Mod Graphics Relation Questions

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New Guy
Posts: 40
Joined: Sun Apr 20, 2014 8:00 am

Mod Graphics Relation Questions

Post by New Guy »

First things first, I heard AE had a bunch of graphics related mechanics changed. What specifically was changed by the AE update, and how do we deal with it?

Next, is there a pixel size limit to weapon projectiles?
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[WIP] Federation Strike Cruiser | Progress: 100% Art, 0% Coding
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RAD-82
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Joined: Sat Nov 09, 2013 12:16 am

Re: Mod Graphics Relation Questions

Post by RAD-82 »

New Guy wrote:First things first, I heard AE had a bunch of graphics related mechanics changed. What specifically was changed by the AE update, and how do we deal with it?
Previously, the _cloak and _floor images would stretch to fit the _base image. The _cloak also had an extra 10 pixels in 4 directions. These images no longer stretch. You can make them any size now and use new offset tags in the {ship}.xml file to position them relative to the _base image. If you make them the same size as the _base, then there is no need for the new offsets.

Interior graphics. These used to stretch to fill the room that they occupied. If you make them properly to fit the room you assign them to, then you don't need to do anything different. They just don't stretch anymore and can now go out the right side and bottom of the room if you make them the wrong size.

Console glows for pilot, weapons, shields, and engines. This is the biggest change and might be the hardest for me to try and explain. There is a new file, rooms.xml, which controls the console glows. You really only need to pay attention to this if you use custom graphics, and those custom graphics have to have the room_ prefix in their name. There is more to explain, but I think I'll stop.
New Guy wrote:Next, is there a pixel size limit to weapon projectiles?
I don't know about this. The biggest size I've used is 96 x 64 for my Bahamut fireballs.
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Junkyard has FTL mods, mostly ships and a few other things.
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Sleeper Service
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Re: Mod Graphics Relation Questions

Post by Sleeper Service »

I use some sheets that are 2000x2000. When I tested larger images, the game did not load them in game but replaced them with white squares instead. Since then i use that size as the limit. Note that this concerns actual image size, not the size of the individual frames.
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Working on a sci-fi deckbuilder nowadays.
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New Guy
Posts: 40
Joined: Sun Apr 20, 2014 8:00 am

Re: Mod Graphics Relation Questions

Post by New Guy »

Thanks for the responses guys, but I have another question.

Cloak rooms have glows. Are they also given glows by the rooms.xml? Took a gander at one and didn't see anything relating to it.
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kartoFlane
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Re: Mod Graphics Relation Questions

Post by kartoFlane »

From what I observed while implementing glows in the editor, cloaking still uses the old glows system, ie. for interior image named room_cloaking_1.png, the corresponding glow is room_cloaking_1_glow.png
Superluminal2 - a ship editor for FTL
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