[Ship] Rebel Light Cruiser V1.0

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kartoFlane
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Re: [Ship] Rebel Light Cruiser V1.0

Postby kartoFlane » Mon May 06, 2013 2:45 pm

Have you saved the image as 32-bit PNG?
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speedoflight
Posts: 660
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Re: [Ship] Rebel Light Cruiser V1.0

Postby speedoflight » Mon May 06, 2013 8:09 pm

Image doesnt need to be 32bit, i have a lot of em in 8-bit depth, the problem could be that the reference sprite is wrong. When i use superluminal, the program adds a "_base" termination on the hull reference line in the blueprints, so, if u didnt check that, maybe thats the problem.
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JeffTheBoardingDrone
Posts: 37
Joined: Fri Feb 22, 2013 12:52 am

Re: [Ship] Rebel Light Cruiser V1.0

Postby JeffTheBoardingDrone » Mon May 06, 2013 11:40 pm

speedoflight wrote:Image doesnt need to be 32bit, i have a lot of em in 8-bit depth, the problem could be that the reference sprite is wrong. When i use superluminal, the program adds a "_base" termination on the hull reference line in the blueprints, so, if u didnt check that, maybe thats the problem.

Actually, I resaved the image as 32bit and it worked fine.
JeffTheBoardingDrone
Posts: 37
Joined: Fri Feb 22, 2013 12:52 am

Re: [Ship] Rebel Light Cruiser V1.0

Postby JeffTheBoardingDrone » Tue May 07, 2013 12:12 am

Image
Compatibility issues. Digging into the .ftl files I found that they had same data file names. Could that be what is causing this, or is it going to be something deeper?
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kartoFlane
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Re: [Ship] Rebel Light Cruiser V1.0

Postby kartoFlane » Tue May 07, 2013 1:26 am

The shared filename is precisely the cause. Seems like you forgot to set the layout field while using Superluminal. Next time you create a ship, make sure to go to Properties, and in the first tab type a name for your layout in the layout field. This'll allow you to avoid such compatibiltiy issues.
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JeffTheBoardingDrone
Posts: 37
Joined: Fri Feb 22, 2013 12:52 am

Re: [Ship] Rebel Light Cruiser V1.0

Postby JeffTheBoardingDrone » Tue May 07, 2013 10:26 am

kartoFlane wrote:The shared filename is precisely the cause. Seems like you forgot to set the layout field while using Superluminal. Next time you create a ship, make sure to go to Properties, and in the first tab type a name for your layout in the layout field. This'll allow you to avoid such compatibiltiy issues.

Thanks! That is pretty much all my issues solved, so now it would just be developing the other ships.
Sovereighn2280
Posts: 65
Joined: Mon Oct 08, 2012 1:23 pm

Re: [Ship] Rebel Light Cruiser V1.0

Postby Sovereighn2280 » Sat Aug 31, 2013 5:09 pm

I've run into an issue... :?

When I installed and went to go look at the ship in my hangar, I got a white box with a yellow warning sign with a black outline and a black exclamation mark...

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Last edited by Sovereighn2280 on Sat Aug 31, 2013 5:46 pm, edited 1 time in total.
UltraMantis
Posts: 2141
Joined: Thu Sep 20, 2012 3:17 pm

Re: [Ship] Rebel Light Cruiser V1.0

Postby UltraMantis » Sat Aug 31, 2013 5:19 pm

If you're on Steam use the Synchronise cache option and reinstall the mod, but use Slipstream instead of GMM. If not:

- Uninstall FTL
- Delete completely the FTL folder, probably Program Files/FTL. (there will be some leftover files NOT created by the installer, and they dont get uninstalled automatically)
- Install FTL again. Get the latest version 1.03.3
(optional) - make a backup copy of the FTL/resource folder. If the mods crap out in the future, you can delete /resources and restore backups. Saves you the trouble of reinstalling.
- Install Slipstream and use it to patch the mod.

Slipstream is the succesor to GMM and is highly recommended.
Good luck.
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dalolorn
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Joined: Sun Sep 23, 2012 8:06 am

Re: [Ship] Rebel Light Cruiser V1.0

Postby dalolorn » Sat Aug 31, 2013 9:22 pm

Nice ship graphics. :)