[Tool] FTL Ship Editor: Superluminal [NOT UPDATED TO AE]

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speedoflight
Posts: 660
Joined: Mon Feb 18, 2013 11:08 am

Re: [Tool] FTL Ship Editor: Superluminal - version 4-4-13

Post by speedoflight »

Ow, n.i.c.e. work dude. Always on the breach ;) Downloading it asap. Thank your for all your efforts.

BTw, im a bit lost with the gib editor, the dark zones wat does it mean, the layered down gibs?? it looks like i cant get the correct gibs to animate. Or some of em are treated as the same for superluminal?? dunno something weird is happening... :) and when i change the direction of the gib movement, it doesnt seem to work, the gib moves to another direction..
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kartoFlane
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Re: [Tool] FTL Ship Editor: Superluminal - version 4-4-13

Post by kartoFlane »

Uh, what? What "dark zones"? If a gib has blue background around it, then this means that it is selected. It may be a bit confusing, I couldn't think of a better way to indicate it (I don't really know how to tint images with a color, guess I'll look into it)
You can always select a gib using the list, and then use right mouse button to modify that gib, even if it is obscured.
And yeah, the angle in which gibs move is a bit buggy - as I said, much guesswork is involved here.
Superluminal2 - a ship editor for FTL
speedoflight
Posts: 660
Joined: Mon Feb 18, 2013 11:08 am

Re: [Tool] FTL Ship Editor: Superluminal - version 4-4-13

Post by speedoflight »

The problem is, when i select some gibs, the entire image turns with blue background, and when i select the gib from the list, same happens, so sometimes its really hard to know the gib i am editing. And the angle is really bugged, in fact i dont think superluminal is keeping the angle values u enter when u double-click. I mean, the values are there, but the final results is not even close to the values u entered in the first place....

Anyways, im trying to do it manually but i dont have a clue how gibs work. How do i make a gib to be positioned in the bottom layer from another one or viceversa?? I only see the gib declaration, the velocity, the angle and the angular velocity.. and "x" and "y" values...
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kartoFlane
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Re: [Tool] FTL Ship Editor: Superluminal - version 4-4-13

Post by kartoFlane »

This is intended behaviour - selecting a gib from the list is equivalent to selecting the gib by clicking on it directly.
The list shows gibs in the layering order - the gib listed at the top of the list is the gib at the top layer.
It might help you to familiarize yourself with the ship's gibs before assembling them - each gib on the Gib Editor's list has a letter assigned to it (it stays the same unless you delete the gib) - it's supposed to help you keep track of gibs and know which one you have selected.

As for modifying the gibs manually - layering is done by naming the image files accordingly, for example shipname_gib1 is the topmost gib, shipname_gib2 is directly below it, etc...
Superluminal2 - a ship editor for FTL
speedoflight
Posts: 660
Joined: Mon Feb 18, 2013 11:08 am

Re: [Tool] FTL Ship Editor: Superluminal - version 4-4-13

Post by speedoflight »

Yea that was i thought. But wat i intended is to switch layers, i mean layer 1 top, layer 2 bottom, layer 3 middle, etc.. but then i remembered that the gib is the entire image with transparency so u cant switch layers, because it will overlap the layer anyways. The thing i used to do something similar years ago modding for other games and the layers were composed only for the sprite positioned by x,y but without the rest of the image, so u could easily put any layer up or down the previous / next without problems. But again, i noticed the game default gibs are not done in that way..

But still, as i said, when i click some gibs from the list, all the gibs are surrounded by the blue background, so i dont know wat gib im editing actually. If i have gibs 1-5 and i click on the number 2, all the gibs got the blue background, for example. So the only way to actualy know wat gib im editing is to hide the other ones, then show again, re-hide, etc.. but still , i dont see much use of the gib editor until the important thing that is the angle / velocity value editor is working as intended. I mean, i really never used the gib editor so far, this time i was just testing, so i tell u wat are the things that are throwing problems ;)
Last edited by speedoflight on Fri Apr 05, 2013 1:20 am, edited 1 time in total.
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Crusher
Posts: 48
Joined: Wed Mar 20, 2013 9:18 pm

Re: [Tool] FTL Ship Editor: Superluminal - version 4-4-13

Post by Crusher »

I have a handful of small questions about what can or can't be done with Superluminal:
-Is it intended that the crew maximum can only be 0 or 8? I would like one of my ships to have a crew maximum of 5 if possible.
-Is there any way to change where your crew spawns to start the game?
-So one of my (weird) projects is a ship with crew but no oxygen system. Even when I have it set so that the ship can never get an oxygen system, the oxygen system appears in stores at a cost of 0. When you buy it, it doesn't do anything to the ship. It is annoying though, because the oxygen system eats up a store slot. Anyway, is this something that can be fixed in Superluminal or is it something that would need to be changed elsewhere in FTL?
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!)
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kartoFlane
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Re: [Tool] FTL Ship Editor: Superluminal - version 4-4-13

Post by kartoFlane »

@speedoflight
Well, you can rearrange gibs layering using the move up/move down buttons. And I suppose that your gib images have the same dimensions as the base image, are mostly transparent, with the gib's graphic at proper place. In this case, gib editor truly isn't of much use because you don't have to align the gibs.
I'll try to come up with another way of highlighting gibs, should it be possible.

@Crusher
1. For player ships, yes - you can't change max crew of player ships (it'll always be 8), but changing it to 0 in the editor exports the ship as an automated ship - it'll have no starting crew, but all systems will appear to be manned.
2. Not that I know of, no. They always spawn as close to pilot as possible, from what I've observed.
3. That's outside of Superluminal's functionality -- you have to change lists of items available in stores. Or change the oxygen system's blueprint itself, I don't remember. I don't really have much experience with this, I'd suggest asking DryEagle.
Superluminal2 - a ship editor for FTL
CaptainRover
Posts: 19
Joined: Fri Apr 05, 2013 10:58 am

Re: [Tool] FTL Ship Editor: Superluminal - version 4-4-13

Post by CaptainRover »

Just simply brilliant it looks very well done and neat, also looks very simple to navigate 10/10
speedoflight
Posts: 660
Joined: Mon Feb 18, 2013 11:08 am

Re: [Tool] FTL Ship Editor: Superluminal - version 4-4-13

Post by speedoflight »

I still dont understand the way the gibs moves. If i put a direction movement of 0-45 this means, that gib is going to move to the right upper corner of the screen right?? cuz i see it moving in the opposite direction.. any light on this will be really appreciated.. :shock:

For example, i have this (4 gib graphics, the top is almosts static, just a little movement to the right, the second gib is the right side of the ship that moves to the right as well but faster, the third gib is the left-down part of the ship, that moves slighty down-left, and the last one is the top-left part of the ship that moves up-left ->

<explosion>
<gib1>
<velocity min="-0.30000000000000004" max="0.10000000000000004"/>
<direction min="44" max="46"/>
<angular min="0.30000000000000004" max="0.60000000000000004"/>
<x>0</x>
<y>0</y>
</gib1>
<gib2>
<velocity min="-0.10000000000000004" max="1.20000000000000004"/>
<direction min="40" max="50"/>
<angular min="0.30000000000000004" max="0.60000000000000004"/>
<x>0</x>
<y>0</y>
</gib2>
<gib3>
<velocity min="-0.30000000000000004" max="0.50000000000000004"/>
<direction min="180" max="200"/>
<angular min="0.30000000000000004" max="0.60000000000000004"/>
<x>0</x>
<y>0</y>
</gib3>
<gib4>
<velocity min="-0.30000000000000004" max="0.50000000000000004"/>
<direction min="265" max="300"/>
<angular min="0.30000000000000004" max="0.60000000000000004"/>
<x>0</x>
<y>0</y>
</gib4>

As far as i know, the direction value can be 0-380 (i dunno wat negative values do.. maybe thats the reason isnt working?), but i see a lot of negative examples in other xml files..
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Greensburg
Posts: 2
Joined: Fri Apr 05, 2013 9:38 pm

Re: [Tool] FTL Ship Editor: Superluminal - version 4-4-13

Post by Greensburg »

First of all, thanks for the program. It's amazing and quite easy to use.

However, I'm getting an error when using Grognak's Mod Manager. Upon patching the FTL file, I get this:

Image

Then I tried replacing the graphics directly in the game folder, by unpacking and repacking the ".dat"s.
I replaced both the graphics in the resource folders and the .txt and .xml files in the data folder, however, while the room layout changes, the rooms retain their original systems and the weapons/drones/augments/crew members reset to that of the kestrel's, and when the game begins most doors don't open for some reason (I'm guessing it has something to do with Room IDs).

I'd appreciate some help.
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