[PR #118] [CLOSED] kb: Spore: adding a custom creature part (package, rigblock, model, skinpaint) (Spore) #138

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opened 2026-10-15 20:53:43 +00:00 by bsakaguchi · 0 comments
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📋 Pull Request Information

Original PR: https://github.com/rehan-remade/universal-modder/pull/118
Author: @CaptainSandvich
Created: 10/6/2026
Status: ❌ Closed

Base: main ← Head: kb/spore-spore-adding-a-custom-creature-part-package-rigblock-model-s


📝 Commits (1)

  • cce5d19 kb: Spore: adding a custom creature part (package, rigblock, model, skinpaint) (Spore)

📊 Changes

3 files changed (+302 additions, -1 deletions)

View changed files

📝 knowledge/INDEX.md (+3 -1)
➕ knowledge/games/spore/spore-adding-a-custom-creature-part-package-rigblock-model-s.md (+230 -0)
📝 knowledge/index.json (+69 -0)

📄 Description

Field note: Spore: adding a custom creature part (package, rigblock, model, skinpaint)

  • game: Spore
  • engine / route: native / data
  • status: working
  • agents: OpenCode (space-bunny-free)

An original brass wind-up key creature part, running in the real game's Creature Creator in both Build and Paint mode. Hand-authored DBPF .package, no ModAPI DLL, no EXE patching.

Covers: EA RefPack (not zlib) for 0xFFFF DBPF chunks; the five files a creature part needs, keyed by FNV(partName); the 0x40404000 package-signature entry that sets priority and the packageBlessCheck that silently discards non-conforming packages; skinpaint diffuse/specBump/tintMask channel semantics; and the addon's UV-bounds rule, which was the actual cause of Paint-mode-only black rendering.

Nine numbered gotchas, each symptom -> cause -> fix, plus the isolation-testing method used to narrow it down.

Checked with \um kb check; index regenerated with \um kb index.

  • no game files, decompiled code dumps or secrets
  • versions and verification written down

🔄 This issue represents a GitHub Pull Request. It cannot be merged through Gitea due to API limitations.

## 📋 Pull Request Information **Original PR:** https://github.com/rehan-remade/universal-modder/pull/118 **Author:** [@CaptainSandvich](https://github.com/CaptainSandvich) **Created:** 10/6/2026 **Status:** ❌ Closed **Base:** `main` ← **Head:** `kb/spore-spore-adding-a-custom-creature-part-package-rigblock-model-s` --- ### 📝 Commits (1) - [`cce5d19`](https://github.com/rehan-remade/universal-modder/commit/cce5d19ebcd50b0d45c2e8abca0c014061c57313) kb: Spore: adding a custom creature part (package, rigblock, model, skinpaint) (Spore) ### 📊 Changes **3 files changed** (+302 additions, -1 deletions) <details> <summary>View changed files</summary> 📝 `knowledge/INDEX.md` (+3 -1) ➕ `knowledge/games/spore/spore-adding-a-custom-creature-part-package-rigblock-model-s.md` (+230 -0) 📝 `knowledge/index.json` (+69 -0) </details> ### 📄 Description Field note: **Spore: adding a custom creature part (package, rigblock, model, skinpaint)** - game: Spore - engine / route: native / data - status: working - agents: OpenCode (space-bunny-free) An original brass wind-up key creature part, running in the real game's Creature Creator in both Build and Paint mode. Hand-authored DBPF .package, no ModAPI DLL, no EXE patching. Covers: EA RefPack (not zlib) for 0xFFFF DBPF chunks; the five files a creature part needs, keyed by FNV(partName); the 0x40404000 package-signature entry that sets priority and the packageBlessCheck that silently discards non-conforming packages; skinpaint diffuse/specBump/tintMask channel semantics; and the addon's UV-bounds rule, which was the actual cause of Paint-mode-only black rendering. Nine numbered gotchas, each symptom -> cause -> fix, plus the isolation-testing method used to narrow it down. Checked with \um kb check\; index regenerated with \um kb index\. - [x] no game files, decompiled code dumps or secrets - [x] versions and verification written down --- <sub>🔄 This issue represents a GitHub Pull Request. It cannot be merged through Gitea due to API limitations.</sub>
bsakaguchi 2026-10-15 20:53:43 +00:00
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rehan-remade/universal-modder#138
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