[Tool] Superluminal 2.2.1 - FTL Ship Editor

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Cdm98
Posts: 8
Joined: Wed Aug 13, 2014 6:34 am

Re: [Tool] Superluminal 2.0.5 beta

Post by Cdm98 »

kartoFlane wrote:@Cdm98
First, the ship has to be saved as .ftl. Then you have to go to File > Mod Management (Ctrl+M), load the .ftl file, and hit Confirm. After that the ship will be available via File > Load Ship
I did what you said but it isn't showing up in the Load Ship (player ship) menu.
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kartoFlane
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Re: [Tool] Superluminal 2.0.5 beta

Post by kartoFlane »

Hm. Couple of things:
- Custom ships are listed under the blueprint name they replace -- if your ship replaces the Kestrel, look for it under PLAYER_SHIP_HARD blueprint
- If you've packed it yourself, make sure that your .ftl file has been zipped correctly (ie. when you open the .ftl in an archiver software, you should see folders 'data' and 'img')
- If all else fails, try to install the mod with SMM and then look for the ship again in the editor. If it doesn't show up there (or in the game, for that matter), then it's definitely something with your .ftl file
Superluminal2 - a ship editor for FTL
Cdm98
Posts: 8
Joined: Wed Aug 13, 2014 6:34 am

Re: [Tool] Superluminal 2.0.5 beta

Post by Cdm98 »

kartoFlane wrote:Hm. Couple of things:
- Custom ships are listed under the blueprint name they replace -- if your ship replaces the Kestrel, look for it under PLAYER_SHIP_HARD blueprint
- If you've packed it yourself, make sure that your .ftl file has been zipped correctly (ie. when you open the .ftl in an archiver software, you should see folders 'data' and 'img')
- If all else fails, try to install the mod with SMM and then look for the ship again in the editor. If it doesn't show up there (or in the game, for that matter), then it's definitely something with your .ftl file
Tried looking for it under the Kestrel - nothing.
I renamed from a .zip to a .ftl file. Last time I check data and img folders were there.
I installed the mod with the manager and loaded the game. Got the Kestrel.

The only reason I can think of (and it is most likely wrong) is that the editor is looking in the wrong place. No idea how since I confirmed where my FTLWhateverItNeeds was.
OneShot17
Posts: 35
Joined: Fri Apr 18, 2014 3:54 am

Re: [Tool] Superluminal 2.0.5 beta

Post by OneShot17 »

kartoFlane wrote:@OneShot17
I've have already tried that, but it doesn't seem to work :/
[strikethrough]The Command modifier support should be done as of 2.0.5(4), please do let me know whether it works or not.[/strikethrough]

edit
Just tried it with my most recent build that I tweaked a bit, it finally works. Turns out I missed at least one pretty important bit of code...
It doesn't work with the latest downloadable release, it just deletes all instances of "command" in the key sequences. If that helps fix it which, as a programmer, i would think that that would be really helpful.
DRaffie88
Posts: 1
Joined: Sat Aug 16, 2014 5:25 am

Re: [Tool] Superluminal 2.0.5 beta

Post by DRaffie88 »

when i try to make ftl files it doesnt work when i put it into SMM and try to load ftl my ship wont load up im on mac btw
Cdm98
Posts: 8
Joined: Wed Aug 13, 2014 6:34 am

Re: [Tool] Superluminal 2.0.5 beta

Post by Cdm98 »

I got this error when trying to load the same .ftl:

[main] WARN com.kartoflane.superluminal2.ui.ModManagementDialog - An error has occured while loading mod file 'MFalcon.ftl': java.util.zip.ZipException: error in opening zip file
at java.util.zip.ZipFile.open(Native Method)
at java.util.zip.ZipFile.<init>(Unknown Source)
at java.util.zip.ZipFile.<init>(Unknown Source)
at java.util.zip.ZipFile.<init>(Unknown Source)
at com.kartoflane.superluminal2.core.DatabaseEntry.<init>(DatabaseEntry.java:85)
at com.kartoflane.superluminal2.ui.ModManagementDialog$4.widgetSelected(ModManagementDialog.java:289)
at org.eclipse.swt.widgets.TypedListener.handleEvent(Unknown Source)
at org.eclipse.swt.widgets.EventTable.sendEvent(Unknown Source)
at org.eclipse.swt.widgets.Widget.sendEvent(Unknown Source)
at org.eclipse.swt.widgets.Display.runDeferredEvents(Unknown Source)
at org.eclipse.swt.widgets.Display.readAndDispatch(Unknown Source)
at com.kartoflane.superluminal2.Superluminal.main(Superluminal.java:274)
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kartoFlane
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Re: [Tool] Superluminal 2.0.5 beta

Post by kartoFlane »

@Cdm98
Either the file is somehow damaged, or you've packed your mod with format other than .zip.
The error occured in the standard library, so it's very unlikely that it's anything on the editor's end.

@OneShot17
Yeah, I already got it to work. While the editor itself already recognised the Command keypress, the keybind dialog wasn't actually applying the "command" modifier to hotkey objects... Hence why the sequences were seemingly being removed.

@DRaffie88
That's not much to go by. Did you pack the .ftl file yourself, or was it created by the editor?
If it's the former, then make sure that your .ftl file has been zipped correctly (ie. when you open the .ftl in an archiver software, you should see folders 'data' and 'img'). Validating the file with SMM might shine some light on the issue.
If it's the latter:
Does FTL crash, or does your ship simply not appear in-game? Have you used any mods while creating your ship (the editor doesn't include them in the .ftl it exports)?
Superluminal2 - a ship editor for FTL
Cdm98
Posts: 8
Joined: Wed Aug 13, 2014 6:34 am

Re: [Tool] Superluminal 2.0.5 beta

Post by Cdm98 »

kartoFlane wrote:@Cdm98
Either the file is somehow damaged, or you've packed your mod with format other than .zip.
The error occured in the standard library, so it's very unlikely that it's anything on the editor's end.
I figured out the error message; I packed it as a .rar not a .zip. But the good news is that I got the ship to load! I have no idea if I did something different this time or if I was stupid and notice PLAYER_SHIP_HARD having an arrow next to it the first time but thanks a lot for your help. And I suggest putting how to load custom ships into the readme for people new to modding like myself.
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NarnKar
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Re: [Tool] Superluminal 2.0.5 beta

Post by NarnKar »

When I try to pin weapon mounts to my gibs, I can never quite select my gibs correctly. Most of the time I just pick the wrong one. But occasionally, I accidentally click the hull/floor image and Superluminal crashes, with the obvious error that the object selected was not a gib.

It's kind of frustrating to me, since arranging gibs is one of the final steps I take in making a ship mod, and when it crashes I have to start all over. Could you possibly implement an alternate gib selection method, like clicking on the gib from the Ship Overview?

Thanks in advance!
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kartoFlane
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Re: [Tool] Superluminal 2.0.5 beta

Post by kartoFlane »

Odd, I thought I already fixed a crash related to that... Could you post the stack trace? It'd help me determine what causes the crash.
For future reference, you can use options found in View menu (keys 1 through 9) to hide elements of the ship, making it easier to click on gibs, for example.
That said, linking by clicking on the Ship Overview is a good idea, I'll see if I can get that to work :)
Superluminal2 - a ship editor for FTL
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