I have a text tutorial going live tomorrow. It'll show how to use FTLEdit from start to end. But that probably wouldn't help for the kind of glitches people are seeing.lavajci wrote:I have a suggestion, one I feel would be unbelievably beneficial for everyone; someone whom can use this program well should make a video tutorial (maybe a little series of them) showing how to edit existing ships, make customs, put them in game, edit the files by hand, etc.
[TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open source!
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Re: [TOOL]FTLEdit: FTL Ship editor [v0.91 18th Dec] Open sou
Many years ago I created the FTL Starcraft mod: 18 new challenging ships to fly through the FTL universe!, and wrote a tutorial on creating your own FTL ships. They haven't been updated for AE though.
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Re: [TOOL]FTLEdit: FTL Ship editor [v0.91 18th Dec] Open sou
Well I look forward to it! Please link it asap.alextfish wrote:I have a text tutorial going live tomorrow. It'll show how to use FTLEdit from start to end. But that probably wouldn't help for the kind of glitches people are seeing.lavajci wrote:I have a suggestion, one I feel would be unbelievably beneficial for everyone; someone whom can use this program well should make a video tutorial (maybe a little series of them) showing how to edit existing ships, make customs, put them in game, edit the files by hand, etc.
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Re: [TOOL]FTLEdit: FTL Ship editor [v0.91 18th Dec] Open sou
Trying to set up a ship, but no matter what I do, I can't place the piloting station - all the others are ok, but piloting just won't stick to a room... any ideas?
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Re: [TOOL]FTLEdit: FTL Ship editor [v0.91 18th Dec] Open sou
The FTLEdit tutorial is posted!lavajci wrote:Well I look forward to it! Please link it asap.alextfish wrote:I have a text tutorial going live tomorrow. It'll show how to use FTLEdit from start to end. But that probably wouldn't help for the kind of glitches people are seeing.
http://www.ftlgame.com/forum/viewtopic.php?f=12&t=10320
Many years ago I created the FTL Starcraft mod: 18 new challenging ships to fly through the FTL universe!, and wrote a tutorial on creating your own FTL ships. They haven't been updated for AE though.
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Re: [TOOL]FTLEdit: FTL Ship editor [v0.91 18th Dec] Open sou
The tutorial says the latest version of the editor places correctly the images respect of the floor layout, but it doesn't seem to do so at all for me. Just downloaded the editor, and even after moving the floor and ship image to overlap with the rooms, in-game they appear completely far away.
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Re: [TOOL]FTLEdit: FTL Ship editor [v0.91 18th Dec] Open sou
I believe I have found the portion that you are missing for the weapon mounts.
Unfortunately I am not familiar with C# at all, so I can't help code this. Perhaps my next programming course will be C#....
As a side note, I would suggest combining the options form into the ship design form if you are able. This would streamline the program's use, as well as allow the adjustment of weapon sprite placeholders.
I am currently working on figuring out if these lines are static or dynamic in relation to the weapons used. Since all of the weapons "jump" into the same positions on the ship, I would believe that these are static placements in regards to the base ship design and placement. If this is the case, then a simple "transparent placeholder" entitled "Weapons Mount 1" and so on would do the job nicely. All that the placeholder would need to do is designate where the weapon placeholder is in the X/Y grid that the game uses. Since the ShipEditor already does this with the base ship and its rooms, this should be a fairly easy patch.
Unfortunately I am not familiar with C# at all, so I can't help code this. Perhaps my next programming course will be C#....
This is direct from the Kestrel.xml file. I haven't been able to identify the img file for the individual weapons for them to be utilized in the editor.<weaponMounts>
<mount x="540" y="170" rotate="true" mirror="true" gib="6" slide="up"/>
<mount x="540" y="274" rotate="true" mirror="false" gib="6" slide="down"/>
<mount x="390" y="135" rotate="true" mirror="true" gib="5" slide="up"/>
<mount x="390" y="309" rotate="true" mirror="false" gib="5" slide="down"/>
<!-- artillery mounts testing -->
<mount x="540" y="170" rotate="true" mirror="true" gib="6" slide="up"/>
<mount x="540" y="274" rotate="true" mirror="false" gib="6" slide="down"/>
<mount x="390" y="135" rotate="true" mirror="true" gib="5" slide="up"/>
<mount x="390" y="309" rotate="true" mirror="false" gib="5" slide="down"/>
</weaponMounts>
<!-- Bad combos
1+3; 1+5; 1+6; 1+3+5; 1+3+6; 1+5+6; 1+3+5+6;
any combo of numbers with 6 if there is not 5
-->
<explosion>
<gib1>
<velocity min="0.6" max="1"/>
<direction min="60" max="120"/>
<angular min="-0.4" max="-0.1"/>
<x>8</x>
<y>127</y>
</gib2>
<gib2>
<velocity min="0" max="0.4"/>
<direction min="0" max="90"/>
<angular min="-0.4" max="0"/>
<x>38</x>
<y>36</y>
</gib2>
<gib3>
<velocity min="0.5" max="1"/>
<direction min="-40" max="90"/>
<angular min="-0.5" max="1"/>
<x>48</x>
<y>6</y>
</gib3>
<gib4>
<velocity min="0.4" max="1"/>
<direction min="120" max="200"/>
<angular min= "-0.2" max="1"/>
<x>51</x>
<y>206</y>
</gib4>
<gib5>
<velocity min="0" max="0.5"/>
<direction min="230" max="310"/>
<angular min= "-0.2" max="0.2"/>
<x>187</x>
<y>57</y>
</gib5>
<gib6>
<velocity min="0.6" max="1"/>
<direction min="240" max="300"/>
<angular min= "-1" max="1"/>
<x>388</x>
<y>120</y>
</gib6>
</explosion>
As a side note, I would suggest combining the options form into the ship design form if you are able. This would streamline the program's use, as well as allow the adjustment of weapon sprite placeholders.
I am currently working on figuring out if these lines are static or dynamic in relation to the weapons used. Since all of the weapons "jump" into the same positions on the ship, I would believe that these are static placements in regards to the base ship design and placement. If this is the case, then a simple "transparent placeholder" entitled "Weapons Mount 1" and so on would do the job nicely. All that the placeholder would need to do is designate where the weapon placeholder is in the X/Y grid that the game uses. Since the ShipEditor already does this with the base ship and its rooms, this should be a fairly easy patch.
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Re: [TOOL]FTLEdit: FTL Ship editor [v0.91 18th Dec] Open sou
Finally found out what was meant with the data and resources folder. You might want to clarify where you can find these.
Now it's reccommended that I download and run 'ftldat' to get an 'extracted version' of 'these' whatever that means and whatever 'these' refers to.
The link for ftldat refers to http://westerbaan.name/~bas/ftldat/ftldat-latest.exe, which will download a .exe that instantly disappears the moment it finishes downloading. I've tried disabling my virus protection software, but evry time the download is either terminated or the program diappears.
This is not a very user-friendly mod to set up. Please include a readme or explain better what is required to run this program properly. Don't just throw jargon at me and expect me to understand what I'm supposed to do.
EDIT: Finally managed to run ftldat. Now what...? http://i.imgur.com/1F8bu.png
Now it's reccommended that I download and run 'ftldat' to get an 'extracted version' of 'these' whatever that means and whatever 'these' refers to.
The link for ftldat refers to http://westerbaan.name/~bas/ftldat/ftldat-latest.exe, which will download a .exe that instantly disappears the moment it finishes downloading. I've tried disabling my virus protection software, but evry time the download is either terminated or the program diappears.
This is not a very user-friendly mod to set up. Please include a readme or explain better what is required to run this program properly. Don't just throw jargon at me and expect me to understand what I'm supposed to do.
EDIT: Finally managed to run ftldat. Now what...? http://i.imgur.com/1F8bu.png
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Re: [TOOL]FTLEdit: FTL Ship editor [v0.91 18th Dec] Open sou
My previous post was deleted? Why?! I'm asking for help!
Long story short, ftldata has been run and the resource.dat and data.dat folders haven been linked under 'Options'. Now what?
http://i.imgur.com/1F8bu.png
Long story short, ftldata has been run and the resource.dat and data.dat folders haven been linked under 'Options'. Now what?
http://i.imgur.com/1F8bu.png
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Re: [TOOL]FTLEdit: FTL Ship editor [v0.91 18th Dec] Open sou
Still don't know what do. Instead of buttons there's only white spaces, either when creating or loading ship.
Path to extracted data/resource went normal. Please, help me.
http://img96.imageshack.us/img96/4530/s ... mehere.jpg

Path to extracted data/resource went normal. Please, help me.

http://img96.imageshack.us/img96/4530/s ... mehere.jpg

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Re: [TOOL]FTLEdit: FTL Ship editor [v0.91 18th Dec] Open sou
Not deleted but delayed by the anti-spam feature. It was caused by automated code mistaking your post for spam. It happens sometimes with newly registered users. You should have been notified that your post will be delayed, erm not sure what happened there.Dreamstorm wrote:My previous post was deleted? Why?! I'm asking for help!

I apologize for the incovenience and confusion.
Report spam using the handy Report Button Mod.