[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 13-4-23

Post by speedoflight »

Trying it asap. Thanks KartoFlane for your efforts. Actually the editor works almost perfectly.
My currently mods / wips ->
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Kneecaps
Posts: 6
Joined: Fri Apr 26, 2013 12:55 am

Re: [Tool] FTL Ship Editor: Superluminal - version 13-4-23

Post by Kneecaps »

I love it, works great.

My only question is, where can I find the images for the hull/shield/floor etc. ? I've tried googling it, but other unrelated things come up. Plus, I don't know how to pull them from the game's files. Any help here?
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kartoFlane
Posts: 1488
Joined: Mon Jan 14, 2013 10:20 pm

Re: [Tool] FTL Ship Editor: Superluminal - version 13-4-23

Post by kartoFlane »

You can get the images from the game's files.
Superluminal unpacks them to its own directory, to a folder named "archives", located next to Superluminal.exe. You can find all the images and data files there.
Superluminal2 - a ship editor for FTL
Kneecaps
Posts: 6
Joined: Fri Apr 26, 2013 12:55 am

Re: [Tool] FTL Ship Editor: Superluminal - version 13-4-23

Post by Kneecaps »

Thank you so much. Best ship editor by far.

Also, one last thing, where would I export the file to? Anywhere special? Do they get detected by GMM and patched in?
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kartoFlane
Posts: 1488
Joined: Mon Jan 14, 2013 10:20 pm

Re: [Tool] FTL Ship Editor: Superluminal - version 13-4-23

Post by kartoFlane »

You can export it to your desktop, so that you can find it easily. Then, in order for GMM to detect it, you have to move the .ftl file to mods folder inside GMM.
Superluminal2 - a ship editor for FTL
Kneecaps
Posts: 6
Joined: Fri Apr 26, 2013 12:55 am

Re: [Tool] FTL Ship Editor: Superluminal - version 13-4-23

Post by Kneecaps »

2013-04-27 16:43:19 INFO: Grognak's Mod Manager v1.7.0
2013-04-27 16:43:19 INFO: Platform: Windows-7-6.1.7601-SP1
2013-04-27 16:43:19 INFO: Interpreter: CPython 2.7.4 (32bit)
2013-04-27 16:43:19 INFO:
2013-04-27 16:43:19 INFO: Rooting at: C:\Users\Camden\Documents\Grognaks Mod Manager v1.7 Win32
2013-04-27 16:43:19 INFO:
2013-04-27 16:43:19 INFO: Registering ctrl-c handler.
2013-04-27 16:43:19 INFO: Using FTL dats path from config: C:\Program Files (x86)\Steam\steamapps\common\FTL Faster Than Light\resources
2013-04-27 16:43:19 INFO: Background hashing finished.
2013-04-27 16:43:21 INFO: No info for selected mod: RockShip (18fea4d3e07c34062706e0f84dd63f52).
2013-04-27 16:43:32 INFO:
2013-04-27 16:43:32 INFO: Patching...
2013-04-27 16:43:32 INFO:
2013-04-27 16:43:32 INFO: Unpacking data.dat...
2013-04-27 16:43:32 INFO: Unpacking resource.dat...
2013-04-27 16:44:07 INFO:
2013-04-27 16:44:07 INFO: Installing mod: RockShip.ftl
2013-04-27 16:44:19 ERROR: character mapping must return integer, None or unicode
Traceback (most recent call last):
File "C:\Users\Camden\Documents\Grognaks Mod Manager v1.7 Win32\lib\killable_threading.py", line 99, in run
result = self._payload(*self._payload_args, **self._payload_kwargs)
File "C:\Users\Camden\Documents\Grognaks Mod Manager v1.7 Win32\main.py", line 823, in patch_dats
mod_zip.extract(item, tmp)
File "C:\Python27\lib\zipfile.py", line 1024, in extract
return self._extract_member(member, path, pwd)
File "C:\Python27\lib\zipfile.py", line 1057, in _extract_member
arcname = arcname.translate(table)
TypeError: character mapping must return integer, None or unicode
2013-04-27 16:44:19 INFO:
2013-04-27 16:44:19 INFO: Patching failed.
2013-04-27 16:44:21 INFO:
2013-04-27 16:44:21 INFO: Quitting... (ctrl-break to be rude)
2013-04-27 16:44:21 INFO:
2013-04-27 16:44:22 INFO: Bye
Well, exported it straight to the mods file. GMM didn't recognize it. Figured I'd rename it from ".ftl" to "RockShip.ftl". It recognized it, but then this came up. What am I doing wrong?
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kartoFlane
Posts: 1488
Joined: Mon Jan 14, 2013 10:20 pm

Re: [Tool] FTL Ship Editor: Superluminal - version 13-4-23

Post by kartoFlane »

Ah, it's a known bug, as far as I can tell. You're probably using Python 2.7.4. Look here on how to fix it
Superluminal2 - a ship editor for FTL
Kneecaps
Posts: 6
Joined: Fri Apr 26, 2013 12:55 am

Re: [Tool] FTL Ship Editor: Superluminal - version 13-4-23

Post by Kneecaps »

2013-04-27 17:09:05 ERROR: DLL load failed: %1 is not a valid Win32 application.
Traceback (most recent call last):
File "C:\Users\Camden\Documents\Grognaks Mod Manager v1.7 Win32\main.py", line 72, in <module>
globals()[new_name] = __import__(old_name, globals(), locals(), [])
File "C:\Python27\lib\lib-tk\Tkinter.py", line 38, in <module>
import FixTk
File "C:\Python27\lib\lib-tk\FixTk.py", line 65, in <module>
import _tkinter
ImportError: DLL load failed: %1 is not a valid Win32 application.
3rd Edit: I am, in fact, running in 64-bit. Still don't know what's wrong.
speedoflight
Posts: 660
Joined: Mon Feb 18, 2013 11:08 am

Re: [Tool] FTL Ship Editor: Superluminal - version 13-4-23

Post by speedoflight »

Wazzup, i was messing up with a new project, and i was testing the -no rooms- door system (to make a teleport style ship), and i think it will be great if u can just add a door indicator over the room (or somewhere else). I mean, door number 1, u can see a little "1" over the room 1, and so on. This helps to identify doors and the room its heading it. Its just a sugesstion, but in mods that the rooms are not together, this will be very useful.
My currently mods / wips ->
ImageImage
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