is supposed to be generated by colladaexport. The textures are contained within that file. Take a look at this for more information on how to find them: http://forum.spore.com/jforum/posts/list/38779.page


@DeadSilenced: For me, the textures ARE generated (three TGA files) along side the DAE file. The DAE file references these textures. The COLLADA format supports references to textures and doesn't include them in the file itself.

@Sophe: Open the DAE file in a text editor and look for the references to the texture files (search for "TGA"). If there are not references, then there are no textures--it could be that you missed a step in rendering the creature BEFORE issuing the cheat command? I didn't think that was possible, but go back to the beginning of the thread and re-read the export directions again?
Sophe


Microbe

Joined: 09/16/2009 09:48:23
Messages: 2
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DylanKH42 wrote:
@Sophe: Open the DAE file in a text editor and look for the references to the texture files (search for "TGA"). If there are not references, then there are no textures--it could be that you missed a step in rendering the creature BEFORE issuing the cheat command? I didn't think that was possible, but go back to the beginning of the thread and re-read the export directions again?


Thanks, i opened the .dae with PSPad and i see:


(PS i'm not alone, i have asked some other french people, they say, same has me, they dont have TGA files when they export )

We have'nt other problems, we can use the .dae with blender, and others programs (DAZ studio, Maya), just we haven't the TGA files

Many thanks for your reply.

This message was edited 6 times. Last update was at 10/08/2009 21:15:46

DylanKH42


Microbe

Joined: 10/07/2009 20:41:37
Messages: 4
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Sophe wrote:(PS i'm not alone, i have asked some other french people, they say, same has me, they dont have TGA files when they export )


Hmmm. Could be a problem with the French version of Spore or the French version of Windows. Or both. Or neither

MaxisDan, are you out there? Have you seen subtle issues with non-American or non-English versions of Spore with respect to the COLLADA cheat?
 
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