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Re: [Tool] Superluminal 2.0.6b beta

Posted: Mon Sep 01, 2014 7:40 pm
by kartoFlane
Hm, I was under the impression that they were numbered from 1 to 8... But then again, I don't fiddle with enemy ships all that much.

Re: [Tool] Superluminal 2.0.6b beta

Posted: Tue Sep 02, 2014 1:13 am
by agigabyte
kartoFlane wrote:Huh... I'll admit I'm not exactly sure what your problem is. I just double-checked to confirm that I got the links set up correctly, and that I made no blunder when packing the editor. No idea how you'd end up in 2.0.5's download folder. Either way, here's the link to 2.0.6b.

This Is the same link, (I'm getting 32 bit, as I can't run 64 bit) so i'm not sure what's wrong.
agigabyte wrote:And still, nothing shows up graphic wise.
No idea what you mean by that. Could you ela

When I select something like hull, shields etc. nothing shows up.

Re: [Tool] Superluminal 2.0.6b beta

Posted: Tue Sep 02, 2014 4:33 am
by OneShot17
kartoFlane wrote:Hm, I was under the impression that they were numbered from 1 to 8... But then again, I don't fiddle with enemy ships all that much.
Yeah, I figured that out, but the problem I'm running into is that when I try to load one of my ships that I created, the game loads a Rebel Rigger instead. Anything you could say that might help?

Re: [Tool] Superluminal 2.0.6b beta

Posted: Tue Sep 02, 2014 8:54 am
by Abs
OneShot17 wrote:
kartoFlane wrote:Hm, I was under the impression that they were numbered from 1 to 8... But then again, I don't fiddle with enemy ships all that much.
Yeah, I figured that out, but the problem I'm running into is that when I try to load one of my ships that I created, the game loads a Rebel Rigger instead. Anything you could say that might help?
kartoFlane wrote:That's because by removing the .append extension, you're effectively replacing the stock autoBlueprints.xml, so that it only contains your <shipBlueprint> and nothing else.
So since the game can't find the lists that events are referencing, it loads the default, crash-protection blueprint (located in blueprints.xml), which is, incidentally, the Rebel Rigger.
Using his advice here, I was able to make it so that the Rebel Rigger did not show up. Check out my thread for more information.

Abs

Re: [Tool] Superluminal 2.0.6b beta

Posted: Tue Sep 02, 2014 5:10 pm
by wolfboyft
Ach, stuck again. I also figured out how to save and actually load an unfinished .ftl, but anyway. How do I place multiple artilleries?

Re: [Tool] Superluminal 2.0.6b beta

Posted: Tue Sep 02, 2014 6:15 pm
by kartoFlane
Select Ship Loadout & Properties, go to Armaments tab, and scroll down -- you can add more artilleries there. You can then place the additional artileries like any other system.

Edit
@agigabyte
Well, I don't know. It seems to work fine for everyone else...
Regarding graphics, you need to select the hull/etc images via the Images Tool ('E' by default) -- if they're still not showing up, then probably the images you're selecting may be in incorrect format.

Re: [Tool] Superluminal 2.0.6b beta

Posted: Tue Sep 02, 2014 6:17 pm
by wolfboyft
kartoFlane wrote:Select Ship Loadout & Properties, go to Armaments tab, and scroll down -- you can add more artilleries there. You can then place the additional artileries like any other system.
Thanks a quadrillion! :)

Re: [Tool] Superluminal 2.0.6b beta

Posted: Tue Sep 02, 2014 11:44 pm
by agigabyte
What format does it use?

Re: [Tool] Superluminal 2.0.6b beta

Posted: Wed Sep 03, 2014 12:08 am
by kartoFlane
32-bit PNG, the same as FTL uses. Though technically the editor should accept any valid png image...

Re: [Tool] Superluminal 2.0.6b beta

Posted: Wed Sep 03, 2014 12:19 am
by agigabyte
Yeah I'm using png.

EDIT: I did some random clicking and the image appeared, outside of the red and green lines, I moved it though.