Nope, but there should be no differences whatsoever between Windows and Mac in this regard. Gonna test it anyway, though.
edit:
Wait what, Superluminal actually loads the ship you've sent. I'm dumbfounded.
[Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]
- kartoFlane
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- Joined: Mon Jan 14, 2013 10:20 pm
Re: [Tool] FTL Ship Editor: Superluminal - 24-3-13u
Superluminal2 - a ship editor for FTL
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- Joined: Mon Apr 01, 2013 11:30 am
Re: [Tool] FTL Ship Editor: Superluminal - 24-3-13u
I'm having trouble exporting my ship in .ftl, can anyone help?
I check the box, but I still just get a folder with the image files and then the xml stuff.
Thanks, and sorry if it's a noobish question; I'm rather new to all of this!
I check the box, but I still just get a folder with the image files and then the xml stuff.
Thanks, and sorry if it's a noobish question; I'm rather new to all of this!
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- Posts: 30
- Joined: Sat Mar 30, 2013 7:03 am
Re: [Tool] FTL Ship Editor: Superluminal - 24-3-13u
The FTL usually shows up where the file is. If it doesn't you can always pack it manually . Try choosing a spot that's easier to check though, like the desktop. Once you make sure it works then you can chose another place.
Manual Packing:
Zip the file to a .zip file.
Make sure the only thing inside the zipped file is the data/img/sound resources for custom sounds. Then rename it to .ftl
Manual Packing:
Zip the file to a .zip file.
Make sure the only thing inside the zipped file is the data/img/sound resources for custom sounds. Then rename it to .ftl
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Re: [Tool] FTL Ship Editor: Superluminal - 24-3-13u
Thanks for the quick reply -- I have been unpacking them to the desktop for ease of access, I guess when I get off work I'll attempt to pack them manually.
Do you think it could have something to do with the fact that I use Winrar instead of Winzip?
Also, as an aside, after I pack it I should just be able to load it into the Mods folder for Grognaks and then initialize the mod using Modman?
Thanks,
>>Mars out.
Do you think it could have something to do with the fact that I use Winrar instead of Winzip?
Also, as an aside, after I pack it I should just be able to load it into the Mods folder for Grognaks and then initialize the mod using Modman?
Thanks,
>>Mars out.
- kartoFlane
- Posts: 1488
- Joined: Mon Jan 14, 2013 10:20 pm
Re: [Tool] FTL Ship Editor: Superluminal - 24-3-13u
Well, if you check the "create .ftl file" checkbox, then the editor should create the file at the location you chose. It doesn't depend on archving software you have installed. If the file is not created, then that means that some sort of error occured - run the editor by double-clicking the .bat file and try exporting the ship again, then check debug.log for any info.
For manual packing, choice of software doesn't matter as long as it can pack files into .zip archives.
As for loading mods - just place the .ftl files inside the mods folder created by GMM. Then, once you run it (via main.py for 1.7 and modman.exe for any earlier versions), your mod will be available on the list and ready to be loaded.
For manual packing, choice of software doesn't matter as long as it can pack files into .zip archives.
As for loading mods - just place the .ftl files inside the mods folder created by GMM. Then, once you run it (via main.py for 1.7 and modman.exe for any earlier versions), your mod will be available on the list and ready to be loaded.
Superluminal2 - a ship editor for FTL
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Re: [Tool] FTL Ship Editor: Superluminal - 24-3-13u
If u use winrar, u need to select ZIP format when u make the compressed file. If not, the format will be by default RAR, and rar is not compatible with ftl.Mars Dreamer wrote:Thanks for the quick reply -- I have been unpacking them to the desktop for ease of access, I guess when I get off work I'll attempt to pack them manually.
Do you think it could have something to do with the fact that I use Winrar instead of Winzip?
Also, as an aside, after I pack it I should just be able to load it into the Mods folder for Grognaks and then initialize the mod using Modman?
Thanks,
>>Mars out.
And yes, once u have the .ZIP file , u place it on the mods folder and u run GGM. Be aware u need to check the mod u want to patch in GMM to actually patch it. Wat i do, is since i only have 2 mods installed, i always check "toggle all" and i patch everything. And of course, the paths to the data and resource files of the game need to be correctly specified in GMM.
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- Joined: Wed Mar 20, 2013 9:18 pm
Re: [Tool] FTL Ship Editor: Superluminal - 24-3-13u
A couple more questions to try to resolve the Mac .ftl file problems. Are the .ftl files for Mac and Windows supposed to be formatted differently at all? If not, have you tried a diff command on a Mac .ftl file and a Windows .ftl of the same ship? You could use the Shivan I sent you as a sample. I could run the test if you'd prefer, but I'd need someone to send me a Windows Shivan.kartoFlane wrote:Nope, but there should be no differences whatsoever between Windows and Mac in this regard. Gonna test it anyway, though.
edit:
Wait what, Superluminal actually loads the ship you've sent. I'm dumbfounded.
Crusher's Type C(hallenge) Mod Ships containing:
Mantis Type C: The Sarcosuchus (No O2!)
Engi Type C: The Singularity (Boarding Drones!)
Zoltan Type C: The Annihilator (No Starting Reactor Power!)
Rock Type C: Krakatoa (Fire Boarding!)
Mantis Type C: The Sarcosuchus (No O2!)
Engi Type C: The Singularity (Boarding Drones!)
Zoltan Type C: The Annihilator (No Starting Reactor Power!)
Rock Type C: Krakatoa (Fire Boarding!)
- kartoFlane
- Posts: 1488
- Joined: Mon Jan 14, 2013 10:20 pm
Re: [Tool] FTL Ship Editor: Superluminal - 24-3-13u
Huh. Apparently I've found the culprit.
It was due to the way Superluminal loads files, using regular expressions. When looking for a ship blueprint, it searches the document for a certain set of keywords, and a symbol denoting end of line. Apparently these symbols are different on Windows and Mac, and the regex $ symbol only covers the Windows one.
So, when the editor can't find the end of line symbol, it shrugs and says it didn't find the ship's blueprint and quits loading (and there's no error message at that level of loading).
Well, now on to find a solution...
Edit:
Sent you a PM Crusher, along with a (hopefully) fixed version.
It was due to the way Superluminal loads files, using regular expressions. When looking for a ship blueprint, it searches the document for a certain set of keywords, and a symbol denoting end of line. Apparently these symbols are different on Windows and Mac, and the regex $ symbol only covers the Windows one.
So, when the editor can't find the end of line symbol, it shrugs and says it didn't find the ship's blueprint and quits loading (and there's no error message at that level of loading).
Well, now on to find a solution...
Edit:
Sent you a PM Crusher, along with a (hopefully) fixed version.
Superluminal2 - a ship editor for FTL
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- Posts: 48
- Joined: Wed Mar 20, 2013 9:18 pm
Re: [Tool] FTL Ship Editor: Superluminal - 24-3-13u
Hurray, this one works perfectly as far as I can tell. Well done. Thank you for all your help.
Crusher's Type C(hallenge) Mod Ships containing:
Mantis Type C: The Sarcosuchus (No O2!)
Engi Type C: The Singularity (Boarding Drones!)
Zoltan Type C: The Annihilator (No Starting Reactor Power!)
Rock Type C: Krakatoa (Fire Boarding!)
Mantis Type C: The Sarcosuchus (No O2!)
Engi Type C: The Singularity (Boarding Drones!)
Zoltan Type C: The Annihilator (No Starting Reactor Power!)
Rock Type C: Krakatoa (Fire Boarding!)
- kartoFlane
- Posts: 1488
- Joined: Mon Jan 14, 2013 10:20 pm
Re: [Tool] FTL Ship Editor: Superluminal - version 4-4-13
So, with Crusher's issue resolved, a new update is ready. I have included the possibility to link glow images, and reworked the way interior images are handled (again), so things might get buggy... Though I haven't found any issues as far as I have tested.
Changelog:
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Changelog:
- Fixed - Issue with defaultResources list missing on Macs should be fixed.
- Fixed - Issue with ships exported on Macs not loading correctly in FTL
- Added - It is now possible to also set HORIZONTAL offset of a ship (analogous to VERTICAL) - accessible by shift-right-clicking on the anchor box
- Added - When setting either horizontal or vertical offset, the mouse cursor will now automatically be moved to the offset
- Added - When setting the offsets, a tooltip box appears displaying the current offset value
- Added - When the editor encounters a crash-causing error, it'll now display a window informing you about it, and will try to save the current project as crash_save.shp in Superluminal's directory
- Added - Gib editor's window now moves around with Superluminal's main window
- Added - Gib animation (disclaimer: much guessing involved, may not be ideal) (does not include weapon mount animation - yet?)
- Added - Possibility to link glow images to interiors, on a per-system basis. Accessible by right-clicking on a room with a system and selecting "set glow images..." from the menu.
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Superluminal2 - a ship editor for FTL