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[FIXED]Custom rooms problem.....
Posted: Mon May 27, 2013 1:35 pm
by Ora_unit_SR388
Hello everyone!
I am having a small problem with adding in custom rooms. All of the normal rooms are fine, but almost all of them that I made are missing. I was just using normal coding in the beginning, and I was using superluminal in the end. HELP ME!
http://www.mediafire.com/?jr6966325jjjqmh
my .ftl file ^^^^^^^^^^^
I fixed this, I just forgot to make the picts 32 bits.
Re: Custom rooms problem.....
Posted: Mon May 27, 2013 7:01 pm
by Ora_unit_SR388
anyone?
Re: Custom rooms problem.....
Posted: Mon May 27, 2013 9:56 pm
by Devourer 55
well i don't know why it's doing that but i got a suggestion
are the textures in the .FTL file before installing?
also awesome ship btw
Edit: i just looked over the post and saw the download and the textures are there but when i installed the mod the rooms where gone again and the ship was a black box but i think thats just me and my computer but would the rooms vanishing have anything to do with the fact you don't have a teliporter texture?
Re: Custom rooms problem.....
Posted: Mon May 27, 2013 11:11 pm
by speedoflight
And other things, the pilot room has incorrect size, and crew will head to the top of the room when manned, no matter where u put the console. I mean, the console graphic should be in the top of the room, not in the middle..
Re: Custom rooms problem.....
Posted: Mon May 27, 2013 11:34 pm
by kartoFlane
@Devourer
Teleporter doesn't have a system image, so it's fine.
@speedoflight
Wrong, wrong, wrong. The station can be set wherever you wish, and it'll work (as long as it is inside the room), and the crew will always move to that spot first, should it be vacant.
@topic
Probably the usual issue of images not being 32-bit color depth.
Also, you have two blueprint.append files in your mod that are overwriting each other when unpacking; I've no idea how that might affect GMM.
You might also want to give your layout a name, blank is bad.
And remove "the " in your image name -- while technically that's not an issue at all, omitting "the" and/or replacing spaces with underscores _ is a common naming convention.
Re: Custom rooms problem.....
Posted: Tue May 28, 2013 3:35 am
by Ora_unit_SR388
you have two blueprint.append files in your mod that are overwriting each other when unpacking; I've no idea how that might affect GMM.
That is winrar being a dipshit
#FIXED
Re: Custom rooms problem.....
Posted: Tue May 28, 2013 4:00 am
by speedoflight
kartoFlane wrote:@Devourer
Teleporter doesn't have a system image, so it's fine.
@speedoflight
Wrong, wrong, wrong. The station can be set wherever you wish, and it'll work (as long as it is inside the room), and the crew will always move to that spot first, should it be vacant.
.
Thats not wat i meant. For a moment i looked at the screenshot and i thought the console graphic was placed between the first square and the second, just in the middle, so the power station will not be placed correctly. But nm, i dunno wat i was thinking when i saw the screenshot.
Re: Custom rooms problem.....
Posted: Tue May 28, 2013 7:10 am
by shark
Post the fucking code and don't expect us to fix your problems by looking at a picture? So, please post the ship XML along with the present file-structure, I just want to make sure that all the files are there and referenced properly in code, no real need to look at them.
I'm suspecting that you've given levels to the custom rooms but that it just 'disabled' the nonstandard (purchasable) ones for some reason.
Re: Custom rooms problem.....
Posted: Tue May 28, 2013 10:31 am
by Ora_unit_SR388
LEARN TO READ WORDS!!!!
#fixed
Re: [FIXED]Custom rooms problem.....
Posted: Tue May 28, 2013 6:34 pm
by boa13
Hey, please all keep your cool.
