#spore cc demo stuff
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an unused texture from the creature creator demo, found in CSA_Graphics.package\common~\0xBE613A32.tga
its pretty clearly from sims 2, although i couldnt find the original sims 2 file it must have been from (as i dont have sims 2 to dig through its assets, and i couldnt find any other downloads of the assets)
you can see a similar button in here, which also has the elder icon (source is the sims wiki)

though it does seem to look somewhat different, the one in the sims 2 screenshot is slouching slightly more. it might be because of the image quality though
im also not sure where this button was used in sims 2, i cant find it in the create a sim screenshots on this wiki page
and search engines are useless as usual
it sort of looks like the life mode (?) icon in actual gameplay, but that one has two people. apparently it does change in the university looking at mobygames screenshots but thats all i was able to find
if anyone here has actually played sims 2 since they were a baby, and knows where the elder button is used, let me know. and why is it in spore???
its worth noting that the general ui style in sims 2 definitely influenced spore
EDIT: a reply pointed me towards the sims 2 body shop (image source and more info here)
it shows a baby here, but the icon looks remarkably like this button here with how its shaded
so i assume if the elder is selected here then thats the exact button that will be used here!
... why did spore have a texture from a thing for sims 2 custom content????
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if anyone needs it, i finally uploaded both my folder with every single maxis creation png sorted properly, as well as the spreadsheet with all of the spore creation names from final, AssembledContent and other stuff, to the spore discord, in the spore demo thread under general-1!
anyway. so we know the grox were called grob even fairly late in development, as their internal names mostly refer to them as grob (with rare exceptions)
in the strings from the cc demo
0x0000000B Our scouts have shown increased Grob activity in the sector of ~mission_target_planet~, which suggests they may have discovered intelligent life. Would you be interested in investigating ~mission_target_planet~ to discover if intelligent life exists there, and if it is in danger from the Grob?
0x00000014 Hey, did you see the gRob around here? Be careful of those guys.
0x00000071 MISSION OVERVIEW: Unfulfilled; Refused by Contractor. ~p~ STATEMENT OF IRRITATION: You suck Grobb eggs, buddy. Big time.
0x00000058 Awww… ~p~ C'mon, buddy. Don't leave us hangin, brah… ~p~ I thought you were cool! ~p~ Whatever!!! ~p~ I'm telling! I'm telling THE AWESOME AND MAJESTIC GROB on you!!!
0x00000001 Hey, Space-dude. You'd really be doing us a solid if you hauled rump to the ~mission_target_star~ system, and brought us back a sample of the ~mission_item~ plant from planet ~mission_target_planet~. We'd like, totally be your BFF if you did that. Totally. ~p~ You see, the Emperor's birthday is coming up, and the old coot is always talking about how the royal gardens are missing a ~mission_item~ plant. If I had one, It'd totally make the other gifts look like grob-dung! It'd be so awesome!
0x00000001 So… yeah… you've been hearing about the gRob? Some say they are pretty mean dudes. I heard they shot a guy in Reno once just to watch him die. Personally, I don't think they can be that bad. If you have some time, I'd love it if you could go find them and give me a report about 'em.
very inconsistent whether it was Grob or gRob (or Grobb, which seems to be the rarest but it appears a few times)
anyway my actual point is to talk about some of the early creation names
so you know knot the grawx right?
according to AssembledContent, which is also evident from how it sorts with its asset id in Spore_Content.package, its early name was, in fact, gRob! with this exact capitalization even
but the actual real grox have just been named grox
and, similarly, Oobergrowb was also named UberGroB (which is differently capitalized from gRob but whatever)
and that also suggests.. some kind of relation with the grox?
anyway i wonder if knot the grawx was literally one of the creatures they considered using for the grox before making the final appearance
i dont have the book (not the art of spore to be clear) with the grox concepts (because no one scanned that apparently???? if theres a scan let me know) so i cant verify if that was the case or not unfortunately
i have a screenshot saved of someone elses scan of just this one page but this is the only drastically different grox designs that i can see here
so nothing particularly like knot the grawx, besides its paints i guess
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the cc demo has locale files that werent pruned at all to the content that only includes stuff relevant to the cc demo, therefore theres numerous strings for even space stage
the files are sorted differently from final, like comparing space_diplomacy~ here (cc demo left, final game right)
the final space_diplomacy~ file is also a lot longer, with a length of 157 146 with 1491 lines, as opposed to the cc demo, where the length is 49 939 with 637 lines
theres also some odd things in the cc demo one like these strings at the end. this is clearly about the home system mission text, buut its worded completely different
0x00000071 We have different options. ~p~ we can find an uninhabited planet that can be colonized. Cheapest option. ~p~ we can turn a rock into an oasis by Terraforming. This is going to cost us. But we have the technology… I think. ~p~ we can setup a trade route with another empire's planet. This will give us the option of buying the planet from them. ~p~ we can always take someone else's planet by convincing(!) them to leave. It is not super expensive. We may pay for it later, though. 0x00000072 I'll find an uninhabited planet that can be colonized. 0x000000AB I'll find a rock to terraform. 0x000000AC I'll set up a trade route. (empty for now) 0x000000AE Let's take over other planets. (empty for now). 0x000000AF Nothing for now. 0x000000B0 Choose who you want as your ally or your enemy. ~p~ Making a friend is harder than making an enemy. You can make them happy by trading with them, giving them money or doing chores for them. If they are happy enough, they will become our ally. ~p~ Making an enemy is much simpler, though. 0x000000B1 Let me find them first. 0x00000266 Let's set up a trade route. (empty for now) 0x00000267 It would be nice to have allies. 0x00000268 Our neighborhood is too crowded. Evacuation time. (empty for now). 0x00000269 Nothing for now. 0x0000026A 0x0000026B I want an Explorer Badge. 0x0000026C I want a Collector Badge. (empty for now) 0x0000026D I want a Cleaner Badge. 0x0000026E I want a Planet Picasso Badge. (empty for now) 0x0000026F I want a Diety Complex Badge. 0x00000270 Nothing for now.
also "diety"
also theres a LOT of insults in here so here they all are. seems like these are all responses. curiously one of them here refers to the "gRob"! so that WAS the actual capitalization at the time??
theres no equivalent space diplomacy file with the main packages, that assigns where each line would have been used in what context, so we dont know what this is about
regarding the grob, theres no mention of grox in the locale file, but there are other mentions of grob. i think the cc demo build might have been around spring or february of 2008, so they only changed it to grox half a year before release? here its actually Grob though
0x00000007 Grob says 'Hello'.
0x00000019 Grob says 'Hello'… again.
0x0000004D Grob doesn't like wasting CPU cycles. Input:_
but it kind of flipflops
0x000000A5 I've heard tell that there is a might race of creatures that lives at the center of the galaxy. Fear them or love them, but keep 'em away from me. ~br~ ~br~ Keep an eye out for the gRob. 0x000000A6 Hmmm… Ok. 0x000000A7 We are very busy kicking these savages off our planet. ~br~ ~br~ Let's talk later. 0x000000A8 Oh…OK. 0x000000A9 We are traumatized by the recent Grob raid. Let us breathe. ~br~ ~br~ Let's talk later.
also they repeat "… and your species is so ugly, even the gRob has pity for it." like four times
anyway. as for other dialogue, this seems to have been unchanged, besides the hash being changed to 0x00000023 (none of the hashes match with final) and using ~p~ instead of ~br~ for line breaks
0x00000010 Ahh, my friend! I was wondering where that devilishly handsome galactic hero had gone off to. Have you lost weight? Are you working out? You look fabulous. Supple. ~br~ You should come by more often. The ~race_homeworld~oids make a great stir-fry. We'll have you over sometime!
final
0x00000023 Ahh, my friend! I was wondering where that devilishly handsome galactic hero had gone off to. Have you lost weight? Are you working out? You look fabulous. Supple.~p~You should come by more often. The ~race_homeworld~oids make a great stir-fry. We'll have you over sometime!
also theres more insults in the middle of the file, the best one is "You're ugly and your mother dresses you funny!". theres a line that IS in final here still , so you can sort of gather the context from here
(why was spore meaner like half a year before release?)
not what the sporepedia is?
0x00000170 The Sporepedia can be found in your HUD.~p~ It provides you with a quick, visual summary of all you've seen and done, including all missions and badges you've earned along the way.
other scattered observations
0x00000018 PLACEHOLDER: To Teaching Missions Menu…
0x00000025 [So… diplomacy…]
0x000000A3 Throughout time the true meaning of life has eluded Oogies, Moozillas and even Will Wright himself. You, valiant traveler have the rare opportunity to seek out the meaning of life in your galaxy. Just what do you think about that?
0x00000141 'Significant portion'!? That's not helping matters!
(the screenshot seems like its from the intro tutorial)
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(not an april fools post im not making one lmao)
the cc demo contains files for the final scifi test drive background, which is split into the ground plane and the background, as in final (CSA_Graphics.package\animations~\ce_beach_ground_plane-scifi.rw4 and ce_beach_ground_plane-scifi_background.rw4)
but theres ALSO CSA_Main.package\0x40607F00\ce_beach_ground_plane-scifi.rw4 (notice that its a different package file!)
this one has the ground plane baked in, and the wall also has a strange rim at the top, as if the wall model was repurposed from something elee that had a rim
this one also has a slightly different background texture. its the same resolution, but the final one has been squished vertically (to fit more of the top of the planets in), and the bubble around the city has been changed too
this is about the only difference though, besides the bumps and shading on the planets. heres a more direct comparison, with hte final texture stretched to match
fun fact: this is definitely based on a building edietor render, and surprisingly enough it doesnt even appear to be the early building editor with its different parts!
anyway these are the uvs of the wall with its rims, ignore it using the wrong texture in the center
it appears that the rim uv was just sort of overlaid on top of the wall awkwardly, so im not sure what this tells about the original texture
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more cc demo locales, with cinematics for every stage (definitely very unused in the cc demo)
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cinematics_clg is different between the cc demo and final. all lines past the first two are different, and they added another one in final too
0x00000001 You have earned enough DNA to evolve in the Cell Creator. 0x00000002 Spend your DNA points on new parts to gain new abilities. 0x00000003 Creatures and fossils can contain new parts.~br~Swim over parts to collect them. 0x00000004 Each part has unique abilities which can improve your cell.
0x00000001 You have earned enough DNA to evolve in the Cell Creator. 0x00000002 Spend your DNA points on new parts to gain new abilities. 0x00000003 Other cells and meteor bits are the key to finding new parts. Each part has unique abilities that can benefit your cell. 0x00000004 When you see the new part appear, swim over the token to collect it. 0x00000005 Congratulations! You’re on the path to sentience!
also it refers explicitly to "fossils", as opposed to meteor bits in final. they look like rocks too, were they going to have different models then?
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cinematics_crg is even more different. the amount of lines has greatly decreased in final (as a lot of the cc demo's strings were placeholders for deleted lines) and the lines that ARE there are different
the cc demo locale also contains strings that feel more like mission text than cinematics (Your creature is a carnivore. You must hunt for your food. ~br~ Consider adding aggressive parts to your creature in the Creature Creator.), but i suppose itd fit for the start of creature stage? maybe?
they also were going to have cutscenes for doing something as simple as getting dna or unlocking a part or adding to your posse or havig a mate spawn at your nest. which is pretty excessive
also this one is pretty interesting. it suggests that you would have to click a button to upgrade your brain (this seems different from clicking a button to move onto tribal stage), as opposed to it just happening automatically at a certain dna threshold
0x93b260aa Kudos! You've earned enough DNA to upgrade your brain. ~br~Click the Upgrade Button to climb an evolutionary rung.
and theres the tribal stage thing in fact. so it seems like they WERE going to be the same button
0x93b260ab Kudos! Your species can now upgrade its nest to begin its journey toward becoming a tribe. ~br~Click the Upgrade Button in the center of the screen.
even this is a cutscene??
0x93e071dc You need better social parts to impress this creature. Explore the world for better parts, then mate to enter the Creature Creator!
also this is different. cc (which leaned a lot more into the game mechanics) to final
0x04864c3c Your creature has successfully navigated the treacherous waters of the beginning stages in the evolutionary cycle. Continue to evolve by adding additional parts in the editor and become the dominant species on the planet.
0x04864c3c It is the beginning of a new day…and for you, a whole new strange and wondrous world. Air fills your lungs as you stretch into your limbs in your new home…dry land. The race to evolve has begun…
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cinematics_trg, which in the cc demo is shorter this time. and even the final strings have a bunch of removed lines
incidentally one of the removed lines in final is actually identical (with the same hash at that) to one of the lines in the cc demo, which was categorized with tutorial cinematics. the gameplay function this describes is different too, normally you just click the timeline button too
0x0000010B Your tribe now dominates this continent! ~br~Click on your hut to evolve your tribe into a city!
0x0000010B [[[[[NOT IN USE]]]]] Your tribe now dominates this continent! Click on your hut to evolve your tribe into a city!
also the cc demo lines have a lot less character. definitely reads like a placeholder
0x0000010E Your tribe's hut has been destroyed! 0x0000010F Your tribe's population has dropped below two.
0x0000010E Oh, the humanity! Your tribal hut has been destroyed! Perhaps a fresh start is just the thing you need. 0x0000010F Alas! Your population has fallen below the minimum needed to survive. Will this tragic story repeat itself? Bounce back in time to find out!
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cinematics_cvg is rather long in both the cc demo and final, but its even longer in final
cc
final, which has a bunch more not in use strings
the cc demo one is a lot less nicely organized with comments
otherwise im not sure how much of a difference between the early and final state of this locale file there is. they both have the water vehicle cutscene unlock text (identical in both), which isnt even marked not in use in final
0x00000601 Your industrious science staff has mastered the water wheel and the mechanical conveyor! We can now build vehicles to conquer the seas!
all the cutscenes DO have an extra line each, which isnt in final
0x00000601 Your industrious science staff has mastered the water wheel and the mechanical conveyor! We can now build vehicles to conquer the seas! 0x00000602 We also believe there are applications for this technology that may eventual propel our nation into space. Continue your conquests!
0x00000603 Success! Even the mighty wind now obeys our technology! The aero funnel and vortex tube will allow you to build vehicles that float and spiral miles above the surface of our planet! 0x00000604 Better still, this technology has allowed us to take another step toward the stars, but we will need to conquer or ally ourselves with several more cities if we wish to succeed. Continue your advances!
0x00000605 Astounding news! We have finally defeated gravity! Space travel is now a reality. All it requires is your input on the design for the new craft. 0x00000606 At your earliest convenience you should construct a ship worthy of our species and send it outside of this planet to explore the universe.
which are present but marked not in use in final
0x00000602 [[[[[NOT IN USE]]]]] We also believe there are applications for this technology that may eventual propel our nation into space. Continue your conquests! 0x00000604 [[[[[NOT IN USE]]]]] Better still, this technology has allowed us to take another step toward the stars, but we will need to conquer or ally ourselves with several more cities if we wish to succeed. Continue your advances! 0x00000606 [[[[[NOT IN USE]]]]] At your earliest convenience you should construct a ship worthy of our species and send it outside of this planet to explore the universe.
actually i dont think the ufo cutscene exists either..? this definitely suggests that you also didnt advance to space stage by just pressing the evolve button either. just. have to make a ufo first. i think the prima guide or something else also alludes to that being the case in earlier builds
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cinematics_spg is very long again, and the cc demo already has lines that are marked not in use
cc
final
the cc demo has these placeholders describing some stuff at the start of space stage
0x0000001A [Cinetext: You discovered a UFO wreck.] 0x0000001B [Cinetext: You scanned UFO wreck.] 0x0000001C [Cinetext: You discovered ruins.] 0x0000001D [Cinetext: You scanned ruins.]
im not sure these are in final
0x00000003 Your Hologram Scout has appeared on the planet’s surface. Retrieve the scout by pressing the “Pickup Hologram” button. 0x00000004 You've left your solar system to explore the galaxy. Use the starmap filters in the lower right hand corner to see your travel trail, find the planet where your next mission is and lots more. 0x00000005 You've left your solar system to explore the galaxy. Use the starmap filters in the lower right hand corner to see your travel trail, find the planet where your next mission is and lots more.
0x0000000C Congratulations! You're the first one to explore ~planet_name~. Try to see if there is life on this planet. Scan anything you find.
more of gRob, pretty consistent in the cc demo
0x00000014 Hey, did you see the gRob around here? Be careful of those guys.
these are distinct?
0x00000025 You discovered a species that has made the leap into space! Will you befriend or antagonize them? Use the communication screen to talk to them. 0x00000026 You have discovered a trading empire. You can buy and sell items from trading empires. Use the communication screen to begin trading.
"thru" but also outposts is not a term ive seen before with regards to colonies here. like. theyre still colonies in final, they just cant harvest spice
0x0000002B Barren planets cannot support colonies; only Outposts. Improve a barren planet thru Terraforming.
and in fact look at what final says. it IS colonies
0x0000002B You have discovered a barren planet. Barren planets can sustain a limited colony, or you can improve its Terrascore (T-Score) and establish a flourishing spaceport for your empire.
anyway this isnt in final at all (no equiavlent hash)
0x00000032 You have run out of money. Return to your world to collect additional funds.
janky spelling
0x00000030 As Long as you are in their territory, these spaceships will attack you. The longer you stay in their territory, the more damage you will take.
the cc demo version is also lacking all the text for advancing to the various ranks in space stage, or anything for the galaxy core
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other sort of interesting cc demo locales
Categorynames.locale is rather scattered, but it has names for the editors and stages. curiously it calls them "phases". double line breaks removed for length
the same file in final only lists editor names, the stages (which ARE stages this time), and comments which confirm that this is actually used for the ingame spore guide!
the cc demo had a LOT more spore guide pages for whatever reason
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CE.locale in the cc demo includes some unused stat string
which also is mentioned in the tooltips, also blanked out. what was this going to be? these descriptions are rather old too and are not present in the final CE.locale, which mostly just has page names
#Stat Bar Tooltips 0x00000011 Speed: Add feet with higher speed scores ~br~ or add more legs and feet to make your ~br~ creature move faster. You might need ~br~ to get away from nasty Predators! 0x00000012 Stealth: Add feet or detail parts with ~br~ stealth scores to enable your creature ~br~ to sneak past other species. 0x00000013 Health: Add parts with health scores ~br~ to increase the number of blows your ~br~ creature can absorb in battle. 0x00000014 Social: Add parts with social skills like ~br~ sing, pose, charm or dance to ~br~ befriend other creatures. Friends can ~br~ help you evolve by giving you parts ~br~ and other rewards. 0x00000015 DELETED 0x00000016 Attack: Add parts with attack skills ~br~ like bite, strike, charge or spit to ~br~ increase the damage you inflict in ~br~ battle.
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the only difference in citymusic.locale is that it says "0x04d15452 Pick instrument for anthem" instead of "0x04d15452 Pick an instrument"
CreatureGame.locale mentions a nest pie menu! which is interesting, its not like final at all!
# nest pie menu 0xb32fc569 Heal at Nest 0x932fc57f Edit Creature 0xf32fc58e Upgrade Nest 0x04a44270 Claim Nest
also it has this which isnt in final either at all! which is various strings for socializing wih creatures that say what their reactions to your performance were. the final has the social text messages comment but nothing below it
# Social text messages # Messages when you win solo 0xb3e187b5 ~originalSpecies~ love to ~ability~ 0xb3e187b6 ~originalSpecies~ think ~ability~ is ok but yours is very impressive 0xb3e187b7 ~originalSpecies~ do not like ~ability~ but your ~ability~ is impressive 0xb3e187b8 ~originalSpecies~ don't even know how to ~ability~ but yours is impressive # Messages when you win with a pack 0x0530771d ~originalSpecies~ love to ~ability~ 0x0530771e ~originalSpecies~ think ~ability~ is ok but your pack's ~ability~ is impressive 0x0530771f ~originalSpecies~ do not like ~ability~ but your pack's ~ability~ is impressive 0x05307720 ~originalSpecies~ cannot ~ability~ but your pack's ~ability~ has impressed them #Messages when you lose 0x05307730 ~originalSpecies~ love to ~ability~ but your ~ability~ is too low level 0x05307731 ~originalSpecies~ are not that impressed by ~ability~ 0x05307732 ~originalSpecies~ do not like ~ability~. 0x05307733 ~originalSpecies~ don't know how to ~ability~ #Messages when you lose with a pack 0x05307740 ~originalSpecies~ love to ~ability~ but your ~ability~ was too low level 0x05307741 ~originalSpecies~ think ~ability~ is ok 0x05307742 ~originalSpecies~ do not like ~ability~ 0x05307743 ~originalSpecies~ don't know how to ~ability~
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relationships.locale is rather different, with weird capitalization compared to final, and it reads kind of placeholdery. for example compare these civ lines
space and civ both have more strings added too, not tribe but those are unused anyways (though they did change the capitalization)
for the most part. final carries over some of the weird capitalization with "You agreed to help Us" in space and "You attacked Us" in tribe
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timeline.locale literally only has this in the cc demo. final has this too (im not sure its even used??), but added a lot more things to it
like the stage names, strings for methods for obtaining more progress towards the next stage (or finishing the bar in space stage), tooltips for events in timelines, the years in the top right, AND the loading screen text wihch is also in timeline.locale for some reason (no reticulating spines in ccc demo…)
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0xD1726890.locale is sort of interesting
in final this is literally the only string in it
#Used in verb icon rollover (as in "Bite - Level 2") 0x04ACE6B0 Level
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another interesting locale file from the cc demo, Adjectives.locale. im not sure what any of this was for, some of this refers to archetypes, but theres other ones that seem unrelated and kind of random (sports fan? baby eater?)
the comment mentions Alex Lee, whos credited in the final game for "Software Engineer, Gameplay"
####################################### # Adjective descriptions . see alex lee for help. 0x04778ed1 Hungry 0x0488b37c Predator 0x0488b37d Bottom Feeder 0x046e89e3 Explorer 0x046e89e4 Slow 0x046e89e5 Speedy 0x046e89e6 Lunch 0x046e89e7 Cannon Fodder 0x046e89e8 Neat Freak 0x046e89e9 OCD 0x046e89ea Aggressive 0x046e89eb Rager 0x046e89ec Social 0x046e89ed Friendly 0x046e89ee Mean 0x046e89ef Meek 0x046e89f0 Deceitful 0x046e89f1 Turncoat 0x046e89f2 Hottie 0x046e89f3 Lovah 0x046e89f4 Vegan 0x046e89f5 Egg Eater 0x046e89f6 High Cholesterol 0x046e89f7 Baby Eater 0x046e89f8 Kidnapper 0x046e89f9 Explorer 0x046e89fa Sports Fan 0x046e89fb Schmoozer 0x046e89fc Cambrian Exploder 0x046e89fd Darwin Award 0x046e89fe Sneaky 0x046e89ff Chatterbox 0x046e8a00 Fred Estaire 0x046e8a01 Ginger Rogers 0x046e8a02 Anorexic 0x046e8a03 Fatty 0x046e8a04 Sickly 0x046e8a05 Fashionista 0x046e8a06 Virgin Sacrifice 0x046e8a07 Deadbeat 0x046e8a08 Hunter 0x046e8a09 Pillager 0x046e8a0a Friendly 0x046e8a0b Bad Neighbor 0x046e8a0c Breeder 0x046e8a0d Fashion Slave 0x046e8a0e Generous 0x046e8a0f Thief 0x046e8a10 Aggressive 0x046e8a11 Recruiter 0x046e8a12 Xenophobe 0x046e8a13 Big Game Hunter 0x046e8a14 Big Game Lunch 0x046e8a15 Slacker 0x046e8a16 Neolithic 0x046e8a17 Inventor 0x046e8a18 RIF 0x046e8a19 Spice Junky 0x046e8a1a Urban Planner 0x046e8a1b Architect 0x046e8a1c Ford 0x046e8a1d Crash Test Dummy 0x046e8a1e Fickle 0x046e8a1f Identity Crisis 0x046e8a20 Metropolitan 0x046e8a21 Defensive 0x046e8a22 Mallrat 0x046e8a23 Imperial 0x046e8a24 CEO 0x046e8a3f Religious 0x046e8a40 Admiral 0x046e8a41 Pirate 0x046e8a42 Ace 0x046e8a43 Military 0x046e8a44 Economic 0x0488b204 Military 0x046e8a45 Economic 0x046e8a46 Napolean 0x046e8a47 Genghis Khan 0x04a33cb0 Diety Complex 0x04a33cb1 Gofer 0x04a33cb2 Cleaner 0x04a33cb3 Zoologist 0x04a33cb4 TerraWrangler 0x04a33cb5 Traveler 0x04a33cb6 Collector 0x04a33cc0 Missionista 0x04a33cb7 Herbivore 0x04a33cb8 Carnivore 0x04a33cb9 Omnivore 0x04a33cba Hunter 0x04a33cbb Gatherer 0x04a33cbc Fishers 0x04a33cbd Warmonger 0x04a33cbe Colonist 0x04a33cbf Diplomat
this is not in final at all, and the hashes here are unreferenced in the rest of the cc demo
also "diety" again
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i might have covered this before but this should be a better post on it
creature stage was going to have a set of items you could pick out from piles and throw at other creatures
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the first one is covered in Spore_Graphics.package\animations~\crg_flower1.prop
the pile isnt mentioned, but the throwable model is. which is the really odd-looking flower only found in adventures
the pile is found in chuck_flower_pile.rw4. as you can see it uses stick textures instead of what it was supposed to have originally
the key to this is the cc demo. found in it is an earlier version of the chuck flower, CSA_Main.package\0x40607F00\CSA_Chuck_Flower.rw4
this is the texture it uses
versus the texture on chuck_flower_pile.rw4, which is the same as the stick texture. its clear that all the sticks and flowers had a different texture at one point in development, and all got blanket replaced, which broke the unused flower models
the flower pile is not found in the cc demo, but clearly uses a texture from it. if you replace the texture with it then it looks correct
though the bottom of the flowers isnt mapped right for some reason, unlike the cc demo chuck flower
also found in animations~ in the final game is flower_petal.rw4. as you can see its also using the final stck texture, and also looks correct with the cc demo flower texture
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of course the sticks exist too. theres several types! crg_Stick1.prop references just one of them
which is a stick familiar from creature stage, you can throw them at creatures and they will swear at you
whats weird is that theres also chuck_stick2.rw4, which is significantly longer and seems to also be using the wrong textures. it will also look correct if you import the cc demo stick texture, and in fact its exactly how CSA_Chuck_Stick.rw4 looked in the cc demo
despite the broken texture, chuck_stick2 seems to be used in the creature to tribal transition cutscene! at least its referenced in it
the pile is chuck_stick_pile.rw4, which also looks correct with the old stick texture
this is only sort of related, but transition_stickpile.rw4 (also from the creature to tribal cutscene im pretty sure) is heavily based on the early stick texture, and theres even the literal mesh for the older stick in there
heres its texture, which lines up perfectly with the old stick texture
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next one with a pile is the skulls
its once again very familiar from adventures (and an outfitter part), its the thing that you can pick up and throw thats wrongly labeled as a static ornament. it was, in fact, always throwable, so im not sure why its a static ornament
the skull isnt found in the cc demo at all. which is notable for chuck_skull_pile.rw4, which seems to be using a wrong texture, but theres no texture i can replace it with. it also indicates an earlier skull model
they dont actually use the same texture either! heres the individual skull texture, and the pile texture, respectively
the individual skull is also referenced in a few other prop files, with largely the same information as CRG_Skull1.prop. the only difference in Giant_Skull is a model scale of 1 instead of 1.8, and the only difference in SkeletonSkull1 is the descrpition of CRG_SkeletonSkull1 instead of CRG_Skull1 (that the giant skul also has)
for some reason skeleton skull is the one set in model preloads in Spore_Game.package\CreatureGame\CreatureGameTuning.prop. the normal and skeleton skulls are also separate in definitions~ but are functionally identical
but the giant skull is the one that actually got used in adventures. its realy funny because even there its really really tiny
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another item called chuck-something is chuck_rock_01.rw4. it also doesnt have a cc demo model, nor does it have a pile model. those still appear in the creature stage around rocky areas and you can toss them at other creatures to stun them
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all of these are also referenced in Spore_Game.package\animations~\LevelEditor.prop (also found in CSA_Main.package in the same folder) in noun templates. it also references other things like the monolith, which i cant find anything about besides the space stage one
it did remind me of the odd unused quest in Locale\en-us\Text.package\locale~\CreatureGame.locale but turns out it wasnt actually monolith related
0x064d4060 Build the Artifact! 0x064d4061 Build the Artifact! 0x064d4062 Collect all the pieces of the mysterious artifact. 0x064d4063 You have discovered objects that emit a strange mystical aura to your species. Collect them all to build an icon! 0x064d4064 You have discovered objects that emit a strange mystical aura to your species. Collect them all to build an icon!
Spore_Graphics.package\game_entry~ also has strips for the sticks and rocks. i think they were referenced in some ui file, and were needed for a quest originally
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interesting little observations about maxis creations. mostly regarding the fact that they were made in earlier builds and thus have differences
MoMo has parts on its head that float somewhat. i think this is because, at the point in development they were making it, the default mouth animation actually had it open slightly. and it misaligns with the closed mouth in the final game
the parts do line up when its mouth is open
a similar thing happens to Pleastomeetya (Pleasedtomeetya in the final game) from the cc demo. for some reason all of its heycorns are floating. this isnt the case in the final game because the heycorns were removed
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Gadoonk, interestingly, has flagella that arent mirrored
if moved closer together they center strangely, and also they rotate opposite ways of each other (if you rotate one of the parts clockwise, the other one rotates counterclockwise)
if you center both parts into one and split them again, then they become mirrored. everything with these two flagella functions as expected theyre just not mirrored somehow
this seems to be the case with most other early creatures that have paired flagella, such as Draku here and Gurb and Kook and Octilon and Mitosi. but its not the case with Flirgle or Flub
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doltasaur's png has green eyes, but actually has yellow eyes ingame. this lines up with the fact that most of the eye colors were changed sometime close to release
the green eyes also dont match up with the prima guide, despite it using an earlier build with some earlier creature and cell designs
whats also weird is that the thumbnail isnt cc demo styled, despite the green eyes presumably being the case before the cc demo? its possible the texture that got baked to be stored in Spore_Content.package or something other kept the green eyes and was used for rerendering the thumbnail, however the package doesnt actually have a doltasaur texture in creature_editorTextureDiffuse~. so its hard to know for sure
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another weird thing about the pngs is the inconsistency in whether the Megachiraptora or Cassoworry wings (its harder to tell with the other two wing parts since they dont fold) on the creature are open or not in its thumbnail
theyre open on Gundlach, but not Hookabu, which possibly indicates hookabu was made later in development, when the wings were set to be closed by default when placed (like mouths)
the wings actually seem to be open on most creatures i looked at. Hookabu is actually the only instance i found where this isnt the case
and gremlo
at least as far as basegame creatures go. obviously theyre closed in the galactic adventures ones
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the png for Timber Factory actually has visible pink things on the connector part that has broken textures in most maxis buildings
same goes for Trunkulated Spleenoc
side note for some reason Tracian T-Tower has unusual lighting for a building thumbnail, with stronger more purple shadows. im not sure what this indicates, i DO know there was a nighttime building editor background though so this MAY be related ?
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this is sort of unrelated but the vehicle literally named speeder is actually one of the slowest maxis vehicles (at least economic ones, most slower ones are military)
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Oops
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heres a bunch of mildly interesting comments. mostly those that reveal interesting development things
Locale\en-us\Text.package\locale~\cl_paint.locale is a very tiny file, with a comment which is even dated to what im assuming is january 8 2008 (as opposed to august 1 2008)
#Category Name - Complete Styles 0xbd699ecf Complete Styles ##01/08/08 - We don't have a category icon in cell paint. But updating text anyhow. - KZ##
csa_credits.locale has this little comment
# WARNING: This is an auto-generated file. I wouldn't modify this file manually if I were you. Go talk to Kai.
you can tell those were old because this is before i started including the actual package names. anyway Spore_Graphics.package\gameEffects_pfx~\config.pfx has some interesting notes
# these should no longer be necessary except for test stuff… setb includeSkinpaint (commandExists(SPSkinPaintParticle)) setb includeEditors (commandExists(SPSkinPaintParticle) and commandExists(mixevent)) setb includeTerrain (commandExists(spBrush)) setb includeGame ($includeTerrain and $includeEditors)
# # Different builds include different collections below as follows # # SporeApp -- all + all expansions # CSA -- Base, CSA + booster/arcade expansions # Viewer -- Base # PlanetViewer -- Base, Planet # # If a build does not include code support for a resource's components # (e.g. terrain brush component in a Viewer-loaded resource), it will # fail to load. #
this one also implies there were separate viewer and planet viewer apps, they dont have app properties files though. also arcade was an expansion??? like, the terrarium??? like spore creature keeper???
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config_csa.pfx in the same folder has this set of instructions. these kinds of things are interesting because they mention some internal development folders or whatever
# ----------------------------------------------------------- # IMPORTANT: For every script you s/include here, you must also: # # 1] Add an export line immediately after the s/include line. # # 2] Add a prop file: …\Data\Editors\Paint\CE_{scriptname}.prop # # 3] Add an entry in …\Data\Editors\Palettes\CE_TextureGroup_detail.prop # ------------------------------------------
otherwise this file this just has paints, most commented out for the creature creator demo. most are for some reason mentioned to be new or iterations
though theres one thats instead "export skinpaint_detail_blank # ---FINAL---"
ignore the red underlines. Spore_Graphics.package\gameEffects_pfx~\demo_effects.pfx is quite curious but theres some mentions of some planet types being nuked
Spore_Game.package\animations~\InstalledAddons.trigger has. a LOT of comments, this file is mostly comments even. if anyone can understand this, is it possible to make the txt file actually work?
options.trigger from the same folder has this which is just pretty interesting
option OptionTutorialsEnabled # Whoever put this in -- if you are setting # an app property below, the app property needs # to be defined. I defined it for you, and then # it seems to have been removed again. So I'm # commenting out these to avoid the error messages. setting $Off # boolProp ShowTutorials false setting $On # boolProp ShowTutorials true end
option effects in there also has a "special non-ship super high effects mode". is this setting enableable with mods?
properties.trigger alongside other comments mentions how the devs generated hashes to use. so it was generated either with a program (what im guessing it is), or just ingame with a key cheat that isnt in final
# # Please use UTFGUIDGen to generate any IDs, or the 'key' cheat # to get a hash from a human-readable name. # # property <ID> <name> <type> [<defaultValue>] #
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spore website (archive) static\war\images\game\spd contains a bunch of card icon backgrounds
curiously they actually match the backgrounds from the cc demo as opposed to the final game. i swear i posted about these before but i couldnt find the post at all
in each image the top ones are from the cc demo and the bottom ones are final. the non-creature ones are at a slightly different angle, and all have different colors and background blurs
each image here is from the AssetBrowserGraphics folder in Spore_Graphics.package and CSA_Graphics.package
#spore#spore cc demo stuff#spore datamining#huh i would have expected this to get like 13 notes tops
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from the cc demo, CSA_Main.package\0x40607F00\be_editor_base_mockup.rw4 is a very peculiar unused model. its rather high poly at 59,573 triangles
blender screenshots for shading and stuff (keep in mind that it doesnt display one of the buildings' textures correctly)
as the filename implies its a mockup for the building editor background
the most obvious thing is this red and greyish building. it loads into blender as actually an entirely separate model (Model-3) from the rest (Model-1). i dont know if Model-1 consists of multiple meshes despite having multiple textures
you can drag it upwards and see how its not modeled underneath, but is still clearly made out of distinct parts just like the final buildings
the other ones actually seem to be modeled underneath (and one of them has a weird ground plane)
even though these are still made with a building editor, and so are composed of individual parts, this is clearly not the final building editor! basically none of the parts are found in final here
these building renders from 2006 showcase what the buildings used to look like earlier in development, you can even see that the little stair is a distinct part (source)





doesnt seem like any of those are actually in be_editor_base_mockup.rw4
back to the model itself, it also contains 8 entire separate textures. one per building, and also one for the ground and fence
each building texture had its shadow baked in in the rendering process, but the one colored building seems to be the least shaded
bonus details: whats not clear normally is that theres a circular plaza in the middle. this is probably the dais the building in the editor itself goes on
and this building consists of donuts for the most part
curiously the ground, despite using multiple textures, is multiple different meshes that can support different textures. ignore the still broken texture on the left building, blender just exported it that way and i couldnt fix it by fiddling with the .mtl file bc for some reason two buildings share the same mesh and cant have different textures?? but they work fine in sporemodder fx??
also you can see here the one colored building doesnt have a platform underneath it, nor any path leading to it, so its just really out of place in several ways
anyway theoretically you can tear the buildings in this model apart to get early building editor parts for a mod or something
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the pdf found on a technical paper page on Chris Hecker's website contains this screenshot of whats referred to as "An example Animation Validation Grid."
on its own its interesting, with what animations work and which ones dont work and why
but the most interesting part to me is whatever is going on with the creatures up there, as a lot of them dont match final despite the thumbnails not being styled like cc demo thumbnails (suggesting theyre within a few months of the final release)
for most images the left one is final and the right one is from that image
Flimp seems to look the same, if maybe with vaguely different colors
Froofa is still the same, it was the same in the cc demo too so that checks out
Gekooo (middle here) actually matches the cc demo appearance more (right) as opposed to final (left)!
Glorfindal has a completely different face, different hands and feet, and armor parts on the knees. and its overall shape was adjusted slightly, but it mostly matches final still
Gnosh had no eyes, different paints, differently rotated graspers, and slimslam kablam parts on the back as opposed to keratinhorn on the head
Goethe was made taller in final and gained kitty ears and keratinhorns
Klatu (middle) also matches the cc demo appearance (right) as opposed to final (left)!! what was the reasoning behind making it an early creature that is only vaguely similar?
Moozilla has a nose part, the spots are positioned slightly differently for some reason, and that seems to be about it
Nealopticus (middle) ALSO matches the cc demo (right) more than final (left), with the eye position, but the legs seem to match final closer maybe??
Nekky was green, with far more limbs, some parts on the back of the neck, as well as differently positioned eyes and the mouth was smaller
Nerd is the same aside from the mouth being maybe rotated a little
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i talked about the cc demo creatures and their similarities to the final creatures before. now heres a more in-depth look into the differences between creatures that seemed to look the same (aside from colors or paints on some of them)
youd have to view this in the dashboard view instead of my normal blog view to be able to click between images while viewing one, so you could actually tell what the differences are (side note, does anyone know how to enable this for my blog theme? i know its possible)
left images are from the cc demo, right are final
froofa was... moved backwards a bit but is otherwise identical
nealopticus had the eyes moved and resized and legs slightly repositioned
modpoppy is completely 100% identical (i swear one of them is from the cc demo, you can see for yourself if you get the png from the smc database)
doogle is also identical aside from being shifted backwards a bit
kronaak had a color change, a tail keratinhorn and a couple of heycorns added, and slightly enlarged graspers
bronkoo had a color change and the keratinhorns were shrunk ever so slightly
feedle fork only had the other paints changed, so in build mode it looks completely identical
soca-soca-bo had the other paints changed (so its colored the same in build mode as well), and the arms were moved slightly
jooka had a color change and the eyes were shrunken slightly
proobix had a color change and was shifted backwards noticeably
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a promo screenshot for spore creature creator has another version of a maxis creature, here named BoysaDear

the creature is Nealopticus, which looks largely the same aside from the colors and feet
as pointed out in a recent post though, BoysaDear was published onto the game's servers a few days before the cc demo's release
its interesting because i would assume the screenshot is just a Nealopticus being edited with some of its parts being replaced, but that might not be the case and BoysaDear might have come first? its hard to tell
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looking at maxis made published creations (on sporistics), something curious is sometimes creatures pop up that match maxis creatures from the final game or otherwise
for example is Beaky here, which was also in the cc demo. this was june 9th 2008, which was apparently 9 days before the cc demo released (june 18th 2008)
heres beaky from the cc demo and final respectively. as you can see the published upload is in-between these in appearance
theres also Blue Beaky which matches the cc one more and was uploaded by a different maxis person
a few other creatures that are found in final are Treefer and Penti here. at least from the thumbnails they appear to be the same as in final (besides the thumbnail images themselves being the same as in the cc demo). treefer's description is "If a Treefer falls in the forest... does it make a sound? Yep, ouch!" and penti ""Badoop badoooo..." are you gonna eat that?"
heres also Snorclee and Flitt, which both look rather different. Flitt actually matches the space outfit one instead of the creature one! snorclee's description is "Snorclee is a hard worker and takes pleasure in the simple things...like bringing home flowers for the dinner table." and flitt's "Flitt is a gentle omnivore most of the time...but don't deny Flitt her favorite snack, dandelions. She has a temper."
DivaBette, which interestingly enough is only a space outfitted creature in final and doesnt have a normal version! otherwise it seems to look the same. its description is "DivaBette is an elegant race of song birds, known for there [sic] flashy costumes and lenghy encores."
funny enough theres also this with a description of just "Divebette is here in Lite form..."
Narl, similar but has notable differences. for some reason its lineage contains Xanadu which ill talk about next
curiously this is the description for narl, which explicitly says this is a creature that ships with spore. i cant sa if this means the published one was edited from the one that actually shipped with the game, since, again, the lineage contains xanadu?
Casper Drake Sauce and Xanadu, both look different, also have descriptions that suggest the same for narl. as mentioned narl was maybe edited from xanadu? somehow?
BoysaDear, which is actually Nealopticus in both the cc demo and final! this is actually found in a website cc demo screenshot as well
Grundlefly, which looks very different from final's Grundle Fly (with a space) but the name is largely the same
Smelltor isnt necessarily found as a creature in final, but it crops up as test_creature.png (which looks the same as this creature png but downscaled) in the ScenarioEditor folder. its used as a placeholder in some spore ui
Snoremal, seems to look the same as final, and the description does suggest its the same instead of being edited: "It's like real-life, but a cartoon. Part of Spore Ship content."
theres also an outfitted one that looks the same but has no description. also theres Tubby Snoremal
another post about these will come soon enough
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