I already put it in the Starfarer directory. Also, I'm using Google Chrome if that matters.
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.
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.
how do I get the Reset All button to become a Save button?
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?
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.
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.
Hi, actually we can't open variant files?
Hi, actually we can't open variant files?
{
"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",
},
},
],
}
{
"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"
}
}
]
}
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)
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/).
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
:(
Now it wont let me do groups, just assigns all to each, im confused
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?
yup and adding the ship to the .csv hasn't done anything
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
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
Is it possible to make it so that the json isn't all packed into one line, or am I doing something wrong?
Dumb question: If I make a mod and add weapons to it, will it show in the weapons tab?
*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
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
You also need to add support for universal slots, OPs, and hullmods.
Feature request: Zoom
It's hard to work with smaller ships at 1:1.
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)
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've been busy, and still am, with real-life stuff but I'll try to update the editor reasonably soon.
***... 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)***... I used it too. Now I have to finish my editor?!yes, please.
***... I used it too. Now I have to finish my editor?!Hop to it! The world is counting on you!
The site simply doesnt load...
Getting the cannot connect message.
I am using firefox.
Whoops, forgot to restart it after a reboot of the server. Up now.
i wonder how do you force the dev mode?
My ship of completely epic win :D
So the image is external? The JSON "stuff" is all thats contained in the Ship file?
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)
Planning to give credit to GSB there, WarStalkeR?OMG! I've been found out! He-he :)
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 :)
I never even noticed you could login or register. What's the use of it?
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 ;Dthose numbers are changeable. depending on weapon mounts, wider and narrower ships etc
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.
just set it so that the shield is completely inside the collision radius, but not much more
I think it is used for broad phase collision detection
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"
{
"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
}
6.) Do I have to create a variant of this ship for the game to load? I have not created a variant.Yep.
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
Wait... am I supposed to be doing this in the "Mods" folder?yes.
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..
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...
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.
DL link doesn't work... :( ???
Help would be much appreciated.