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

Discuss and distribute tools and methods for modding. Moderator - Grognak
Cooly568
Posts: 14
Joined: Sat Sep 29, 2012 5:27 pm

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

Postby Cooly568 » Sat Oct 06, 2012 4:22 pm

Stupid question, how do you rotate doors.
Darkfrost
Posts: 92
Joined: Mon Sep 24, 2012 9:11 pm

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

Postby Darkfrost » Sat Oct 06, 2012 11:25 pm

Space bar!
Love FTL? Wish you could fly around in the USS Enterprise, the Tardis, or a ship that looks just like your own face? Check out FTLEdit, a ship editor for FTL, so you can create your own custom ships and play them!
Don't forget to share them too! :)
leveluptime
Posts: 1
Joined: Sun Oct 07, 2012 6:19 am

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

Postby leveluptime » Sun Oct 07, 2012 6:33 am

I apologize in advance for my lack of knowledge in this field of modding.
I am not exactly the most intelligent man in the world, but when I grasp the concept of something, I don't let go too easily. xP


Anyways.
I've tried editing the Stealth Cruiser Type B (DA-SR 12), but can't seem to replace my ship in-game, nor can I replace the one located at the screen where you select your ship.
I've honestly no clue how to work this out.

I found my game files in C:\Program Files\Steam\steamapps\common\FTL Faster Than Light\resources

I've tried saving things(such as .ftl, .xml, .txt) to there, the folder I made for this editor (extracted), and the game folder (My Documents>My Games>FasterThanLight).
I'm almost certain the game folder is incorrect, as there are only two .sav files there.

Please help me out?
I can provide any other information if necessary.

Cheers!
DiEvAl
Posts: 94
Joined: Tue Sep 25, 2012 5:46 pm

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

Postby DiEvAl » Sun Oct 07, 2012 12:02 pm

The easiest way is to export as .ftl and use GMM.
Darkfrost
Posts: 92
Joined: Mon Sep 24, 2012 9:11 pm

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

Postby Darkfrost » Sun Oct 07, 2012 7:53 pm

Haven't heard any bug reports in a while, which is good :D So it should be pretty stable now, I'll start adding some of the missing features
Love FTL? Wish you could fly around in the USS Enterprise, the Tardis, or a ship that looks just like your own face? Check out FTLEdit, a ship editor for FTL, so you can create your own custom ships and play them!
Don't forget to share them too! :)
Darkfrost
Posts: 92
Joined: Mon Sep 24, 2012 9:11 pm

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

Postby Darkfrost » Sun Oct 07, 2012 7:53 pm

Haven't heard any bug reports in a while, which is good :D So it should be pretty stable now, I'll start adding some of the missing features
Love FTL? Wish you could fly around in the USS Enterprise, the Tardis, or a ship that looks just like your own face? Check out FTLEdit, a ship editor for FTL, so you can create your own custom ships and play them!
Don't forget to share them too! :)
hellcatv
Posts: 33
Joined: Tue Oct 02, 2012 11:52 pm

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

Postby hellcatv » Sun Oct 07, 2012 9:08 pm

I ran into a few issues---though some of them could be errors I made when using the system.

I started by making a ship and exporting it as an FTL.

The image was offset from the model even though I carefully aligned them in the program. A .xml file was missing from the "Export to FTL" (which may be because you haven't finished that part yet) so I just copied kestrel.xml to basestar.xml and bunched it together.

Also the model was in the far bottom right on the screen during combat and the jump star wasn't aligned.

Turns out I forgot a door, so I copied the ship back into the extracted folder and loaded it again by loading the kestrel.
Unfortunately when I added that door and saved, some of the rooms resized themselves so they no longer connected. these problems are shown in http://vegastrike.sourceforge.net/users ... ar-0.3.ftl and http://vegastrike.sourceforge.net/users ... ar-0.4.ftl my solution to this was to paste the doors from the current export with the rooms from the previous export
http://vegastrike.sourceforge.net/users ... ar-0.5.ftl
But with that solution many of the rooms aren't properly pathable. For instance once send a person away from the pilot's room I cannot reenter the pilot's room.
it could be that whatever is causing the rooms to resize when I save/load is also causing pathing issues---or it could be that the strange star shape was not allotted for in the program design.
hellcatv
Posts: 33
Joined: Tue Oct 02, 2012 11:52 pm

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

Postby hellcatv » Sun Oct 07, 2012 9:13 pm

The offset problem looks like this

Image

and when I click from the cockpit to the engine room or back into the cockpit, FTL prints this to the console:


Did not find a path using Dijstra, this is bad.
robochibi
Posts: 32
Joined: Wed Oct 03, 2012 9:17 pm

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

Postby robochibi » Sun Oct 07, 2012 11:59 pm

Cant get it to work. your instructions were kind of vague - I downloaded ftldat, it automatically put itself into its own folder. Than I went to extract files and it wants me to direct it somewhere, i directed it to the 2 .dat files located in the original game. didnt work, i used the default paths that it gave me too and that didnt work either...
darkmaplepro
Posts: 1
Joined: Sun Oct 07, 2012 11:54 pm

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

Postby darkmaplepro » Mon Oct 08, 2012 12:04 am

Ya, uhh, i get the A CMD box after i extract the files that goes away immediately followed by absolutely nothing :?:

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