Re: [TOOL]FTLEdit: FTL Ship editor [v0.91 18th Dec] Open sou
Posted: Sun Jan 06, 2013 2:39 pm
@Weltall Zero
Thanks, that's exactly the kind of feedback I want, this helps me out loads

Thanks, that's exactly the kind of feedback I want, this helps me out loads

It'll recognise them fine, just if you've already set up the file paths with them pre-extracted... don't hit the extract button - I'll make this clearer in the next version1) Inability to recognize folders for the game's resources other than in the default routes expected by the editor; changing these routes does nothing. Forces to copy the extracted resource dirs where the editor is.
Yeaah, this is mainly because it's such a pain to work out where to load stuff from, half the time it's coming from the game files, half the time it's coming from the blueprints file in the xml, etc, I should probably add that though2) Inability to load .ftl files, only being able to read separate xml and .txt files.
It should put all the file in the folder the .ftl file is saved to aswell (As it actually just throws them all in there, then zips up that folder), but i'll add a save all button too4) When saving a ship, the "save to .ftl" file is next to useless, as we need an uncompressed copy of all files (as mentioned above) to reload it, and also, it doesn't include the ship's graphics, even when we have selected them.
...Can you even do this in FTL? o_O6) Inability to move the ship's graphic and floor graphic separately.
Ehh, I'll doublecheck the exporting then, might be some cases in which it doesn't work I guess7) Perhaps worse of it all, and even though the tutorial says otherwise, the editor does not save the graphics' offsets (correctly or at all), leading to manually having to edit them using guesswork.
So, feel free to grab the source and help out, it's on github, link in the first postFor the record I'm a software engineer with 13 years of work experience, so it's not like I'm an inexperienced user exactly; I can't imagine what the average user might think.
