Search found 183 matches
- Wed Oct 31, 2012 11:11 am
- Forum: Mod Development
- Topic: [MOD][WIP] Starcraft Total Conversion
- Replies: 73
- Views: 58790
Re: [MOD][WIP] Starcraft Total Conversion
That's true, but there are some pretty good-looking fanmade models, particularly in the SC2BW mod. (E.g. this Devourer , this Queen and this Arbiter would be good enough for me). I've downloaded the assets from that mod, but I've not been able to get them into my SC2 Map Editor. I'll have another go...
- Wed Oct 31, 2012 10:30 am
- Forum: Mod Development
- Topic: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)
- Replies: 1169
- Views: 1051161
Re: Grognak's Mod Manager v1.4 (Updated Oct 16 2012!)
Yeah, it's always done that for me. It's fine though: just set up a shortcut somewhere to the version of FTL you keep for modding (since it's DRM-free you can have one install for playing and a separate one for modding) and just say "No" when GMM asks you if you want to launch FTL. It's fa...
- Tue Oct 30, 2012 4:31 pm
- Forum: Mod Development
- Topic: [MOD][WIP] Foundation of the Federation
- Replies: 105
- Views: 138125
Re: [MOD, WIP] Foundation of the Federation
No, sadly, I'm pretty sure GroxGlitch's idea of Auxiliary Engines isn't possible to do with the modding tools available to us.DiEvAl wrote:Can you add new subsystems with xml?
- Tue Oct 30, 2012 4:28 pm
- Forum: Working Mods
- Topic: [MOD] diversityMod [V0.3]
- Replies: 55
- Views: 135945
Re: [MOD] diversityMod [V0.3]
I also wanted to have the lovely new graphics of this mod without the balance changes. Knowing a little about the xml mod structure, I decided to just edit the mod to do that. So behold: the diversityMod, restricted only to the cosmetic changes (lovely new graphics): https://www.dropbox.com/s/l5utdw...
- Tue Oct 30, 2012 11:46 am
- Forum: Working Mods
- Topic: [SHIP] Ebon Hawk
- Replies: 23
- Views: 38530
Re: [SHIP] Ebon Hawk
You can easily obtain the .xml file from the .ftl file:
* Rename the .ftl file to end with .zip
* Unzip the zip archive
* Rename the "blueprints.xml.append" file (in the data directory) so it ends with .xml
* Tada! You can open it with Ship Editor.
* Rename the .ftl file to end with .zip
* Unzip the zip archive
* Rename the "blueprints.xml.append" file (in the data directory) so it ends with .xml
* Tada! You can open it with Ship Editor.
- Mon Oct 29, 2012 5:31 pm
- Forum: Mod Development
- Topic: Spriting Help?
- Replies: 2
- Views: 2134
Re: Spriting Help?
You should probably say precisely what you're doing. What custom images have you created, precisely? Where are you putting them (somewhere under resources.dat/img, presumably)? What filenames are you giving them, and where are you referencing those filenames from your blueprint definitions? And when...
- Mon Oct 29, 2012 5:08 pm
- Forum: Working Mods
- Topic: [MODDING] Ship: Duality Cruiser & Merchant Cruiser
- Replies: 40
- Views: 65617
Re: [MODDING] Ship: Duality Cruiser & Merchant Cruiser
You should check out my Starcraft mod thread . The Medivac already starts with a 4-space teleporter plus Healing Burst, but the Terran units are only marines, marauders and SCVs (humans, Rock and Engi). The Zerg troop transport will be the Overlord/Overseer, and it won't have any shields either (lik...
- Mon Oct 29, 2012 11:36 am
- Forum: Mod Development
- Topic: Ships with 4 drone slots and 2 weapons
- Replies: 11
- Views: 8957
Ships with 4 drone slots and 2 weapons
Hi all. I'm having problems with a couple of my custom ships. I want the ship to start off with 4 drones and be able to power them all at once. I'm able to get it all playing correctly as desired, but it has a nasty graphical glitch that I can't find any way to fix. The problem is that the "Wea...
- Mon Oct 29, 2012 11:33 am
- Forum: Mod Development
- Topic: Un-crewable rooms
- Replies: 1
- Views: 2196
Un-crewable rooms
Hi all. Does anyone know: Why are some rooms on custom ships uncrewable? Even if you have a crewmember in the room, they'll just stand there not doing anything, and the white "crewed" silhouette won't light up. I'm getting this behaviour what looks like pretty randomly with my custom ships...
- Mon Oct 29, 2012 9:13 am
- Forum: Mod Development
- Topic: [MOD][WIP] Starcraft Total Conversion
- Replies: 73
- Views: 58790
Re: [MOD][WIP] Starcraft Total Conversion
Why are you putting both ships in the minimage? This will screw up the high score screen and the like. Edit: Also why the white background? Why no pink glow? The glow is easy to replicate in photoshop. The miniship images are a pull between two factors. On the one hand there's the high score screen...