[TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open source!

Discuss and distribute tools and methods for modding. Moderator - Grognak
Zebo12345
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Joined: Wed Oct 24, 2012 3:49 am

Re: [TOOL]FTLEdit: FTL Ship editor [v0.88] (Please test!)

Postby Zebo12345 » Sun Nov 18, 2012 8:20 am

MrHPlus wrote:
viperwasp wrote:Can anyone please help me? I have windows 7, and I own FTL on Steam. I cannot get this editor to work at all!

I don't understand the instructions... on how to install it. I downloaded the early test version. I clicked options and I downloaded the flt.dat. However from this point on I cannot figure out anything. I tried so many things. When I click extract it brings up a window looking for the correct file to extract. However even if I navigate to the flt.dat file it does not appear as a correct file type to extract. On top of that if I click and extract flt.dat manually it creates a folder in C program files etc. However if I navigate to that folder via the editor it does nothing as well.

Am I missing something? Can anyone please tell me step by step what I am exposed to do? Do I need to browse to were the game is installed in my stream folder. Because I just tried that as well. Nothing works in the least.


I'm having this exact same problem. On top of that, I actually can't close FTLedit. It just keeps popping back up. Am I missing something that ftl.dat was supposed to do?

Ftl.dat didn't link to the right spot for me. I had to go and find the correct folders and link that to FTLeidt. That might be the problem you're having. (But I'm still having issues saving, so it's not like I am 100% right, I may be wrong.)
Gul4sch
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Location: AUSTRIA B)

Re: [TOOL]FTLEdit: FTL Ship editor [v0.88] (Please test!)

Postby Gul4sch » Sun Nov 18, 2012 11:41 am

When I export an .ftl and activate it with the mod manager my ship has no shield texture. there is only a yellow triangle with an exclamation mark!? please help! :cry:

And for the guys who got probems with the ftldat here is an optional programm to extract the files: viewtopic.php?f=4&t=2788 :)

Oh btw How can I flip doors?
Making Overpowered Ships and Weapons B)
Alsojames
Posts: 17
Joined: Tue Nov 13, 2012 3:27 pm

Re: [TOOL]FTLEdit: FTL Ship editor [v0.88] (Please test!)

Postby Alsojames » Mon Nov 19, 2012 12:31 am

Awesome! Now where do you save the files so we can actually play with the custom ships?

EDIT: Whenever I click Export to FTL, I get an error saying that C:\\Programs\ftl\insert ship name is unavailable.

How do I fix this? It's really irritating!!!!
Zebo12345
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Joined: Wed Oct 24, 2012 3:49 am

Re: [TOOL]FTLEdit: FTL Ship editor [v0.88] (Please test!)

Postby Zebo12345 » Tue Nov 20, 2012 4:24 am

Gul4sch wrote:When I export an .ftl and activate it with the mod manager my ship has no shield texture. there is only a yellow triangle with an exclamation mark!? please help! :cry:

And for the guys who got probems with the ftldat here is an optional programm to extract the files: viewtopic.php?f=4&t=2788 :)

Oh btw How can I flip doors?

Flip doors with space bar.
And thanks for the help with ftldat.
Zebo12345
Posts: 17
Joined: Wed Oct 24, 2012 3:49 am

Re: [TOOL]FTLEdit: FTL Ship editor [v0.88] (Please test!)

Postby Zebo12345 » Tue Nov 20, 2012 4:49 am

I'm still having some issues. I can't seem to change ftl.dat to data.dat, and the programs I try to use look for data.dat. I heard somewhere that ftl.dat is the same thing as data.dat except renamed so this kind of feels like something I'm missing. Can someone answer that?

*Edit*
Okay, found out I was wrong about the ftl.dat being data.dat thing, but I still don't know what to do.
Last edited by Zebo12345 on Sat Nov 24, 2012 4:14 am, edited 1 time in total.
alextfish
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Re: [TOOL]FTLEdit: FTL Ship editor [v0.88] (Please test!)

Postby alextfish » Tue Nov 20, 2012 2:27 pm

Gul4sch wrote:When I export an .ftl and activate it with the mod manager my ship has no shield texture. there is only a yellow triangle with an exclamation mark!? please help! :cry:

Yeah, shields are one of the things that don't work too well with this editor.
You need to unzip the .ftl file, and edit the blueprints.xml.append to add a <shieldImage>...</shieldImage> at the end of your ship definition (within the <shieldBlueprint>). Whatever you put inside the tags (eg <shieldImage>MYSHIP</shieldImage>) needs to correspond to an image in the img/ship directory named MYSHIP_shields1.png . There are already blue ellipses there for each of the builtin ships, so if you're happy with (say) a 654x436 ellipse as in rock_cruiser_shields1.png, you can say <shieldImage>rock_cruiser</shieldImage>.

Then rezip the data and resources directories, rename the zip file back to .ftl, put it in mods/, rerun GMM to install the new version of your mod, and see if it works.

(As another quirk of this editor, I do get problems with the doors and rooms going slightly lower than I where I click to place them... bizarrely, this only happens on the top 2-3 rows of the ship editor. You can work around it: drag the door or room as high as you want it (by moving the mouse pointer a bit higher than you'd want it), then move your pointer over to a neutral area on the right-hand side, and click to leave the room/door where it was. Bit of an odd quirk, but it gets the job done.)
Kiloku
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Re: [TOOL]FTLEdit: FTL Ship editor [v0.88] (Please test!)

Postby Kiloku » Wed Nov 21, 2012 7:56 pm

I'm sorry, but I don't understand how to save my ship once it is done and import it into the game. I managed to get a .ftl file from the program and Grognak's Mod Manager loaded it into my FTL, but when I tried to use my ship, instead of seeing the custom image and the rooms I set for the ship, I saw the Engi Ship A exploding (in the hangar), and it had none of the add-ons I included. IIRC, the only thing working as intended was the ship's name.
Image
curlsworth
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Re: [TOOL]FTLEdit: FTL Ship editor [v0.88] (Please test!)

Postby curlsworth » Wed Nov 21, 2012 8:20 pm

Hey. I'm trying to use this to add ships that you can encounter. *Not replace the ones in the hanger.* Unfortunately my understanding of how all this works is.. well, I don't understand how this works. Jesus, I don't understand much at all frankly. And thus I have troubles making the editor do things that it wasn't expressly designed to do.

If you think you can help, that'd be great. Thank you.
ne0_c0ltz_zer0
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Joined: Fri Nov 23, 2012 4:00 am

Re: [TOOL]FTLEdit: FTL Ship editor [v0.88] (Please test!)

Postby ne0_c0ltz_zer0 » Fri Nov 23, 2012 4:06 am

im trying to edit some of the ship. and as i check the text file on the data (which holds the rooms and doors) i found out that some of the rooms and doors are mis a lined or based on the text file data i have negative values on it. it always happens every time i edit the ship.


Is there a work around for it?
alextfish
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Re: [TOOL]FTLEdit: FTL Ship editor [v0.88] (Please test!)

Postby alextfish » Fri Nov 23, 2012 4:05 pm

curlsworth wrote:Hey. I'm trying to use this to add ships that you can encounter. *Not replace the ones in the hanger.* Unfortunately my understanding of how all this works is.. well, I don't understand how this works. Jesus, I don't understand much at all frankly. And thus I have troubles making the editor do things that it wasn't expressly designed to do.

If you think you can help, that'd be great. Thank you.

So basically, if you want to mod the game, you're going to have to do some exploration. You're going to need to poke around in the data and resources directories, see what you can see, and have a go at figuring things out.

For example, read all through blueprints.xml. You don't need to understand every line in it, but take a look at each section, have a look at the info that's specified for each ship.

If you're wanting to add enemy ships, you'll want to have a look at autoBlueprints.xml as well. Take the example of the Auto-Assault ship. Find all the files with "auto_assault" anywhere in their name, and all the XML files which mention "auto_assault" anywhere in their text. If you want to add an enemy ship seen in the same kind of way the Auto-Assault is seen, these are the kind of things you'll need to duplicate.

Take a look in particular at autoBlueprints.xml, the section starting <shipBlueprint name="AUTO_ASSAULT">; and the other data files auto_assault.xml and auto_assault.txt.

FTLEdit will produce the .txt file corresponding to your ship. And it'll produce an XML file containing shipBlueprint, but one designed for a player ship. To make it work as an enemy ship, you'll need to modify the XML file to look like the shipBlueprints you see in autoBlueprints.xml.

And then to make the ship something you actually encounter, you'll need to add it either to some ship listing like <blueprintList SHIPS_AUTO, or modify some events in one of the events*xml files to create your ship.

The first rule of modding a game like this is: explore. Have a look at the XML files, the images, the data that we're given to work with. That'll give you an idea for what you can modify and what you can't.
The .txt file matches what's produced by the FTLEdit Ship Editor, but the .xml file you'll have to make yourself.

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