Fractal Softworks Forum

Starsector => Mods => Modding Resources => Topic started by: Redbull on December 27, 2011, 01:36:12 AM

Title: .ship/.variant editor
Post by: Redbull on December 27, 2011, 01:36:12 AM
As a sort of intro to javascript I decided I'd write a ship editor, I think it turned out alright. Here is a picture;
(http://i.imgur.com/ziKRF.png)

Changelog
v5
v4

v3

v2

Starfarer Ship Editor (http://sseditor.dyndns.org/sse/dev/)
Documentation (somewhat outdated) (http://dl.dropbox.com/u/20766648/starfarer-docs.html)

I hope someone finds this useful and if you have any questions/comments go right ahead.
Title: Re: .ship/.variant editor
Post by: Thana on December 27, 2011, 01:39:58 AM
Okay, this does look pretty good!  :)
Title: Re: .ship/.variant editor
Post by: Flare on December 27, 2011, 06:15:55 AM
I am speechless ;D.
Title: Re: .ship/.variant editor
Post by: InfinitySquared on December 27, 2011, 10:01:15 AM
Dumb question. How do I get this to work? I already put it in the Starfarer directory. Also, I'm using Google Chrome if that matters.

ED: By trying to get it to work, I mean. It doesn't load .ship files (the button doesn't work), doesn't display the image I selected even when I already have a pre-prepared ship file selected.
Title: Re: .ship/.variant editor
Post by: Redbull on December 27, 2011, 10:12:33 AM
You should be able to open .ship files without any fuss by selecting them with the file input thingy and then clicking "Load ship". The JSON parser doesnt like the .variant files already in the game, since they have comments and some commas in odd places. If that's what you're doing you'll need to run it through jsonlint.com until it validates.

That all said, I've only tested it on the latest firefox (e: and Opera) so there may be cross-browser issues I havn't noticed. What exactly is it that's not working?

e2: Yeah, looks like it's not working in Chrome. Firefox and Opera both work, I havn't been able to test IE9 - I'm going to try to fix whatever issue chrome is having but for now it looks like you'll have to use another browser. Sorry.
Title: Re: .ship/.variant editor
Post by: Alex on December 27, 2011, 10:52:36 AM
Wow, very cool! That must have taken quite a bit of work.

I already put it in the Starfarer directory. Also, I'm using Google Chrome if that matters.

In Windows, it looks like you have to put it under Starfarer/starfarer-core. The Linux build has one less level. And yeah, looks like it's Firefox-only at the moment. I don't have IE9, but it doesn't like IE8.


Took me a little while to figure out how it works - in particular, "set from clicked". What it looks like it does is get the *last* point you clicked on in the ship view - I expected it to require you to click on a point. It might be helpful if the "clicked" point was highlighted somehow on the ship view.

Also, it would be great if this let you create a whole new ship - i.e., load up just the image, without a data file.

These are pretty minor though, good stuff!
Title: Re: .ship/.variant editor
Post by: Zarcon on December 27, 2011, 11:03:18 PM
As a sort of intro to javascript I decided I'd write a ship editor, I think it turned out alright. Here are some pictures;

I believe it's easy to use, then again I made it so my view might not be exactly objective. My main gripe at this point is that the variant interface is a little clunky but apart from that it should be straight-foward. To make a new ship you have to load up an existing one and remove the hardpoints etc.

Get it here (http://dl.dropbox.com/u/20766648/starfarer.html)
Notice that you have to put starfarer.html in your starfarer directory, for example games/starfarer/starfarer.html for linux and games/starfarer/starfarer-core/starfarer.html for windows. This is because doing it any other way would involve massive amounts of file selecting or alternatively, and worse, redistributing the assets without permission.

I hope someone finds this useful and if you have any questions/comments go right ahead.

Very nice indeed, I feel foolish for asking, but how do I get the Reset All button to become a Save button?  I was able to load in my Desired .ship file, but then I could never get the Save button to show up, etc.  So I went ahead and copied out the JSON code that was generated, and made a new .ship file from that, and then did the same with the .variant file.  That worked fine, but clearly I missed the boat at some point, and is most likely an easier way to do this ha ha.  :)

Also, my methodology of downloading the starfarer.html was just to save the source of the website that you directed me to with the above link, was that the correct download approach?

Once again, this is a crazy cool little website you put together, very impressive, I just got a little confused trying to use it.  :)
Title: Re: .ship/.variant editor
Post by: Zarcon on December 28, 2011, 08:44:40 AM
Hmm, on further review, I did figure out a way to use that raw JSON data you provide to copy/paste into .ship and .variant files directly, so I'm fine now.  :) 

And once I got my first heavily modified Onslaught in the game....wow.  I can only say thank you Redbull.  :)  ha ha

Also, Alex, I was able to test using larger amounts of Harpoon Missiles on fighters, wow, yeah they are pretty tight after-all.  BOOM!!!  Missiles have their uses.

 ;D
Title: Re: .ship/.variant editor
Post by: Redbull on December 28, 2011, 11:10:12 AM
Quote from: Alex
Took me a little while to figure out how it works - in particular, "set from clicked". What it looks like it does is get the *last* point you clicked on in the ship view - I expected it to require you to click on a point. It might be helpful if the "clicked" point was highlighted somehow on the ship view.

Yeah, that is how it works. I agree that it could be implemented better and I'll try making it easier to use.

Quote from: Alex
Also, it would be great if this let you create a whole new ship - i.e., load up just the image, without a data file.

You can do this now, just put in the (relative) path to the sprite and go to town.

Quote from: Zarcon
how do I get the Reset All button to become a Save button?

I removed all the save buttons in favor of having it automatically save changes.

Quote from: Zarcon
So I went ahead and copied out the JSON code that was generated, and made a new .ship file from that, and then did the same with the .variant file.  That worked fine, but clearly I missed the boat at some point, and is most likely an easier way to do this ha ha.

No, you're doing it right. As far as I know, which isn't very since I'm learning javascript as I go, there isn't a way to give the data to the user as a file. If I'm wrong, I'd love to hear about it. Oh and speaking of the JSON window, you can edit that directly too if you want to.

Quote from: Zarcon
Also, my methodology of downloading the starfarer.html was just to save the source of the website that you directed me to with the above link, was that the correct download approach?

Yep!

I'm glad you people like it, and it seems like the biggest issue is that it's a bit hard to figure out. I'll write up some documentation after I've tracked down, or given up on, the Chrome bug.
Title: Re: .ship/.variant editor
Post by: Zarcon on December 28, 2011, 11:48:16 AM
I'm glad you people like it, and it seems like the biggest issue is that it's a bit hard to figure out. I'll write up some documentation after I've tracked down, or given up on, the Chrome bug.

Btw, I'm not sure this helps, but I recently found out that Chrome doesn't seem to properly load .CSS files (or even CSS in the main html file) for dynamic HTML that is generated after the main page has already loaded, like for iFrames and such that work as containers/holders.  Chrome was giving me some grief on a website I was working on because of this.  Anyways, just a random note that may be unrelated to your issue with Chrome, heh heh.  :)

I can't wait to go home and fiddle with some more ship ideas tonight!  ha ha.
Title: Re: .ship/.variant editor
Post by: Redbull on December 28, 2011, 12:03:42 PM
Yeah I think I figured it out. It seems like Chrome is much more restrictive towards local pages than the other browsers, which is why it won't work. This is to stop malicious local content but in our case it works against us.
Apparently you can "fix" it by using the switch --allow-file-access-from-files but I had no luck with that. The other way is to run a local http server and put it all on there. I hate to say it, but the easiest solution is probably to use another browser.
Title: Re: .ship/.variant editor
Post by: Zarcon on December 28, 2011, 12:11:55 PM
Yeah I think I figured it out. It seems like Chrome is much more restrictive towards local pages than the other browsers, which is why it won't work. This is to stop malicious local content but in our case it works against us.
Apparently you can "fix" it by using the switch --allow-file-access-from-files but I had no luck with that. The other way is to run a local http server and put it all on there. I hate to say it, but the easiest solution is probably to use another browser.

Yeah I just downloaded FireFox last night specifically for this, worked great for me.  :)    Btw, I highly recommend that everyone who can manage it, mod a fighter wing to fire several triple Harpoon missile launchers, and enjoy the devastation that results from that.  ha ha.   ;D
Title: Re: .ship/.variant editor
Post by: Redbull on December 28, 2011, 12:56:49 PM
I put some light documentation up, check the link in the OP. If anyone has something they want me to add, or feel is unclear, just tell me.
Next up, making the variant editing less awkward.
Title: Re: .ship/.variant editor
Post by: moffrevenge on January 10, 2012, 01:33:43 PM
Hi, actually we can't open variant files?
Title: Re: .ship/.variant editor
Post by: Zarcon on January 10, 2012, 01:44:59 PM
Hi, actually we can't open variant files?

Hmm, that is tricky, that was a question or a statement?   ;D  heh heh 


Welp, the idea is that currently you use the editor to load in a .ship file and create a new .ship vile via the JSON code that the editor provides once you make your changes, just paste it into a notepad file ending with .ship, and then proceed to the second row of tabs for the variant, when you are done inputing the information then copy the contents of the JSON tab of the variant area into a new notepad file ending with .variant.

I find that using Control A on the raw JSON code does the trick nicely, to make sure I don't miss any of it when I copy it.

It is a little confusing, but it works currently for creating new ship types and then creating variants of that ship.  If you wanted to just make a plain .variant of an original game ship, then you could just load in that .ship file from the hull folder and skip the new .ship part, head to the variant row of tabs and go to town.

Also, you have to reference your new .ship file in the main ship file in the hull folder, I'll get some more details for ya once I get back to my home computer, but that is the best I can do from memory. 

Someone else might have said it better before I get the chance to re-reference the code/editor.  :)

If that made Zero sense, ignore me, ha ha, and Redbull will no doubt answer the question pretty soon, etc.

Good luck with getting into the editing, I have really enjoyed it personally.
Title: Re: .ship/.variant editor
Post by: Redbull on January 12, 2012, 09:34:46 AM
Hi, actually we can't open variant files?

The thing is, the variant files that come with the game aren't valid JSON. It's just a matter of a few commas and possibly comments here and there, but the parser still does not like it. For example, if you try to load the unmodified wolf_Assault variant
Code
{
"displayName":"Assault",
"hullId":"wolf",
"variantId":"wolf_Assault",
"fluxVents":0,
"fluxCapacitors":0,
"mods":[], # array of strings

# mode is either LINKED or ALTERNATING
# slot ids (WS ***) must match what's in the .ship file
"weaponGroups":[
{"mode":"LINKED",
"weapons":{
"WS 001":"irpulse",
"WS 002":"irpulse",
"WS 003":"irpulse",
   },
},
{"mode":"LINKED",
"weapons":{
"WS 004":"pulselaser",
   },
},
{"mode":"ALTERNATING",
"weapons":{
"WS 005":"annihilator",
"WS 006":"annihilator",
   },
},
],
}
it'll throw an error during parsing. The fixed version (comments and trailing commas removed) looks like this
Code
{
"displayName":"Assault",
"hullId":"wolf",
"variantId":"wolf_Assault",
"fluxVents":0,
"fluxCapacitors":0,
"mods":[],
"weaponGroups":[
{"mode":"LINKED",
"weapons":{
"WS 001":"irpulse",
"WS 002":"irpulse",
"WS 003":"irpulse"
   }
},
{"mode":"LINKED",
"weapons":{
"WS 004":"pulselaser"
   }
},
{"mode":"ALTERNATING",
"weapons":{
"WS 005":"annihilator",
"WS 006":"annihilator"
   }
}
]
}
and will load successfully. You can check if a file will parse by using jsonlint.com and correct the errors that pop up there. The variants exported by the editor will always load successfully as its using the built-in serializer. I know this is a hassle, but there isn't really anything I can do about it short of putting together an ugly hack.
Title: Re: .ship/.variant editor
Post by: Redbull on January 12, 2012, 05:49:55 PM
I put together an ugly hack. It will now load, to the best of its abilities, variant files that don't conform to the parser. I also made the weapon lookup give more details.

(http://i.imgur.com/9zYHH.png)
Title: Re: .ship/.variant editor
Post by: Zarcon on January 13, 2012, 05:20:56 AM
I put together an ugly hack. It will now load, to the best of its abilities, variant files that don't conform to the parser. I also made the weapon lookup give more details.

(http://i.imgur.com/9zYHH.png)

Awesome!  :)  I can't wait to try it out some more.
Title: Re: .ship/.variant editor
Post by: aerandir on January 13, 2012, 11:21:02 AM
Wow, looks amazing. can finally get on with my mod now!
Title: Re: .ship/.variant editor
Post by: Kilvanya on January 15, 2012, 09:30:09 AM
Okay how do I get this to work on mac? I have it in where it should be
but that in a package and you cant open a package from the choose ship
screen so i can't select any ships
Title: Re: .ship/.variant editor
Post by: Redbull on January 15, 2012, 12:56:57 PM
I don't have a mac, so I can't say for sure, but unzipping the mac version and putting the editor in Starfarer.app/Contents/Resources/Java works. If you for some reason can't select files within the Starfarer.app folder I suggest you copy the data and graphics folders to somewhere else and put the editor there instead so your file structure looks like editor-folder/data, editor-folder/graphics, editor-folder/starfarer.html. That will also work.
Title: Re: .ship/.variant editor
Post by: Redbull on January 16, 2012, 05:29:53 PM
Updated, most importantly it's now online after getting Alex's permission. It should now work on pretty much every modern browser, and operating system, without any setup. Going online also meant that I could make a proper save-as function, you no longer have to copy-paste the JSON, and that you'll always be using the most up-to-date version. Check it out (http://sseditor.dyndns.org/sse/dev/).
Title: Re: .ship/.variant editor
Post by: Zarcon on January 16, 2012, 06:27:28 PM
Updated, most importantly it's now online after getting Alex's permission. It should now work on pretty much every modern browser, and operating system, without any setup. Going online also meant that I could make a proper save-as function, you no longer have to copy-paste the JSON, and that you'll always be using the most up-to-date version. Check it out (http://sseditor.dyndns.org/sse/dev/).

Wow, that is awesome man!   :D 

I'll have to start making use of it asap!  :)
Title: Re: .ship/.variant editor
Post by: Kilvanya on January 19, 2012, 09:08:34 AM
Everytime I try to assign weapons in the variant tab it clears the id after I
click off of it and reassigns undefined to it
Title: Re: .ship/.variant editor
Post by: Zarcon on January 19, 2012, 09:59:22 AM
Everytime I try to assign weapons in the variant tab it clears the id after I
click off of it and reassigns undefined to it

Hmm, I've noticed something like that a few times, make sure you have the weapons added to the proper weapon groups before you try to assign the weapons, it works better that way for some reason.  Once you have all the weapon groups figured out and the proper weapons highlighted for each group, it should allow you to assign weapons.  Hope that helps a little.   :D
Title: Re: .ship/.variant editor
Post by: Kilvanya on January 19, 2012, 10:46:24 AM
 :(

Now it wont let me do groups, just assigns all to each, im confused
Title: Re: .ship/.variant editor
Post by: Zarcon on January 19, 2012, 11:08:30 AM
:(

Now it wont let me do groups, just assigns all to each, im confused

Hmm.  Interesting, welp, you are adding more than 1 Weapon group I assume?  Via the Add button near the weapon group dropdown, etc. 

Then as you cycle through the 1-4 weapon groups in the dropdown, all of the weapon turrets or hard-points will either be unselected or selected (i.e. Blue) for each Weapon Group.  For instance select the Weapon Group1 in the dropdown, and then Ctrl left click all of the weapons that you wish to be a part of that Weapon Group, you should see several weapons with a blue background, and then their boxes should appear below to have their names filled in with the proper weapon id. 

If you then select Weapon Group2 from the dropdown, the blue highlight on the weapons that you just added to Weapon Group1 should un-highlight, and go back to white.  You can then select several other weapons to add to Weapon Group 2, etc.  Proceed down this path until you have assigned all weapons to one of the 1-4 weapon groups, and then try entering in the weapon id's into the names of each weapon group's weapons.

Wall of Text crits for over 9000!

If that still leaves ya in the dark, then I'm sorry for being confusing, heh heh, and I'll let RedBull take a wack at it at some point.    ;D
Title: Re: .ship/.variant editor
Post by: Kilvanya on January 19, 2012, 11:11:34 AM
okay decide to just turret everything and set it to auto fire so problem has been duck-taped into submission,
now unfortunately my ship crashes the game, when I try to start up it tells me it had a fatal ship_data.csv error.
Now ship_data.csv is just a spread sheet right? How can it crash the game?
Title: Re: .ship/.variant editor
Post by: Zarcon on January 19, 2012, 11:15:58 AM
okay decide to just turret everything and set it to auto fire so problem has been duck-taped into submission,
now unfortunately my ship crashes the game, when I try to start up it tells me it had a fatal ship_data.csv error.
Now ship_data.csv is just a spread sheet right? How can it crash the game?

Well each ship you add needs to have a reference point in the ship_data file, so make sure you add in the reference, copy from another line of code for an existing ship, and then change the number at the end.  The files in the Data folder get loaded by the game on start-up of the exe, so yeah that is what is crashing it for sure.

I assume that you already added your new ship to a mission?
Title: Re: .ship/.variant editor
Post by: Kilvanya on January 19, 2012, 11:18:26 AM
yup and adding the ship to the .csv hasn't done anything
Title: Re: .ship/.variant editor
Post by: Zarcon on January 19, 2012, 11:25:17 AM
yup and adding the ship to the .csv hasn't done anything

So just to be clear, you created a new .ship file AND a new .variant for that .ship file right?  And you have them in their respective folders?

If so, the reference in your mission should be the .variant name, NOT the .ship name, and those two names should be unique as well, as a side note.
Title: Re: .ship/.variant editor
Post by: Kilvanya on January 19, 2012, 11:28:01 AM
apollo.ship

apollo_sun.variant

inrespective folders and it still crashes  :'(

changed to fit seemingly standard way of doing variants, still nothing
Title: Re: .ship/.variant editor
Post by: Redbull on January 19, 2012, 11:40:59 AM
Everytime I try to assign weapons in the variant tab it clears the id after I
click off of it and reassigns undefined to it

I think what you're doing is deselecting the slot. It's a multiple select, and every slot you want assigned to the group needs to be selected at the same time. Having 4 weapons selected (i.e. in a group) might look like this;
(http://i.imgur.com/dYzxf.png)

Ctrl-click to select or deselect a slot without affecting the others. If you deselect a slot the value is lost. Hope this helps.

Edit: In other news, I see a few people have tried out the upload functionality. It's in active development so it might have unexpected results now and then until it's finished. I'm planning to move to that system entirely after I figure out a good way to sort and display variants and if you have opinions on this I'd be glad to hear them.
Title: Re: .ship/.variant editor
Post by: Kilvanya on January 19, 2012, 11:49:43 AM
okay found the reason its crashing, but it makes no sense
it says that there are/is missing ship(s) in the ship_data.csv
sheet. I already have it in there so im even more confused
now than I was originally

edit: can't seem to find the starfarer.log it's asking me to look at either
edit2: this is the cruiser sec of my .csv

[attachment deleted by admin]
Title: Re: .ship/.variant editor
Post by: Zarcon on January 19, 2012, 12:31:19 PM
okay found the reason its crashing, but it makes no sense
it says that there are/is missing ship(s) in the ship_data.csv
sheet. I already have it in there so im even more confused
now than I was originally

edit: can't seem to find the starfarer.log it's asking me to look at either
edit2: this is the cruiser sec of my .csv

Interesting, is this the first ship you have tried creating?  Is it possible that there is another ship that you started creating that isn't referenced in the ship_data.csv?  That may be an issue, make sure you clean up any unfinished .ship files you may have started, or go ahead and reference them in the ship_data.csv as well.
Title: Re: .ship/.variant editor
Post by: Kilvanya on January 19, 2012, 12:41:04 PM
It's the first one i've tried to make, im really confused

edit: Okay deleted app, reinstalled, put those 2 files into correct area
and I put it into the .csv and it still says:

Fatal: Fatal: ship_data.csv is missing ships
Check starfarer.log for more info

except I can't find the damn .log file
Title: Re: .ship/.variant editor
Post by: Redbull on January 19, 2012, 08:39:20 PM
Update to v5. This is mostly a back-end update, however there are a couple new features.

Fancy ship listing;
(http://i.imgur.com/lb8WN.png)
To load a ship, click on it.

A similar variant listing;
(http://i.imgur.com/FJ8db.png)
Loads the same way as ships.

As you might have noticed, there's a field for uploader. This is because you can now upload ships and variants to the server. You'll have to register to upload your stuff (so I can keep track of who's allowed to update what) but it's completely painless, it only requires a name and a password. If you want to update something you've already uploaded, simply upload it again.
Title: Re: .ship/.variant editor
Post by: megal00t on January 22, 2012, 09:50:30 AM
Hello,

I'm fairly new to starfarer and its mod scene. tbh i dont know a lot about modding and how it precisely works.
your program is very easy to use and i figured a lot of it out in about 30mins. in that time i also made a ship (variant)?. do i need to save it as ship or as .variant. i have no idea. some extra information would help :)
but my question is how do i add this ship in to the game/play with it i have no idea how that part works.

-megal00t
Title: Re: .ship/.variant editor
Post by: aerandir on January 30, 2012, 04:15:19 AM
bump to keep this on the first page, might be an idea to sticky it?
Title: Re: .ship/.variant editor
Post by: Alex on January 30, 2012, 08:58:01 AM
Thanks for the reminder - created a "Modding Tools & Resources" sticky instead, and cleaned up some older ones to boot.
Title: Re: .ship/.variant editor
Post by: InfinitySquared on February 01, 2012, 03:54:42 AM
Is it possible to make it so that the json isn't all packed into one line, or am I doing something wrong?
Title: Re: .ship/.variant editor
Post by: Redbull on February 01, 2012, 12:16:40 PM
Is it possible to make it so that the json isn't all packed into one line, or am I doing something wrong?

It is, but since it's mostly comestic I hadn't planned on doing it. I suggest using pretty-print.org (http://www.pretty-print.org/).
Title: Re: .ship/.variant editor
Post by: InfinitySquared on February 04, 2012, 08:02:42 PM
Dumb question: If I make a mod and add weapons to it, will it show in the weapons tab?
Title: Re: .ship/.variant editor
Post by: sKarpunch on February 05, 2012, 02:34:01 AM
*ahem* i am having the same problem killvanya. i've made my first ship with .ship and .variant files in respective folders with different names (batbarge.ship and batbarge_Broadside.variant) tried adding it to a mission and the game crashes at the loading screen  >:(  also i've done all of this on a mac.

edit: fixed
Title: Re: .ship/.variant editor
Post by: Magokitsune on February 05, 2012, 09:47:21 PM
Hey Redball, I have a problem where when I try and select a weapon slot, it selects all of them. I've tried restarting my browser and also a different browser. Is there an issue with having more than 20 slots on a ship? Or having more than 3 launch bays? Just wondering?

Mago

Edit: Fixed just needed to name the weapons
Title: Re: .ship/.variant editor
Post by: Redbull on February 06, 2012, 03:16:35 PM
Dumb question: If I make a mod and add weapons to it, will it show in the weapons tab?

It won't, the lookup just displays the standard weapons. The weapons are still just files and not actually in the database which makes it iffy to add custom ones at the moment.

*ahem* i am having the same problem killvanya. i've made my first ship with .ship and .variant files in respective folders with different names (batbarge.ship and batbarge_Broadside.variant) tried adding it to a mission and the game crashes at the loading screen  >:(  also i've done all of this on a mac.

edit: fixed

I can't help you with adding the ships/variants to missions since I don't really know much about that part. I just provide a tool to make the actual creation of them easier.

In addition, I watched this video (http://www.youtube.com/watch?v=0ell_jGMfns) from your thread and just to be clear; the json parser does not care about whitespace (spaces, tabs, linebreaks) - unless you're planning on editing the json directly the step of prettifying it is not needed.

Hey Redball, I have a problem where when I try and select a weapon slot, it selects all of them. I've tried restarting my browser and also a different browser. Is there an issue with having more than 20 slots on a ship? Or having more than 3 launch bays? Just wondering?

Mago

Edit: Fixed just needed to name the weapons

Yeah it doesn't check to make sure the weapons have unique IDs, which is required. Should probably add that.
Title: Re: .ship/.variant editor
Post by: Zarcon on February 15, 2012, 12:55:29 PM
Btw, has anyone checked this Editor to see if it still works with 0.5?  I am hoping so, but I forgot to test it last night due to having too much fun with 0.5, ha ha.   :)
Title: Re: .ship/.variant editor
Post by: InfinitySquared on February 16, 2012, 12:15:19 AM
It still works with 0.5. The new weapons are not yet available in the weapons tab though, IIRC.
Title: Re: .ship/.variant editor
Post by: ClosetGoth on February 17, 2012, 04:13:32 PM
I am having a problem with this. I can upload a ship and an image, and the editor itself works fine. But, when I try to upload a variant (on that I saved, on the same computer, for the SAME ship), it tells me "DENIED - NO SHIP WITH THAT HULLID EXISTS". Also, if I try to upload the ship, it says "DENIED - INVALID IMAGE".

EDIT: The ship editor also does not seem to support universal weapon slots. This is not a big problem (as I can just edit the JSON directly) but it is kinda annoying.
Title: Re: .ship/.variant editor
Post by: Avan on February 17, 2012, 04:19:34 PM
You also need to add support for universal slots, OPs, and hullmods.
Title: Re: .ship/.variant editor
Post by: StickyNavels on February 19, 2012, 11:15:10 AM
Everything's working here - except boundaries (they don't seem to work?) and hardpoint and engine coordinates (X seems to be about 10 pixels off-left?). I wager those are easy to fix manually. Strange though!

That aside, it's a lovely editor. Very slick UI to boot! Keep up the good work!

EDIT:: I just realised that my problems probably stem from the editor not properly updating with the rotated coordinates (when you've set center).

I've had to determine the coordinates in an image editor and then enter them into the SSE. It's still very useful for setting up weapons and weapon groups.
Title: Re: .ship/.variant editor
Post by: Zarcon on February 21, 2012, 12:51:37 PM
You also need to add support for universal slots, OPs, and hullmods.

Yeah, I can't wait till Redbull finishes adding in all this new functionality, I'm completely spoiled, and it hurts to use anything else to mod/screw around with ships now, ha ha.  :)  I love this editor a ton.   ;D  I can't wait to redo some ships with tons of Universal slots, awesomeness.  :)
Title: Re: .ship/.variant editor
Post by: Uomoz on February 25, 2012, 04:26:28 AM
Spectacular tool! Very user-friendly and pretty!  ;D ;D ;D

Is there any way to know how much manually fix is needed to make the boundaries work? (they seems a bit off in game)
Title: Re: .ship/.variant editor
Post by: Plasmatic on February 26, 2012, 05:03:17 AM
Can't wait to see what this develops into!

Maybe a fully fledged ship maker? :) (from scratch I mean.. or rather from bits and pieces of old ships :P)
Title: Re: .ship/.variant editor
Post by: Trylobot on February 26, 2012, 11:27:28 AM
I use this tool myself, as it's more feature-complete than mine. Keep up the good work
Title: Re: .ship/.variant editor
Post by: Trylobot on February 26, 2012, 11:28:56 AM
Feature request: Zoom

It's hard to work with smaller ships at 1:1.
Title: Re: .ship/.variant editor
Post by: Arrath on February 26, 2012, 11:32:03 AM
Feature request: Zoom

It's hard to work with smaller ships at 1:1.

Agreed, this would make working on fighters and such so much easier.
Title: Re: .ship/.variant editor
Post by: Trylobot on February 26, 2012, 11:39:07 AM
Spectacular tool! Very user-friendly and pretty!  ;D ;D ;D

Is there any way to know how much manually fix is needed to make the boundaries work? (they seems a bit off in game)

There is nothing wrong with the boundaries, they are dead-on. To prove it, load a stock ship. You'll see that it's the same. A common problem I see a lot on here though is setting the collision radius too low. If your collision circle omits part of the ship's polygon, the collision detection code will miss that part of the ship, and you'll get visual intersection of collideable objects.
Title: Re: .ship/.variant editor
Post by: Plasmatic on March 04, 2012, 04:55:29 AM
I can't seem to be able to upload ships, keeps giving me a big fat "DENIED - INVALID IMAGE!"

I've checked that it has the right path to the image of the ship but still the same error.. is it the wrong filetyp? .png?

Would make fine tuning ships easier if I could just load them directly from the site..

Also something seems to be odd when trying to move/add hardpoints or turrets..

When i hit set from clicked, it adds 14 decimals.... 14! As far as I'm concerned there don't need to be any decimals..
Title: Re: .ship/.variant editor
Post by: Redbull on March 09, 2012, 01:57:11 AM
I can't seem to be able to upload ships, keeps giving me a big fat "DENIED - INVALID IMAGE!"

I've checked that it has the right path to the image of the ship but still the same error.. is it the wrong filetyp? .png?

Would make fine tuning ships easier if I could just load them directly from the site..

Also something seems to be odd when trying to move/add hardpoints or turrets..

When i hit set from clicked, it adds 14 decimals.... 14! As far as I'm concerned there don't need to be any decimals..

I fixed the invalid image error, it was just firing all the time for no particular reason.

I've been busy, and still am, with real-life stuff but I'll try to update the editor reasonably soon.
Title: Re: .ship/.variant editor
Post by: Zarcon on March 10, 2012, 01:35:39 AM
I've been busy, and still am, with real-life stuff but I'll try to update the editor reasonably soon.

Good deal!  :)  Real life takes precedent for sure, but it is good to know that it is something you still plan to do at some point, I love this editor quite a bit.  :)
Title: Re: .ship/.variant editor
Post by: rada660 on March 10, 2012, 07:32:39 AM
hey in the hardpoint tab, what the difference between launcher and launcher bay? do the launcher bay is the universal hardpoint?
Title: Re: .ship/.variant editor
Post by: megal00t on March 10, 2012, 08:03:55 AM
lauch bay are for fighters  ;D launchers are for missiles. universal hardpoint is not implemented yet as far as i know.
Title: Re: .ship/.variant editor
Post by: rada660 on March 10, 2012, 08:12:59 AM
aaaaah thanks for tha clarification! :D
Title: Re: .ship/.variant editor
Post by: Trylobot on March 10, 2012, 08:50:29 AM
If you release the source code (legally) I'll enhance it
Title: Re: .ship/.variant editor
Post by: rada660 on March 10, 2012, 04:43:42 PM
ive upload my version on the parrot!

with a basic variant ( without any hull modification neither flux/capacitor change ) just the module that i would fit on the parrot without any modded weapon

to check it just search parrot in the ship label then scroll down :3 same thing for the variant :D

i hope people will start doing this so anyone can share their version of their ship, or to show us their own ship and make us able to download the .ship/.variant from this cool program!

as when you click the model you find its goes in the main interface, so if you wish you could even start edit it in your taste, tho i dont know how its will work in downloading the ship picture... maybe by right clicking the ship picture that show in the result?

*yes its exactly that, by right clicking the ship model in the search result and do the save as
Title: Re: .ship/.variant editor
Post by: Levik on March 16, 2012, 10:10:11 AM
Starfarer Ship Editor offline?
Title: Re: .ship/.variant editor
Post by: Verrius on March 16, 2012, 10:50:41 AM
Yeap, offline. Well, glad I added enough ships already :p.
Title: Re: .ship/.variant editor
Post by: Upgradecap on March 16, 2012, 10:53:22 AM
It is offline?..... The god of shipediting is down.........   TO TRYLOBOTS EDITOR ;D
Title: Re: .ship/.variant editor
Post by: Trylobot on March 16, 2012, 08:00:53 PM
***... I used it too. Now I have to finish my editor?!
Title: Re: .ship/.variant editor
Post by: medikohl on March 16, 2012, 08:14:08 PM
***... I used it too. Now I have to finish my editor?!
yes, please.
Title: Re: .ship/.variant editor
Post by: medikohl on March 16, 2012, 08:17:45 PM
***... I used it too. Now I have to finish my editor?!
yes, please.
also, this is rather disheartening, I hope it's down for an update, otherwise I still have 70+ ships to finish coding (I can't stop making the damn things)
Title: Re: .ship/.variant editor
Post by: Verrius on March 16, 2012, 08:24:09 PM
***... I used it too. Now I have to finish my editor?!
Hop to it! The world is counting on you!
Title: Re: .ship/.variant editor
Post by: rada660 on March 16, 2012, 08:25:46 PM
eh? i stil lcan use the editor me >_> just cant log/upload/ or save, i just copy paste the JSON to a new file in notepad++

what you guys telling me you simply cant open the webpage?
Title: Re: .ship/.variant editor
Post by: Ranakastrasz on March 16, 2012, 08:56:46 PM
The site simply doesnt load...
Getting the cannot connect message.
I am using firefox.
Title: Re: .ship/.variant editor
Post by: medikohl on March 16, 2012, 09:08:40 PM
dammit, this thing made it so simple!
Title: Re: .ship/.variant editor
Post by: rada660 on March 16, 2012, 10:44:26 PM
The site simply doesnt load...
Getting the cannot connect message.
I am using firefox.

i use google chrome.... hmmm....

i think its loading a cache since its would be all its need to load the JSON generator
Title: Re: .ship/.variant editor
Post by: WarStalkeR on March 17, 2012, 02:59:53 AM
Shame... This editor looked great and helpful...
Title: Re: .ship/.variant editor
Post by: XpanD on March 17, 2012, 03:11:53 AM
It will probably be back online again. Redbull was last on 4 days ago, and I'll assume nothing really bad happened in the mean time - I just sent him a PM informing him of the site being down, and will let you know if I hear anything (if he doesn't post here himself, that is).

In the mean time, if anybody is looking for a good variant editor (just variants!), Starfarer has one built in that's only accessible in dev mode. It's just ships themselves that we can't easily edit right now. Variant files made with this editor are dumped into ../fractal softworks/starfarer.res/res/data/variants. Everybody probably knows all of this already, but I'm just sharing for the one or two people who don't yet (like me a few days ago). :P
Title: Re: .ship/.variant editor
Post by: XpanD on March 17, 2012, 04:53:26 AM
Whoops, forgot to restart it after a reboot of the server. Up now.

;D
Title: Re: .ship/.variant editor
Post by: rada660 on March 17, 2012, 08:07:20 AM
i wonder how do you force the dev mode?
Title: Re: .ship/.variant editor
Post by: Ranakastrasz on March 17, 2012, 08:52:49 AM
Ah, that would explain it lol.

Hey, Mistakes happen, Not blaming you for that. XD
Title: Re: .ship/.variant editor
Post by: XpanD on March 17, 2012, 09:05:56 AM
i wonder how do you force the dev mode?

From Avan's signature:
To enable devmode, go to starfarer/starfarer-core/data/config/settings.json, and change devMode to true.

Keep in mind that you might come across some weird things if you turn it on - it's a development tool after all. :)
Title: Re: .ship/.variant editor
Post by: WarStalkeR on March 17, 2012, 11:13:57 AM
Thanks, but I already finished everything with help of Notepad++ & Microsoft Excel :)
My ship of completely epic win :D
(http://img195.imageshack.us/img195/6581/winship.jpg)
P.S. No! Its not dreadnought, its battleship! Its length only ~600 meters, dreadnought's length about 1200+
Title: Re: .ship/.variant editor
Post by: Trylobot on March 17, 2012, 02:00:48 PM
My ship of completely epic win :D

Planning to give credit to GSB there, WarStalkeR?
Title: Re: .ship/.variant editor
Post by: Zilerrezko on March 17, 2012, 02:27:26 PM
I'm having trouble saving the .ship file, won't download.
Title: Re: .ship/.variant editor
Post by: XpanD on March 17, 2012, 02:48:54 PM
Yeah, that happens to me at times too. Go to the JSON tab, copy what's in there, create a new file (shipname.ship), and paste the text from the JSON tab into there. That way it's saved. Then use CTRL+F5 to refresh the page entirely and try again.

(alternatively, if you can't get manual ship files working just paste it back into the JSON tab after F5-ing the editor)
Title: Re: .ship/.variant editor
Post by: Vakuza on March 17, 2012, 02:56:37 PM
If the .ship file doesn't download, is there a manual way of saving the JSON file + image into a .ship file?
Title: Re: .ship/.variant editor
Post by: Flare on March 17, 2012, 03:02:38 PM
Yes, SuxpanD described how to do it above you.

In case it wasn't clear, the code in the JSON tab is pretty much the code that goes into the .ship file. All you need to do to get it working is to make a text file, put the codes from JSON into it, and just put ".ship" to the end of the file name for it to work.

Refer to the modding wiki if you're not clear. http://starfarergame.wikia.com/wiki/Modding Asking is also good.
Title: Re: .ship/.variant editor
Post by: Vakuza on March 17, 2012, 03:08:42 PM
So the image is external? The JSON "stuff" is all thats contained in the Ship file?
Title: Re: .ship/.variant editor
Post by: XpanD on March 17, 2012, 03:11:37 PM
Yep. When you click the save button, it automatically makes a .ship file with that stuff in it for you, but doing it manually gives the same results. ;)
Title: Re: .ship/.variant editor
Post by: Flare on March 17, 2012, 03:16:38 PM
So the image is external? The JSON "stuff" is all thats contained in the Ship file?

The ship image will be located somewhere else yes. There will be a line in the JSON that says

"hullSize": "CRUISER",
  "shieldCenter": [
    0,
    0
  ],
  "shieldRadius": 130,
  "spriteName": "graphics/ships/GR_Hades.png",
  "style": "HIGH_TECH",
  "viewOffset": 0,

That tells the engine where to marry the ship structure to the image.

The section is chopped from Paul's lovely gunrunner mod.
Title: Re: .ship/.variant editor
Post by: Zilerrezko on March 17, 2012, 03:23:46 PM
Yeah, that happens to me at times too. Go to the JSON tab, copy what's in there, create a new file (shipname.ship), and paste the text from the JSON tab into there. That way it's saved. Then use CTRL+F5 to refresh the page entirely and try again.

(alternatively, if you can't get manual ship files working just paste it back into the JSON tab after F5-ing the editor)

Thanks man!
Title: Re: .ship/.variant editor
Post by: WarStalkeR on March 17, 2012, 06:29:33 PM
Planning to give credit to GSB there, WarStalkeR?
OMG! I've been found out! He-he :)
I thinks so :) After I've seen Archduke Astro on these forums, I understood that some other GSB players would be here too :)
Title: Re: .ship/.variant editor
Post by: Reshy on March 17, 2012, 10:33:34 PM
I've been having issues exporting the code.  I also can't seem to get .ship files that I create to download, the ship menu that has all the stock ships isn't working either.  .variant files don't seem to work, and the system doesn't have a tab for the ship_data.csv  The editor is also missing data on several weapons.
Title: Re: .ship/.variant editor
Post by: Trylobot on March 17, 2012, 10:41:54 PM
OMG! I've been found out! He-he :)
I thinks so :) After I've seen Archduke Astro on these forums, I understood that some other GSB players would be here too :)

It's all good  ;D  Turns out that the GSB guys are cool with it - the only condition is that you give credit where it is due, and also link back to the GSB site.
Title: Re: Ship variant editor
Post by: Timasaurus 007 on March 21, 2012, 12:44:56 AM
Awesome!

One problem, when I try to upload my ship into the editor, I click load, and nothing happens.
It may be my system (Windows 7)

If not has anyone got a soloution?
Title: Re: .ship/.variant editor
Post by: megal00t on March 21, 2012, 01:49:58 AM
What browser
Title: Re: .ship/.variant editor
Post by: Plasmatic on March 21, 2012, 11:19:27 AM
Also having some issues, I cannot seem to log on..

I hit the login/register thingy, it opens asking for username and password, but when I hit login nothing happens, same goes for Register.

Anybody else having this problem?

Windows 7, Chrome
Title: Re: .ship/.variant editor
Post by: Trylobot on March 21, 2012, 11:50:36 AM
I never even noticed you could login or register. What's the use of it?
Title: Re: .ship/.variant editor
Post by: rada660 on March 21, 2012, 12:02:44 PM
I never even noticed you could login or register. What's the use of it?

beign able to upload your .ship/.variant to the ship editor data base, so other user that use teh search option ( under the variant/ships tab at the bottom ) could download the work of the other people
Title: Re: .ship/.variant editor
Post by: Calodine on March 21, 2012, 05:54:10 PM
Worth pointing out that if you paste your ship JSON in here (http://jsonlint.com/), it'll format it properly for you. Makes editing it to add universal slots and tweak stuff much, much easier. Got linked to it in my help thread a couple of days ago, and it's been invaluable :D
Title: Re: .ship/.variant editor
Post by: Trylobot on March 21, 2012, 06:16:25 PM
I think Redbull should tweak his JSON codec to ignore trailing commas and # comments, because although they are not features of the JSON language per-spec, they are valid for vanilla starfarer data. Thus, Starfarer has its own, friendlier subset of standard JSON that is actually more fun to use.

If an example of this would be helpful, my reflection-based JSON parser is open source on Google Code: http://code.google.com/p/bmx-rjson/ (http://code.google.com/p/bmx-rjson/)
Title: Re: .ship/.variant editor
Post by: Zilerrezko on March 21, 2012, 11:41:04 PM
alright,

I want to make my own little race of ships, but I have some problems, or rather questions.

-I need a editing program like photoshop, but I don't really have 700 to throw to that. As well as I would like to use shapes, as I don't have a drawing tablet. I also would like a easy to use interface. any suggestions?
-How can I make make sure that I'm making the right size ship? I don't want a fighter squad to be the size of a battle ship.
-Is there any editor to edit things like turrets and turret beams and their color and if there a beam or bullet or rather just a turret editor?
-How can I add my own race's space station that gets supplied, and starts off with low grade ships and cargo stuff then progressively get supplied with large turrets like the ones I would edit if there was a turret editor.

I guess this would just be adding my own race of sorts. Hopefully someone can point out instructions or even better maybe a video.
Title: Re: .ship/.variant editor
Post by: arcibalde on March 22, 2012, 12:32:51 AM
Everything graphical you edit in some drawing program like paint.net. It's free and you can make sprites in it. For ship size, open in paint.net any vanilla ship and youll see it's size in pixels: height and wight. Fighters ar like 30x30 pix, capitals are like 200x300 and cruisers is like 170x170 etc... And for turrets you use paint.net  ;D As for adding stuff in campaign you need to see other peoples mods and figure it out  ;D
Title: Re: .ship/.variant editor
Post by: Zilerrezko on March 22, 2012, 03:45:03 PM
Thanks dude, I guess for adding stuff ill ask a modder.
Title: Re: .ship/.variant editor
Post by: medikohl on March 22, 2012, 05:05:21 PM
Everything graphical you edit in some drawing program like paint.net. It's free and you can make sprites in it. For ship size, open in paint.net any vanilla ship and youll see it's size in pixels: height and wight. Fighters ar like 30x30 pix, capitals are like 200x300 and cruisers is like 170x170 etc... And for turrets you use paint.net  ;D As for adding stuff in campaign you need to see other peoples mods and figure it out  ;D
those numbers are changeable. depending on weapon mounts, wider and narrower ships etc
Title: Re: .ship/.variant editor
Post by: Zilerrezko on March 22, 2012, 07:21:33 PM
I finished my first fighter ship today, don't know what to call it, and most likely going to edit it further. Hopefully I can make something awesome out of this, maybe even make a lore for my new race, and maybe in depth. Suggestions please, and be structurally critical. Thanks

(http://i42.tinypic.com/2612p78.png)
Title: Re: .ship/.variant editor
Post by: Trylobot on March 22, 2012, 09:43:43 PM
@Zilerrezko - very nice fighter, no criticism. When can I play with it?
Title: Re: .ship/.variant editor
Post by: Thaago on March 22, 2012, 10:00:02 PM
Looks pretty good: my only criticism is that the shading is very ragged on the wings. The easiest way to fix it would be to first zoom in and make it symmetric, then either use a blur or smudge tool on those regions.

(If you aren't using something with those tools, I recommend GIMP - once you get used to it its nice (and free), although no photoshop from what I here.)

I like the overall shape and the decal looks nice! Hmmm... maybe once in the game it will be too dark to see the decal well? I dunno, but if that happens you might need more contrasting colors.
Title: Re: .ship/.variant editor
Post by: Zilerrezko on March 22, 2012, 10:40:02 PM
@Thaago Thanks for the feedback! The decal was a Basic attempt at like a fleet symbol of some sort, I'm not too great at making things ship like, I was almost too obsessed with the lore I was up all night thinking about. But it's a good thing It's easy to go back and change things like sprites. I do notice that all the sprites though do have a top to bottom (center) lighting, so I was trying to grasp the lighting effects, but it kinda bugs me too that the lighting isn't symmetrical.

@Trylobot Haha, hopefully soon! spring break will yield my work hopefully. Maybe I will release things as I go along with the race, and get feedback as I go along. I think I'll make a mod post when I get about 3 playable ships, whether they're balanced or not. And thank you for your tutorial on making the fighters, I plan to make more :D
Title: Re: .ship/.variant editor
Post by: Zilerrezko on March 23, 2012, 02:11:32 PM
Hey can someone tell me what collision radius is for? Sippycup's tutorial doesn't say
Title: Re: .ship/.variant editor
Post by: Apophis on March 23, 2012, 02:14:34 PM
just set it so that the shield is completely inside the collision radius, but not much more
Title: Re: .ship/.variant editor
Post by: Zilerrezko on March 23, 2012, 02:19:15 PM
alright thanks
Title: Re: .ship/.variant editor
Post by: Maseo on March 24, 2012, 07:15:12 AM
i cant seem to get this to work with firefox or google chrome. i try to save the files but nothing happens not sure why.
Title: Re: .ship/.variant editor
Post by: Maseo on March 24, 2012, 07:18:49 AM
i cant seem to get this to work with firefox or google chrome. i try to save the files but nothing happens not sure why.

that's the only problem by the way everything else works fine.
Title: Re: .ship/.variant editor
Post by: Plasmatic on March 24, 2012, 10:15:15 AM
just set it so that the shield is completely inside the collision radius, but not much more

Whatis the collision radius?

The bounds control when stuff hits the armor/hull..

Is the collision radius for the shield? cause it doesn't seem like it..

I tried setting the collision radius a ways inside the shield and stuff still hit the shield...
Title: Re: .ship/.variant editor
Post by: arcibalde on March 24, 2012, 10:18:12 AM
I think that collision radius give AI information where is your ship so he knows how far or how close he can come. Something like that i think.
Title: Re: .ship/.variant editor
Post by: Apophis on March 24, 2012, 11:10:52 AM
I think it is used for broad phase collision detection
Title: Re: .ship/.variant editor
Post by: Zilerrezko on March 24, 2012, 11:23:27 AM
here's an idea, make a mission with two ships that are exactly alike. But make one have (I guess a normal) collision radius. But have one have a ridiculously large collision radius. Have two separate missions, but have them exactly alike, but just put the two made ships into the the two different missions, and see what happens.
Title: Re: .ship/.variant editor
Post by: Trylobot on March 24, 2012, 11:42:23 AM
No Apophis is correct, it is an optimization that determines whether a check on the detailed bounding polygon is even necessary; for if something lies outside the defined collision radius for an object, then it isn't necessary to check any further. And circle-circle collision checks are very fast.

Thus, "Broad-Phase Collision Detection"
Title: Re: .ship/.variant editor
Post by: Plasmatic on March 26, 2012, 03:06:06 AM
I think it is used for broad phase collision detection

Next question.. what the heck is Broad-Phase Collision Detection? :P

No Apophis is correct, it is an optimization that determines whether a check on the detailed bounding polygon is even necessary; for if something lies outside the defined collision radius for an object, then it isn't necessary to check any further. And circle-circle collision checks are very fast.

Thus, "Broad-Phase Collision Detection"

So if some part of the ship is outside the collision radius then the game won't care about bounds?? I guess the shield isn't included as when i set the radius inside the shield (still outside the ship) it still worked fine, asteroids and weapons hit the armor as they should, and the shields stopped them if it was up..

EDIT: Also, I still cannot log on..
Title: Re: .ship/.variant editor
Post by: Redbull on March 27, 2012, 07:50:37 AM
Just popping in to say that I'm still very busy but havn't forgotten about this. Sorry about registration and search etc not working, I totally forgot to start up the php server. However all data is intact and (now) working properly again.
Title: Re: .ship/.variant editor
Post by: Temjin on March 28, 2012, 09:45:03 AM
I've got an issue. Following 51ppycup's tutorial, I've modified a Tempest (renaming it to "Tornado") so that the right medium turret is a medium ballistic, just to try things out.

I have a Mac, and I've named everything properly according to the tutorial, and placed everything properly, and added the info to the CSV file. I have not added it into an actual save game yet.

However, Starfarer does not load; as in, the "loading" bar gets stuck at "0" and doesn't do anything. It does this regardless of whether I modify the csv file or not. Simply placing the "tornado.ship" file and "tornado.png" file in their appropriate folders does this.

What am I doing wrong?
Title: Re: .ship/.variant editor
Post by: Trylobot on March 28, 2012, 12:46:41 PM
Post all your modified files in their entirety and also your starfarer.log from the app dir;

If the game isn't even loading, the fix will be easy because it is most likely an easily-fixed syntax bug or filename reference issue.

One problem I've seen a lot this week is filename case not matching the reference on Macs, so double check that of course.

For instance if you renamed the ship "Tornado" did you name the file "tornado.ship"? and did you create a variant named "tornado_Something.variant" or "tornado_something.variant" etc. Double check all the casing for consistency. Windows users can get away with this, you can't.
Title: Re: .ship/.variant editor
Post by: Temjin on March 28, 2012, 01:17:38 PM
Here's what I have done.

1.) The modified png file is "tornado.png", and is a copy and paste of the existing "tempest" file.

2.) The text of the "tornado.ship" file is:
Quote
{
    "bounds": [
        59,
        9,
        -11,
        27,
        -28,
        -6,
        -5,
        -29,
        48,
        -6
    ],
    "center": [
        32,
        31
    ],
    "collisionRadius": 80,
    "engineSlots": [
        {
            "angle": 180,
            "contrailSize": 64,
            "length": 64,
            "location": [
                -29,
                0
            ],
            "style": "HIGH_TECH",
            "width": 24
        },
        {
            "angle": 180,
            "contrailSize": 64,
            "length": 32,
            "location": [
                -23,
                19
            ],
            "style": "HIGH_TECH",
            "width": 12
        }
    ],
    "height": 92,
    "hullId": "tornado",
    "hullName": "tornado",
    "hullSize": "FRIGATE",
    "shieldCenter": [
        15,
        0
    ],
    "shieldRadius": 64,
    "spriteName": "graphics/ships/tornado.png",
    "style": "HIGH_TECH",
    "viewOffset": 0,
    "weaponSlots": [
        {
            "angle": 60,
            "arc": 235,
            "id": "WS 001",
            "locations": [
                12,
                20
            ],
            "mount": "TURRET",
            "size": "MEDIUM",
            "type": "ENERGY"
        },
        {
            "angle": 260,
            "arc": 235,
            "id": "WS 002",
            "locations": [
                -4,
                -17
            ],
            "mount": "TURRET",
            "size": "MEDIUM",
            "type": "BALLISTIC"
        },
        {
            "angle": 0,
            "arc": 5,
            "id": "WS 003",
            "locations": [
                30,
                -15
            ],
            "mount": "HARDPOINT",
            "size": "SMALL",
            "type": "MISSILE"
        }
    ],
    "width": 64
}

3.) In the ship_data.csv, I copied the line for the Tempest, changed the first field to "Tornado", the second to "tornado", the FP cost to "7", and the "number" to 210 (which doesn't match any other ship in my CSV.

4.) In "descriptions.csv" I added a line and filled in the three fields as follows: "tornado" "SHIP" "A modified Tempest-Class."

This is all I have done.

5.) I have no starfarer.log, or any .log files anywhere in the application directory.

6.) Do I have to create a variant of this ship for the game to load? I have not created a variant.

7.) I kept casing consistent with the reference files.

Am I missing anything?
Title: Re: .ship/.variant editor
Post by: Trylobot on March 28, 2012, 04:35:49 PM
6.) Do I have to create a variant of this ship for the game to load? I have not created a variant.
Yep.

Copy a *.variant that references the "tempest" hull, make it use your "tornado" hullID instead, and give it a variant name like "tornado_variant". When you want to instantiate a ship for use in Missions or Faction fleet defs, you use the variant id.

Remember:
Title: Re: .ship/.variant editor
Post by: Temjin on March 28, 2012, 04:55:18 PM
6.) Do I have to create a variant of this ship for the game to load? I have not created a variant.
Yep.

Copy a *.variant that references the "tempest" hull, make it use your "tornado" hullID instead, and give it a variant name like "tornado_variant". When you want to instantiate a ship for use in Missions or Faction fleet defs, you use the variant id.

Remember:
  • ship - image, collisions and mounts
  • csv - performance statistics and costs
  • variant - loadouts, marrying ships with weapons and perks

Thanks for your help! I appreciate it.

Sadly, I just did this, replacing the "graviton" with a "flak" and referencing the "tornado" hullID.

Still getting the issue where the initial Starfarer loading screen pops up, but nothing loads and the game hangs.
Title: Re: .ship/.variant editor
Post by: Temjin on March 28, 2012, 04:56:56 PM
Wait... am I supposed to be doing this in the "Mods" folder?
Title: Re: .ship/.variant editor
Post by: medikohl on March 28, 2012, 04:58:29 PM
Wait... am I supposed to be doing this in the "Mods" folder?
yes.
Title: Re: .ship/.variant editor
Post by: Alex on March 28, 2012, 04:59:11 PM
No Apophis is correct, it is an optimization that determines whether a check on the detailed bounding polygon is even necessary; for if something lies outside the defined collision radius for an object, then it isn't necessary to check any further. And circle-circle collision checks are very fast.

Thus, "Broad-Phase Collision Detection"

So if some part of the ship is outside the collision radius then the game won't care about bounds?? I guess the shield isn't included as when i set the radius inside the shield (still outside the ship) it still worked fine, asteroids and weapons hit the armor as they should, and the shields stopped them if it was up..

The collision circle (center + collision radius) needs to fully cover the bounds of the ship and the shield circle (shield center + radius). Otherwise, some collisions will be missed. For shields, it might not be as apparent, because projectiles will simply appear to go deeper inside the shield before being absorbed, instead of triggering a collision right on the shield boundary.
Title: Re: .ship/.variant editor
Post by: Sproginator on May 06, 2012, 04:34:13 PM
It would appear none of the buttons or options work? Am i doing something wrong or?
Title: Re: .ship/.variant editor
Post by: Thaago on May 08, 2012, 08:08:16 PM
Does anyone know if this still works? It won't allow me to upload images so I can't use it anymore. Last time I used it was a month or two ago.

[Edit] Aaaand now its working. I swear every time I post about these things I figure it out 2 seconds later...
Title: Re: .ship/.variant editor
Post by: Sproginator on May 09, 2012, 05:34:16 AM
Does anyone know if this still works? It won't allow me to upload images so I can't use it anymore. Last time I used it was a month or two ago.

[Edit] Aaaand now its working. I swear every time I post about these things I figure it out 2 seconds later...

What did you do? :P
Title: Re: .ship/.variant editor
Post by: Thaago on May 09, 2012, 07:16:51 PM
I was using the upload .ship and thought it meant sprite... its really stupid of me  :-[
Title: Re: .ship/.variant editor
Post by: Sunfire on May 09, 2012, 07:30:36 PM
What do I put for ship ID?
Title: Re: .ship/.variant editor
Post by: CrashToDesktop on July 23, 2012, 02:54:09 PM
so...is this thing going to be updated for the .53 version?
Title: Re: .ship/.variant editor
Post by: Plasmatic on August 12, 2012, 02:53:32 AM
Redbull hasn't visited the forums since the 27th or march, so either hes lost interest for the time being, or hes moved on.
Title: Re: .ship/.variant editor
Post by: Thaago on August 24, 2012, 09:27:47 AM
Does anyone know what in particular does not work in .53a? This was my primary editor as I don't have windows. (I suppose I can run the Trylobot's under wine.)
Title: Re: .ship/.variant editor
Post by: Aleskander on September 06, 2012, 09:48:19 AM
Trylobot's works fine under wine as far as I can tell, just a little odd without the windows key, but still useable
Title: Re: .ship/.variant editor
Post by: ssthehunter on December 08, 2012, 04:58:34 PM
website is down.
Title: Re: .ship/.variant editor
Post by: Delta on February 17, 2013, 02:09:02 PM
Starfarer Ship Editor v5 (http://www.mediafire.com/download.php?elzaclx79bwzkt5)
I don't take any responsibility if you manage to kill your computer while using the downloaded files.
Title: Re: .ship/.variant editor
Post by: SainnQ on March 05, 2013, 01:01:27 PM
I'm sorry if I sound incredibly daft, but would this editor allow you to modify ship special abilities?
Title: Re: .ship/.variant editor
Post by: ssthehunter on March 06, 2013, 06:28:22 AM
I'm sorry if I sound incredibly daft, but would this editor allow you to modify ship special abilities?
No, you have to go into the .xml and change it.  This only does the placement for turrets, engines, collision, boundries, everything else is up to you.
Title: Re: .ship/.variant editor
Post by: ganjou234 on April 20, 2013, 08:09:23 AM
DL link doesn't work...  :(   ???
Help would be much appreciated.
Title: Re: .ship/.variant editor
Post by: phyrex on April 20, 2013, 11:41:44 AM
DL link doesn't work...  :(   ???
Help would be much appreciated.

not to bash redbull's works but i suggest you try trylobot's editor
Title: Re: .ship/.variant editor
Post by: muttiman on October 26, 2013, 04:19:01 PM
R.I.P .ship/.variant editor