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

Discuss and distribute tools and methods for modding. Moderator - Grognak
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speedoflight
Posts: 660
Joined: Mon Feb 18, 2013 11:08 am

Re: [Tool] FTL Ship Editor: Superluminal - version 13-5-14

Post by speedoflight »

Yet another weird crash for me, this time, trying to hide the grid in full screen. If i dont use full screen, and i deactivate the grid, superluminal doesnt crash. Nobody had this crash?
My currently mods / wips ->
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kartoFlane
Posts: 1488
Joined: Mon Jan 14, 2013 10:20 pm

Re: [Tool] FTL Ship Editor: Superluminal - version 13-5-14

Post by kartoFlane »

Got both issues fixed, they'll be ready for the next update.
Superluminal2 - a ship editor for FTL
speedoflight
Posts: 660
Joined: Mon Feb 18, 2013 11:08 am

Re: [Tool] FTL Ship Editor: Superluminal - version 13-5-14

Post by speedoflight »

kartoFlane wrote:Got both issues fixed, they'll be ready for the next update.
That was fast.. :shock: Thank you very much!.
My currently mods / wips ->
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Agameg
Posts: 3
Joined: Thu Mar 28, 2013 7:56 pm

Re: [Tool] FTL Ship Editor: Superluminal - version 13-5-14

Post by Agameg »

When I use some custom weapons and put the ship in the game, the weapons are replaced by the basic laser graphic and I get green lines going from the weapons UI to the top of the screen. I can't aim them because when I do the game crashes. I can use the weapons from Infinite Space but any other weapons seem to do this. Using 13-4-23.
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kartoFlane
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Re: [Tool] FTL Ship Editor: Superluminal - version 13-5-14

Post by kartoFlane »

That's probably an error in animation files, or blueprint files. Either way, superluminal doesn't interfere with weapons at all, only allows you to use those that it has found in its unpacked archives.

On second thought, you may have unpacked the archives with a certain mod installed, allowing you to place weapons from this mod on your ships, but then when you try to play your ship without installing the mod (from which the weapons came), the game can't find these weapons, and it crashes.

In short, if you're using weapons from Infinite Space, your mod has a dependency on IS, and can't be played without it.
The only other solution is to include these weapon blueprints/animation files in your mod, but that's outside of Superluminal's field.
Superluminal2 - a ship editor for FTL
Agameg
Posts: 3
Joined: Thu Mar 28, 2013 7:56 pm

Re: [Tool] FTL Ship Editor: Superluminal - version 13-5-14

Post by Agameg »

I added the mod with the weapon and then modded the ship and it worked. Thanks
Thunderr
Posts: 142
Joined: Sun May 19, 2013 9:09 pm

Re: [Tool] FTL Ship Editor: Superluminal - version 13-5-14

Post by Thunderr »

Whenever I try to add custom room interiors, it gives me an error in the console when I export. It preivews them just fine in Superluminal, and when I check the debug log, it says nothing. Am I just doing something wrong?
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kartoFlane
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Re: [Tool] FTL Ship Editor: Superluminal - version 13-5-14

Post by kartoFlane »

What does it say? Are the images exported correctly? Usually, if it's a warning (not an error), you can safely ignore it.
Superluminal2 - a ship editor for FTL
Thunderr
Posts: 142
Joined: Sun May 19, 2013 9:09 pm

Re: [Tool] FTL Ship Editor: Superluminal - version 13-5-14

Post by Thunderr »

kartoFlane wrote:What does it say? Are the images exported correctly? Usually, if it's a warning (not an error), you can safely ignore it.
It was an error. When I tried to play it on FTL, all of the rooms with custom interiors were blank.
* * *
I fixed it now. I had to add the rooms to the decompiled FTL folder for rooms and check the keep overwritten images button. My guess is that for some reason Superluminal couldn't find them for exporting. Here's the final product if you're interested.http://www.ftlgame.com/forum/viewtopic.php?f=11&t=15536
speedoflight
Posts: 660
Joined: Mon Feb 18, 2013 11:08 am

Re: [Tool] FTL Ship Editor: Superluminal - version 13-5-14

Post by speedoflight »

One stupid question, i guess that occured to me, wat is the point in superluminal of loading the glow images??

Since once u save the project, they are not referenced anywhere. I mean, it could be a point if u could see the interior images glowing, just as a test, .. so ¿wats really the point?. Sorry if this question is stupid, but i never use glowing images in superluminal, since superluminal doesnt need em.
My currently mods / wips ->
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