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FIXED-Creating a shipmod with custom weapons,1 renders wrong

Posted: Tue Aug 20, 2013 6:11 pm
by WildCard65
Ok, so I'm designing a ship mod for my own use(because I'm making it op and I don't want other people to have the opness of it) and I designed 2 custom weapons for it and one of the weapons renders correctly but the other one only renders the glow. What's wrong?
Edit: Apparently Paint.net decided to save the graphic for the weapon design in a bit format(transparent) then what the game likes. Had to make it force save it in 32-bit form.
Note: laser_burst_6 is the one that renders correctly.
Note: Added both weapons code for the sake of if there's a difference on why one renders right and other doesn't.
Note: The render problem only happens ingame, in this ftl ship editor(link: http://www.ftlgame.com/forum/viewtopic.php?f=12&t=11251), it renders fine :/
Animation.xml.append

Code: Select all

<animSheet name="laser_heavy_3" w="224" h="71" fw="28" fh="71">weapons/heavy3_strip8.png</animSheet>
<animSheet name="laser_burst_6" w="300" h="64" fw="25" fh="64">weapons/laser6_strip12.png</animSheet>

<weaponAnim name="laser_heavy_3">
	<sheet>laser_heavy_3</sheet>
	<desc length="8" x="0" y="0"/>
	<chargedFrame>1</chargedFrame>
	<fireFrame>5</fireFrame>
	<firePoint  x="18" y="10"/>
	<mountPoint x="6" y="45"/>
	<chargeImage>weapons/heavy3_glow.png</chargeImage>
</weaponAnim>

<weaponAnim name="laser_burst_6">
	<sheet>laser_burst_6</sheet>
	<desc length="12" x="0" y="0"/>
	<chargedFrame>5</chargedFrame>
	<fireFrame>8</fireFrame>
	<firePoint  x="14" y="10"/>
	<mountPoint x="6" y="45"/>
</weaponAnim>
blueprints.xml.append

Code: Select all

<weaponBlueprint name="LASER_HEAVY_3">
	<type>LASER</type>
	<title>Heavy Laser Mark III</title>
	<short>Heavy Laser III</short>
	<desc>This heavy laser fires four shots in quick succession, each dealing 2 damage and ioning the system.</desc>
	<tooltip>Fires 4 heavy lasers, 2 damage each with medium chance of fire and breaching.</tooltip>
	<damage>2</damage>
	<shots>4</shots>
	<ion>10</ion>
	<sp>0</sp>
	<fireChance>6</fireChance>
	<breachChance>6</breachChance>
	<cooldown>2</cooldown>
	<power>5</power>
	<cost>75</cost>
	<bp>10</bp>
	<rarity>4</rarity>
	<image>laser_heavy2</image>
	<launchSounds>
		<sound>heavyLaser1</sound>
		<sound>heavyLaser2</sound>
		<sound>heavyLaser3</sound>
	</launchSounds>
	<hitShipSounds>
		<sound>hitHull1</sound>
	</hitShipSounds>
	<hitShieldSounds>
		<sound>ionShield1</sound>
		<sound>ionShield2</sound>
		<sound>ionShield3</sound>
	</hitShieldSounds>
	<missSounds>
		<sound>miss</sound>
	</missSounds>
	<weaponArt>laser_heavy_3</weaponArt> 
</weaponBlueprint>
<weaponBlueprint name="LASER_BURST_6">
	<type>LASER</type>
	<title>Burst Laser Mark IV</title>
	<short>Burst L. IV</short>
	<desc>Powerful burst laser that fires off an impressive barrage.</desc>
	<tooltip>Fires 10 lasers, 1 damage per shot and ions it.</tooltip>
	<damage>1</damage>
	<shots>10</shots>
	<sp>0</sp>
	<ion>2</ion>
	<fireChance>0</fireChance>
	<breachChance>0</breachChance>
	<cooldown>2</cooldown>
	<power>5</power>
	<cost>110</cost>
	<bp>10</bp>
	<rarity>4</rarity>
	<image>laser_light3</image>
	<launchSounds>
		<sound>lightLaser1</sound>
		<sound>lightLaser2</sound>
		<sound>lightLaser3</sound>
	</launchSounds>
	<hitShipSounds>
		<sound>hitHull2</sound>
		<sound>hitHull3</sound>
	</hitShipSounds>
	<hitShieldSounds>
		<sound>ionShield1</sound>
		<sound>ionShield2</sound>
		<sound>ionShield3</sound>
	</hitShieldSounds>
	<missSounds>
		<sound>miss</sound>
	</missSounds>
	<weaponArt>laser_burst_6</weaponArt> 
</weaponBlueprint>

Re: [HELP]Creating a shipmod with custom weapons,1 renders w

Posted: Wed Aug 21, 2013 12:41 am
by WildCard65
For a temporary fix, I'm going to use the heavy laser mark 2 design till someone has fixed what I really want it to look like :/

Re: [HELP]Creating a shipmod with custom weapons,1 renders w

Posted: Wed Aug 21, 2013 10:48 am
by UltraMantis
I cannot spot the error. You sure the custom image is saved as 32/24-bit transparent .png? The engine will ignore bad images and use a blank. You either have a typo somewhere or a bad .png

Re: [HELP]Creating a shipmod with custom weapons,1 renders w

Posted: Wed Aug 21, 2013 11:42 am
by WildCard65
Ya just thought about testing the image file right now, will edit this reply when it returns a result.
Edit: Paint.net caused the render problem with it's auto detect bit setting when I saved the file, original post has more detail why.