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Re: [TOOL]FTLEdit: FTL Ship editor [v0.9] (Updated 5th Decem

Posted: Mon Dec 17, 2012 9:02 pm
by thashepherd
RECONmarine2579 wrote:Same when I try to do anything its REALLY off set its annoying
I find it helps to do things in a certain order:
1. Layout location
2. Ship image location relative to layout
Get these SET (so that you can ignore it if FTLEdit loads them offset - don't worry, it'll look fine in game)
4. Move over the generated ship.txt and ship.xml
Be careful - the ship.xml file goes in blueprints; you'll need to modify the ACTUAL ship.xml yourself. (I.e. if you're modding the Kestrel, you need to put the Kestrel.xml that FTLEdit generates inside blueprints.xml and create the actual file Kestrel.xml yourself, with the weapon mounts and gibs)
5. Shield & room images
6. Weapon mount locations
7. Gibs

Re: [TOOL]FTLEdit: FTL Ship editor [v0.9] (Updated 5th Decem

Posted: Mon Dec 17, 2012 9:38 pm
by RECONmarine2579
thashepherd wrote:
RECONmarine2579 wrote:Same when I try to do anything its REALLY off set its annoying
I find it helps to do things in a certain order:
1. Layout location
2. Ship image location relative to layout
Get these SET (so that you can ignore it if FTLEdit loads them offset - don't worry, it'll look fine in game)
4. Move over the generated ship.txt and ship.xml
Be careful - the ship.xml file goes in blueprints; you'll need to modify the ACTUAL ship.xml yourself. (I.e. if you're modding the Kestrel, you need to put the Kestrel.xml that FTLEdit generates inside blueprints.xml and create the actual file Kestrel.xml yourself, with the weapon mounts and gibs)
5. Shield & room images
6. Weapon mount locations
7. Gibs
I'm giving up, even when i just open FTLEdit and just export a normal kestrel (literaly just hitting options and pressing export) and load it up in the game it's still is off set (It hurts me deeply)

Re: [TOOL]FTLEdit: FTL Ship editor [v0.9] (Updated 5th Decem

Posted: Mon Dec 17, 2012 10:02 pm
by thashepherd
I don't know what to tell you - it takes time, it takes process, it takes effort. I know that *almost* all of the custom ships released in the newest wave of mods were created using this tool. It's flawed, sure, but it's SO much better than the alternative (no tool) that you'd better get used to it lol.

Re: [TOOL]FTLEdit: FTL Ship editor [v0.9] (Updated 5th Decem

Posted: Mon Dec 17, 2012 10:53 pm
by RECONmarine2579
thashepherd wrote:I don't know what to tell you - it takes time, it takes process, it takes effort. I know that *almost* all of the custom ships released in the newest wave of mods were created using this tool. It's flawed, sure, but it's SO much better than the alternative (no tool) that you'd better get used to it lol.
Its a great tool I realize I've never really been good at tweaking games in the first place I'm more of the downloading the mod and playing it (although i'm really interested in game design) I'll screw with it from time to time and maybe it will work

This could also be do to the fact that I didn't really get your instructions (not your fault)
At step 4 are you saying I create the ship put the files together and then go back into the editor and do the weapons, shields etc?

P.S what's gibs

EDIT: Also I tried tweaking the stats of the Burst Laser mk II, I tried to make it so that the Burst Laser shot 5 shots and did 5 damage but when I went into the game It was normal

I realize that changing the damage is probably a hole lot more in depth then changing a number to 5 but I'm just curious

Re: [TOOL]FTLEdit: FTL Ship editor [v0.9] (Updated 5th Decem

Posted: Tue Dec 18, 2012 2:15 am
by RECONmarine2579
Sooooo..... I took a step in the right direction at least...

Now all the stuff I added (weapons, systems etc.) are all their now

But...... still offset like a ******


On a another note would changing the X and Y offset and the vertical? I'm kinda screwing around in the .txt file

EDIT: Soooo I got in the game and my ship was still offset (not surprised) any way when I put the ship back in the editor the ship was fine.... suggestions?

EDIT 2: What I mean is that I put it back in the editor and It looked fine but when I got in the game it was still off set *sigh*

Re: [TOOL]FTLEdit: FTL Ship editor [v0.9] (Updated 5th Decem

Posted: Tue Dec 18, 2012 5:42 am
by Darkfrost
Sorry about the slow updates! Got caught up in Ludum Dare this weekend :)
(For anyone who cares, here's my entry: http://www.ludumdare.com/compo/ludum-da ... w&uid=7085 )

Anyway, new version of FTLEdit is up, this should fix the issue with the image pos/size exporting :)
http://jacobkeane.co.uk/FTLShipEdit.zip

Re: [TOOL]FTLEdit: FTL Ship editor [v0.91] (Updated 18th Dec

Posted: Tue Dec 18, 2012 6:32 am
by Jadefire
I downloaded this and FTLdat. I ran it and extracted it. Everything was working fine. But When I try to select a ship, the list is empty and it says no blueprints found is %rar###%. When I try to make one from scratch it say "No path/path/path/blueprints.xml" I have no idea what to do. I really think this program looks great.

Re: [TOOL]FTLEdit: FTL Ship editor [v0.9] (Updated 5th Decem

Posted: Tue Dec 18, 2012 6:35 am
by Kieve
Darkfrost wrote:Sorry about the slow updates! Got caught up in Ludum Dare this weekend :)
(For anyone who cares, here's my entry: http://www.ludumdare.com/compo/ludum-da ... w&uid=7085 )

Anyway, new version of FTLEdit is up, this should fix the issue with the image pos/size exporting :)
http://jacobkeane.co.uk/FTLShipEdit.zip
Yay, new version! *goes to play*
Also, tried your evil-tractor thing. Keyword tried. Took about ten attempts to download (kept getting broken archives, 4.5mb, 3.1mb, etc, wouldn't complete), and when it finally did download the whole thing properly, it wouldn't run. "Not a valid Win32 application." Guess it's not compatible with WinXP and older systems?

Re: [TOOL]FTLEdit: FTL Ship editor [v0.91] (Updated 18th Dec

Posted: Tue Dec 18, 2012 6:42 am
by Darkfrost
Jadefire wrote:I downloaded this and FTLdat. I ran it and extracted it. Everything was working fine. But When I try to select a ship, the list is empty and it says no blueprints found is %rar###%. When I try to make one from scratch it say "No path/path/path/blueprints.xml" I have no idea what to do. I really think this program looks great.
Hit options when you start it up, in the top right, and set up the file paths :)
Yay, new version! *goes to play*
Also, tried your evil-tractor thing. Keyword tried. Took about ten attempts to download (kept getting broken archives, 4.5mb, 3.1mb, etc, wouldn't complete), and when it finally did download the whole thing properly, it wouldn't run. "Not a valid Win32 application." Guess it's not compatible with WinXP and older systems?
Bah, probably my webhost just being terrible, although FTLEdit is hosted on the same thing, does anyone ever have problems downloading it? I could move it to somewhere more reliable if it's a consistent thing.

And damn :( It's targeted at .NET Framework 4.5, which I don't think works on XP. I'll try exporting it targetting an earlier version sometime, gonna be heading back home for Christmas tomorrow, so I'll be away for a day or so... let's hope FTLEdit didn't change to target 4.5 too (I've gone from using Visual studio 2010 to 2012 now)

Also, it's open source now, over at GitHub https://github.com/Darkfrost/FTLEdit
If anyone feels like helping out, drop me a message or a pull request or something! :)

Re: [TOOL]FTLEdit: FTL Ship editor [v0.91] (Updated 18th Dec

Posted: Tue Dec 18, 2012 11:51 pm
by RECONmarine2579
I LOVE YOU I LOVE YOU I LOVE YOU
My ships aren't off set any more