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That's what I reckoned...rats...
There are definitely a few things that would be made a lot easier if a few (small?) changes were made to the editors. Did Maxis ever give a (satisfactory) reason for the symmetry thing? I can kind of understand the complexity limit, but I think it is just a little too low. It would be nice to have the option to make items that could run on computers that were just that little bit more capable. Sim Everything? Nah! |
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for embedding things into the main body, check my reply in the topic "part sinking":
http://www.xspore.com/community/crea...t-sinking.html also, i think if you are in the vehicle editor you can drag vehicle files into spore (assuming you run spore in windowed mode instead of full screen), and i believe that provided you haven't put any type-restricted parts on it, it should load the vehicle for you.
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asymmetry! proof that i spend too much time in the building editor:
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I think I get what you mean Ezekel. I should make a Dalek without the specific military, economic or religions "bits" and then I can use that as a template to make the specifics. Sounds a good idea. I shall give it a go.
I really do like the sound of your other idea. It would work perfectly. But it comes at a price. Complexity. There is no way I could attach 48-odd small cubes to same number of squares and sink them inside the body. Too Complex. What you see there is already at max. limit. I made another Dalek using a cheat that allows you to ignore complexity limit. Only problem. You can't play it in-game...Which makes me wonder. Why bother including such a cheat? But I like your technique and will use it eventually for the Dalek spacecraft which has spheres sunk into a flying saucer body. Cheers for the tip! One final thing. Does anyone know if this hack Rick’s Spore Stuff Modifications ,which has been recommended on one of the comments left about my Dalek, well, does it work? and can you play the resulting vehicle in the game? Anyone know? All the blog page says is that is disables symmetry in all editors. Are they playable thereafter? |
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um... why not use a single piece for every bobble in a vertical line?
(rotating the block as needed to line up) this would also help you get them aligned better, as the bobbles will align along the centre of the block. -it'd help if you linked a pic of the darlek (or it's sporepedia entry)
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asymmetry! proof that i spend too much time in the building editor:
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Hmmm...hadn't thought of that...It might work. I have a feeling that the intersecting "core" parts cost more complexity, so if I change balls (12*4) to strips (12), and put 4 add-on balls on those strips then it might lower the overall complexity level? Guess I shall have to give that a try!
Link to my Dalek is here. I reckon I can do better if I can lower the overall complexity. |
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this is why when you're near fill complexity, you can't add circle shapes, but you still can add cube-like shapes. hope that helps
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asymmetry! proof that i spend too much time in the building editor:
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I figured that the glowing stuff took up more complexity. Unfortunately, the back end of one of the glowy lights it the only great hemisphere there, that will insert itself into the body.
I gave the your embedding technique a go, but only quickly. Had trouble getting it to look right, but if I spend a bit more time getting used to the technique I might manage a better job yet. I understand about the triangles thing. It's just unfortunate that Daleks seem to be all curves. I'll look again at how I built it to see if I can cut back. |
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if i remember right, daleks weren't curved, but octogonal, or maybe decagonal. unfortunately, i've not sussed out a reliable way to get asymmetry on vehicles yet. i know it's possible, because i've done it a few times when trying to make a mono-tracked vehicle and frustrating over trying to get the tracks to spin so as to have them moving forwards instead of backwards. (pulling the block they sit on out wider pulls the tracks to one side, but doesn't double them... clearly a case of the skin-pulling asymmetry glitch trick that's in the creature creator/editor)
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ah, i hadn't considered that. so basically you're stuck with having to make the main body out of 'planks of wood' shaped blocks. well one thing you can try is putting the bobbles on the underside of the 'planks', then using the handles to make them very long, and then rotate by 180 degrees (or pi radians XD ) so they poke out through the other side of the plank.
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asymmetry! proof that i spend too much time in the building editor:
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I have a vehicle editor question. No sense making a whole new thread I suppose
![]() I made a new spaceship the other day; it's actually two smaller ships that look the identical except slightly different paint ![]() I thought I was the most clever person in the world to do this XD Then I saw some other "group type" ships in the sporipedia - that were far superior to mine > ![]() So, here's my question: The blocks that are "body" type - is there any way I can move them out of the center of the building circle? All the "fleets" I saw were all in the center, and I tried making a squad of little ships in a V type formation, but I couldn't get the bodies to move to the sides. Can anyone help me? |
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