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Re: [Tutorial] New Guide on creating weapons
Posted: Sun Apr 19, 2015 6:09 am
by Biohazard063
Sleeper Service wrote:All FTL sounds seem to be .ogg as far as I can tell (at last in the Linux version). It's possible that .wav might just not work as a format.
Also the file path in the sound data needs to have the correct ending, else the game probably won't find the file. That's also how its done in the vanilla sound data:
<bombTeleport volume="8">weapons/bp_SFX_BombTeleport.ogg</bombTeleport>
I love it when it's a little thing that's wrong.
Yes, adding ".ogg" fixed the problem. Thanks !
Re: [Tutorial] New Guide on creating weapons
Posted: Wed May 20, 2015 5:06 am
by L'cie
Two questions
1. Does this still work now advance edition is out?
2. Would this also work for making artillery?
Thanks
Re: [Tutorial] New Guide on creating weapons
Posted: Wed Jun 03, 2015 6:25 pm
by LehGogh
This isn't working for me. I followed your tutorial, but my weapons aren't appearing. Here's what my file paths are (within the mod folder).
Code: Select all
- Test Mod
- data
- events.xml.append (other stuff)
- sector_data.xml.append (other stuff)
- blueprints.xml.append
- animations.xml.append
- img
- weapons
- ion_pierce_1_strip8.png (Ion Blast that pierces shields)
- laser_sniper_strip12.png (Single-shot laser with high damage and breach chance; long charge time)
I packaged the Test Mod folder using WinRAR (as a .zip) and renamed it properly. I checked the files using FTL Error Checker, and no errors were found. Also, SSM patches it properly, though the command line in the background says this:
Code: Select all
INFO FTLModManager - Using FTL dats path from config: C:\Program Files (x86)\Steam\steamapps\common\FTL Faster Than Light\resources
INFO ModsScanThread - Background hashing finished.
INFO ModsScanThread - Background metadata caching finished.
INFO ManagerFrame -
INFO ManagerFrame - Patching...
INFO ManagerFrame -
INFO ModPatchThread - Restoring vanilla "data.dat"...
INFO ModPatchThread - Restoring vanilla "resource.dat"...
INFO ModPatchThread -
INFO ModPatchThread - Installing mod: Test Mod.ftl
WARN ModPatchThread - Unexpected innerPath: Test Mod/data/animations.xml.append
WARN ModPatchThread - Unexpected innerPath: Test Mod/data/blueprints.xml.append
WARN ModPatchThread - Unexpected innerPath: Test Mod/data/events.xml.append
WARN ModPatchThread - Unexpected innerPath: Test Mod/data/sector_data.xml.append
WARN ModPatchThread - Unexpected innerPath: Test Mod/img/weapons/ion_pierce_1_strip8.png
WARN ModPatchThread - Unexpected innerPath: Test Mod/img/weapons/laser_sniper_strip12.png
INFO ModPatchThread - Repacked "data.dat" (1532224 bytes affected)
INFO ModPAtchThread - Repacked "resources.dat" (12004 bytes affected)
The mod was working before I added weapons. Any ideas to fix this?
Re: [Tutorial] New Guide on creating weapons
Posted: Wed Jun 03, 2015 6:29 pm
by kartoFlane
Code: Select all
WARN ModPatchThread - Unexpected innerPath: Test Mod/data/animations.xml.append
That's because inside the zip file, you have a folder named
Test Mod, and inside of that there's
data.
data (and other folders, like
img) should not be contained in any other folders -- they should be at the "top" of the zip archive.
Re: [Tutorial] New Guide on creating weapons
Posted: Wed Jun 03, 2015 11:27 pm
by LehGogh
Thank you. Obviously, I don't know how WinRAR works.
Re: [Tutorial] New Guide on creating weapons
Posted: Thu Jun 04, 2015 2:03 pm
by LehGogh
I have one other question, this time focused on graphics. When I loaded my weapons into FTL, they had a white background. (Microsoft Paint for Windows 7 doesn't support transparent backgrounds.) I downloaded PAINT.net and made the backgrounds transparent, but I still get the white background in FTL. Any solutions?
Re: [Tutorial] New Guide on creating weapons
Posted: Thu Jun 04, 2015 3:49 pm
by Metzelmax
Take gimp 2.8 and either make a new image with advanced settings transparent background. Or you select the white background and go colors-> color to transparency FFFFFF (ie white).
Re: [Tutorial] New Guide on creating weapons
Posted: Thu Jun 04, 2015 5:56 pm
by LehGogh
Thank you. I used GIMP (supports transparent backgrounds), so now it works.
Re: [Tutorial] New Guide on creating weapons
Posted: Wed Jun 10, 2015 11:18 pm
by LehGogh
In your tutorial, you didn't mention what the iconImage tag does.
Code: Select all
<weaponBlueprint name="LASER_BURST_1"> <!-- 1 shot 1power-->
<type>LASER</type>
<title>Defense Laser Mark I</title>
<!-- FAST FORWARD -->
<weaponArt>laser_burst_1</weaponArt>
<iconImage>laser</iconImage> <!-- This one -->
</weaponBlueprint>
What does it do?
Re: [Tutorial] New Guide on creating weapons
Posted: Wed Jun 10, 2015 11:23 pm
by NarnKar
iconImage was added post-AE. iconImage is just the weapon's icon on the iPad interface. Since modding is mostly PC only, it's not really worth bothering with.