FTL puts the 00,00 position of the sprite onto the centre of the impact, so there is no way to offset the animation in the sprite, it will always be off or cut out.
As far as I understood the xmls there is no way to actually offset sprites positions. The x and y in <desc length="20" x="0" y="0"/> refers to entire sprites in the set, not to coordinates (noticeable in the crew-animations).
FTL Captain's Edition 1.308/Inf 1.301b/EL 1.308
- Sleeper Service
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Re: FTL Captains Edition 1.034 [stable]
Not in the XMLs, no, but... whatever tool you're using to make the animation in the first place can probably do it. Assuming I didn't misunderstand the first paragraph of your response.Sleeper Service wrote:FTL puts the 00,00 position of the sprite onto the centre of the impact, so there is no way to offset the animation in the sprite, it will always be off or cut out.
As far as I understood the xmls there is no way to actually offset sprites positions. The x and y in <desc length="20" x="0" y="0"/> refers to entire sprites in the set, not to coordinates (noticeable in the crew-animations).
- Sleeper Service
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Re: FTL Captains Edition 1.034 [stable]
Ah yeah I have problems explaining that clearly... so FTL puts the explosion sprite on the point where the missile hits. But is does not put the centre of the sprites on the impact point, it puts the 00,00 position there, which is the upper right corner of the explosion sprite. The modified sprite is pretty big and has a lot of empty space to fit the UI promt, so ingame the explosions appears way lower to the right, away from the actual impact point of the missile.
The standard animation that appears if the missile blueprint has no <explosion> tag assigned is centred correctly. But I don't know how to modify that one.
The standard animation that appears if the missile blueprint has no <explosion> tag assigned is centred correctly. But I don't know how to modify that one.
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Re: FTL Captains Edition 1.034 [stable]
One of the "rights" in that explanation should be a "left", as what you described is impossible. I'm guessing it's "upper left corner", as I believe that's how image coordinate systems work.Sleeper Service wrote:Ah yeah I have problems explaining that clearly... so FTL puts the explosion sprite on the point where the missile hits. But is does not put the centre of the sprites on the impact point, it puts the 00,00 position there, which is the upper right corner of the explosion sprite. The modified sprite is pretty big and has a lot of empty space to fit the UI promt, so ingame the explosions appears way lower to the right, away from the actual impact point of the missile.
The standard animation that appears if the missile blueprint has no <explosion> tag assigned is centred correctly. But I don't know how to modify that one.
That said, I haven't got a clue as to how to bypass that. I'm going to take a quick look at the missile hit animations.
Edit: I just realized - the missiles in CE 1.02, as well as vanilla FTL - they don't have any <explosion> tags.
- Sleeper Service
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Re: FTL Captains Edition 1.034 [stable]
No they haven't, nor have any vanilla missiles. If they have none set, they use the default (which is centred correctly).
Last edited by Sleeper Service on Sat Aug 31, 2013 9:23 am, edited 1 time in total.
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Re: FTL Captains Edition 1.034 [stable]
But if the default isn't explosion_big1...
What is it?
Edit: A sweep of FTL's resource folder has yielded very little data, I'm afraid. Just like the scrap icon in some parts of the UI, the default missile explosion seems to be hardcoded.
What is it?

Edit: A sweep of FTL's resource folder has yielded very little data, I'm afraid. Just like the scrap icon in some parts of the UI, the default missile explosion seems to be hardcoded.
- Metzelmax
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Re: FTL Captains Edition 1.034 [stable]
The default explosion is no explosion at all.
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Re: FTL Captains Edition 1.034 [stable]
If that's the case, then how do missiles explode without an <explosion> tag?Metzelmax wrote:The default explosion is no explosion at all.

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Re: FTL Captains Edition 1.05
Sector Extension is finally done! The update also contains a lot of other, minor content.
1.05 changelog
-SE Component added, brings three new sector types to the game (includes dozens of new events and quite a few quests)
-Randomized sector name generation reintroduced, a few hundred custom sector names added
-A few new general events added
-TE: Global trade profit slightly increased
-TE: Profit from selling good that are in high demand significantly increased
-Stores in nebula clearings no longer sell civilian goods
-events_pirate.xml.append fixed, enables trading in pirate controlled sectors and other pirate event modifications
-BA: Two weapons added
-Detonation delay for some bombs added, comes with fuse animations
-Small flavour UI prompts to various impact animations attached
-All stations that can be encountered in the first sector nerfed
-Suiciding stations now finally blow themselves up more reliably and activate their FTL cores correctly
Not in yet: Enemies with encased systems and sector specific rarity lists. The first needs a little more testing, the second is just a lot of busy work. I will also update the OP about the new content during the next days.
1.05 changelog
-SE Component added, brings three new sector types to the game (includes dozens of new events and quite a few quests)
-Randomized sector name generation reintroduced, a few hundred custom sector names added
-A few new general events added
-TE: Global trade profit slightly increased
-TE: Profit from selling good that are in high demand significantly increased
-Stores in nebula clearings no longer sell civilian goods
-events_pirate.xml.append fixed, enables trading in pirate controlled sectors and other pirate event modifications
-BA: Two weapons added
-Detonation delay for some bombs added, comes with fuse animations
-Small flavour UI prompts to various impact animations attached
-All stations that can be encountered in the first sector nerfed
-Suiciding stations now finally blow themselves up more reliably and activate their FTL cores correctly
Not in yet: Enemies with encased systems and sector specific rarity lists. The first needs a little more testing, the second is just a lot of busy work. I will also update the OP about the new content during the next days.
- Estel
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Re: FTL Captains Edition 1.034 [stable]
First of all, thanks a lot for new, wonderful update! you're working on it at awesome rate, really.
Non-interested ones can just glance through it in the post, for others, it is an opium to read 
The more complete change-logs, the betterSleeper Service wrote:Effector I and II already have switched places during the big weapon rebalance in 1.03. I did not want to get into to much detail with all the changes in weaponry, maybe I should have done that...

