Search found 56 matches

by AtillaBosma
Tue Sep 18, 2012 5:07 pm
Forum: Mod Development
Topic: [Modding]Creating your own weapons
Replies: 108
Views: 91945

[Modding]Creating your own weapons

___________________________________________ PART 1 ___________________________________________ Hey guys, I found out how to add additional weapons to the game, just adding them, not yet making them dropped from events. They are also duplicate weapons with just reskinned animations/models and damage ...
by AtillaBosma
Tue Sep 18, 2012 4:48 pm
Forum: Mod Development
Topic: [Tool] ftldat r7
Replies: 259
Views: 228888

Re: [Modding] Packing and unpacking data.dat and resource.da

I would also like to thank Bas for making these tools to unpack these files, without him we couldn't mod at all!
by AtillaBosma
Tue Sep 18, 2012 4:47 pm
Forum: Mod Development
Topic: [Tool] ftldat r7
Replies: 259
Views: 228888

Re: [Modding] Packing and unpacking data.dat and resource.da

Alright then, step 1! Step 1: Look for the file called Blueprints.xml in the data.dat-unpacked folder Look for this part in the code: <shipBlueprint name="PLAYER_SHIP_HARD" layout="kestral" img="kestral"> <class>Kestrel Cruiser</class> <name>The Kestrel</name> <desc>Thi...
by AtillaBosma
Tue Sep 18, 2012 4:43 pm
Forum: Mod Development
Topic: [Tool] ftldat r7
Replies: 259
Views: 228888

Re: [Modding] Packing and unpacking data.dat and resource.da

Well then, let's go to the custom animations/graphics! Step 1: Go to the folder resource.dat-unpacked You have probably unpacked resource.dat and data.dat, or else you couldn't have started modding, so yeah, look for that folder. Step 2: Go to img\weapons and make a copy of missile_1.png and missile...
by AtillaBosma
Tue Sep 18, 2012 4:30 pm
Forum: Mod Development
Topic: [Tool] ftldat r7
Replies: 259
Views: 228888

Re: [Modding] Packing and unpacking data.dat and resource.da

Alright, lets continue! Lets go to autoBlueprints.xml , this is gonna be a quick one since it's just 1 line of code that you need to add. Look for: <name>MISSILES_1</name> And then make a copy of it underneath it, rename it to: <name>MISSILES_4</name> There we go, that is autoBlueprints.xml done! Le...
by AtillaBosma
Tue Sep 18, 2012 4:14 pm
Forum: Mod Development
Topic: [Tool] ftldat r7
Replies: 259
Views: 228888

Re: [Modding] Packing and unpacking data.dat and resource.da

Hey guys, I found out how to add additional weapons to the game, just adding them, not yet making them dropped from events. They are also duplicate weapons with just reskinned animations/models and damage values changed a bit, but I know people can figure it out further. I shall give you a quick tut...