SPORE HOW TO CREATURES HOW TO
SPORE HOW TO CREATURES MOD
![spore how to creatures spore how to creatures](https://news-cdn.softpedia.com/images/news2/EA-and-Maxis-Confirm-Spore-Creature-Creator-2.jpg)
If you get a model imported using Maya or 3DS max or the XSI mod tool or whatever, please post how you did it. I’m going to try to describe a workflow using Blender (for models) and the Gimp (for textures), which are both freely available programs. In principle, then, you can develop models with any tool that supports these formats. I picked the OGRE format because it’s easily readable, close to the type of data that Spore needs, and there are exporters for lots and lots of modeling tools: I picked the DDS format because it can store images that are S3TC compressed, and since S3TC compression is lossy I didn’t want SporeMaster to do it automatically when packing.
![spore how to creatures spore how to creatures](https://news-cdn.softpedia.com/images/news2/Amazing-Two-Spore-Creatures-Brought-to-Life-Every-Second-2.jpg)
SporeMaster reads models from the OGRE3D mesh.xml format, and textures from S3TC-compressed (DXT5). Also note that texturing is somewhat limited – I haven’t really figured out how the different texture channels interact – and mesh-level animation is completely unsupported so far. So don’t expect the workflow to be completely smooth. This is still a very new development – literally the only parts mods in existence are my cheesy glasses and cube. This makes it possible to add new parts for the first time. The new SporeMaster 2 has the ability to pack models and textures into the renderware 4 (.rw4) format used by the game to store parts.