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

Discuss and distribute tools and methods for modding. Moderator - Grognak
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 21, 2012 3:06 pm

Yeah, the way weapons work on enemy ships is slightly different, and I'm not entirely sure how it works, it seems there's a list of weapons they randomly pick from or something?

Weapon mounts I haven't looked into too much yet, if someone could link / explain exactly how they work, I could probably get them added a bit faster :)
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! :)
Taddington
Posts: 1
Joined: Sun Oct 21, 2012 6:20 pm

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

Postby Taddington » Sun Oct 21, 2012 6:24 pm

This thing doesn't work, AT ALL. Followed all the instructions, and still nothing. Please fix your mod.
BoogieMan
Posts: 3
Joined: Sun Oct 21, 2012 7:48 pm

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

Postby BoogieMan » Sun Oct 21, 2012 10:19 pm

Taddington wrote:This thing doesn't work, AT ALL. Followed all the instructions, and still nothing. Please fix your mod.



I loaded it up and it appears to work. I haven't tried a ship in game yet, but since your post is so vague and unhelpful it can't be known what your problem even is.

Back to the thread:

I have a question, how do you edit the background layout, the grey area that shows where rooms are intended to go? Is that purely cosmetic or does it have a function?

I don't see any instructions on how to actually add an edited ship back into the game, might be worth it to mention the .ftl file you can export can be used by Grognaks Mod Manager.
Last edited by BoogieMan on Mon Oct 22, 2012 1:30 am, edited 2 times in total.
Absu
Posts: 12
Joined: Tue Oct 09, 2012 4:51 pm

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

Postby Absu » Sun Oct 21, 2012 10:44 pm

@OP: If you're not developing this any more do you think you could release the source files? I just really want to be able to update the blueprints-files directly with the new data as well as create and update the ship-XML file (also TXT-file). It's really annoying to have to realign the ship's image manually in the XML-file.

P.S. Just asking because the OP haven't been updated in some time. I'm sorry if you're working on this. Don't mean to rush. I'm just working on my mod and I'm anxious to do a lot of work with adding lots of ships :)
SGR_Zonemaster
Posts: 4
Joined: Sat Oct 13, 2012 11:15 am

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

Postby SGR_Zonemaster » Mon Oct 22, 2012 3:28 pm

help the new one keeps crashing and the second one is not a valid win32 program

the first one dose not work as it keeps resetting the file i set it to!
olteonz
Posts: 6
Joined: Sat Oct 20, 2012 9:10 pm

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

Postby olteonz » Mon Oct 22, 2012 6:28 pm

Darkfrost wrote:Yeah, the way weapons work on enemy ships is slightly different, and I'm not entirely sure how it works, it seems there's a list of weapons they randomly pick from or something?

Weapon mounts I haven't looked into too much yet, if someone could link / explain exactly how they work, I could probably get them added a bit faster :)

hey, i think i got it. there is a xml for ships in data for every ship and those lines are from the file of kestrel B the slide is what direction is the weapon, mirror is if the weapon has a mirror image, gib is to what gib are weapons connected when ship is destroyed and x,y is the position. rotate is if the weapon is rotated to up or right i think. no idea what is artillery mounts testing. propobly didnt help, but maybe i did :) .
<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>
Absu
Posts: 12
Joined: Tue Oct 09, 2012 4:51 pm

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

Postby Absu » Mon Oct 22, 2012 7:03 pm

I think "mirror" means that the weapon is the mirror or not. It seem to affect the offset on the y-axis in the animations.xml (if the offset is up or down). It might also affect it's position and if it's inverted vertically or not.
robochibi
Posts: 32
Joined: Wed Oct 03, 2012 9:17 pm

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

Postby robochibi » Wed Oct 24, 2012 10:17 pm

Absu wrote:@OP: If you're not developing this any more do you think you could release the source files? I just really want to be able to update the blueprints-files directly with the new data as well as create and update the ship-XML file (also TXT-file). It's really annoying to have to realign the ship's image manually in the XML-file.

P.S. Just asking because the OP haven't been updated in some time. I'm sorry if you're working on this. Don't mean to rush. I'm just working on my mod and I'm anxious to do a lot of work with adding lots of ships :)


I agree with Absu that all three of you including tazadar and DarkFrost need to collaborate on a single ship editor for the good of the community. This one is the most complete but is still a long way from working in the game. I believe a ship-editor is the most valuable mod for FTL.
alextfish
Posts: 183
Joined: Sun Sep 30, 2012 2:24 pm
Location: Cambridge, UK
Contact:

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

Postby alextfish » Thu Oct 25, 2012 8:29 am

Got this working pretty smoothly with GMM. Works nice, at least for hacking the Kestrel into a Medivac :) Good job!

One question: Is it possible to remove weapons from ships? If I select the Kestrel's 2nd weapon and press Del, that seems to leave the dialog looking as if it should have no weapon there, but when I load it up in FTL the second weapon's still there.

I encountered a few minor bugs:
  • When you have the options window open in front of the ship editing window, if you click on a dropdown that happens to be in front of one of the ship editing window's buttons like "Load floor", it'll count as a click on that button even if I was clicking in the options window not the ship edit window!
  • I also encountered the bug where the close button doesn't close the window permanently (it immediately reopens). It only happens if you've not yet selected a ship to be editing. I can close the program either via Task Manager -> Kill Process, or by selecting a ship from the game folder and then using the close button as normal.
  • And I think when I export to XML, it both creates the xml file called blueprint.xml, and also asks what name to save the xml as.

Finally: What's the best way to save a ship so that I can actually load it back into FTL Ship Editor? If I export as XML and then reload that XML via "From the game folder" -> "Custom file", it keeps some parts of the ship, but loses all the weapons and drones, and gets rather confused about the crew counts. How should I be saving and loading?

Many thanks for the tool!
legorules1001
Posts: 10
Joined: Fri Oct 26, 2012 2:32 pm

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

Postby legorules1001 » Fri Oct 26, 2012 3:44 pm

how do you accutally save the ship/use it in the game?

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