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Re: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open sou

Posted: Wed Jul 17, 2013 3:01 pm
by zipliner66
If I export to .ftl it kind of works. The game recognises the changes, but the .ftl doesn't contain the background images and the rooms don't line up properly. If I manually export, add the images and convert the folder to .zip -> .ftl the game doesn't recognise the changes at all.

Tl;DR.

I wish this tool was user friendly/idiot proof/reliable.

Re: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open sou

Posted: Thu Jul 18, 2013 11:16 am
by UltraMantis
Modding FTL is quite difficult to learn. Best advice is to examine the content and structure of other mods.

Sometimes it's easier to use .append files and GMM but sometimes it may be easier and faster to replace a file or two in the db rather than pack everything with GMM. Try a packing tool like FTL Dat Manager. It can also help you spot database corruption.

Re: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open sou

Posted: Sun Jul 28, 2013 4:44 pm
by Axel6430
So the game messes up my ship's aspect ratio when I use it. Here is a comparison between the original file and the in-game depiction.
comparison2.png

As you can see, the ship's width remains more or less the same, while its length is about 20 pixels shorter. I checked, and it doesn't do the same thing with other custom ships. Anyone knows why this happens ?

Re: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open sou

Posted: Sun Jul 28, 2013 5:02 pm
by Axel6430
Nevermind, found it. Turns out resizing the images after exporting a ship is not a good idea.

Re: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open sou

Posted: Sun Jul 28, 2013 7:52 pm
by UltraMantis
Axel6430 wrote:Nevermind, found it. Turns out resizing the images after exporting a ship is not a good idea.

:lol: The problem with that is that the ships blueprints will of course have the old image size so the game engine will resize the image to fit that.

Re: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open sou

Posted: Sat Aug 31, 2013 11:31 pm
by robochibi
Been trying endlessly to set this program up. Absolute frustration on trying to get the files to extract! It just blink pops. So I tried some other workaround methods that also do not work. I used Superluminal (which set up like clockwork btw) to extract the dat and resources file. I took all those files and put them in a folder just for DarkFrost. I pointed the editor RIGHT into those folders and still it gives me the message that blueprints.xml was not found EVEN THOUGH I AM LOOKING RIGHT AT IT IN THE EXACT FOLDER IT WAS LOOKING FOR IT. WTF ive been fighting with this thing to setup properly for hours. It just shouldnt be this hard.

Re: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open sou

Posted: Mon Nov 11, 2013 3:13 pm
by Darkoro10
urm... help? This happens for all ships.

Re: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open sou

Posted: Mon Nov 11, 2013 4:14 pm
by kartoFlane
It's sad to say this, but this editor generally doesn't work.

You might want to try mine instead.

Re: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open sou

Posted: Mon Nov 11, 2013 9:02 pm
by Darkoro10
okay will do. Cheers for a speedy reply.

Re: [TOOL]FTLEdit: FTL Ship editor [v0.95 11th Jan] Open sou

Posted: Tue Nov 12, 2013 1:35 am
by Darkoro10
yea, superluminal works a treat! that youtube video was a great help. Thanks,