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Author Topic: Trylobot's ship editor (2.6.3)  (Read 92218 times)
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« on: September 27, 2011, 10:37:17 PM »

Download version 2.6.3
To change the window size, paths and mods: look for the settings.json file. Runs on Windows, and works with Wine.

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Old Versions:

editor version 2.6.3 (starsector 0.7a RC1)
- ship variants will no longer assign DECORATIVE, SYSTEM or LAUNCH_BAY weapons
editor version 2.6.2 (starsector 0.6.1a)
- full support for built-in hull mods
- silently ignores trailing "f" in JSON floating-point number literals
- rows starting with '#' in .csv files will now be skipped
- ship data csv columns updated
editor version 2.6.1 (starsector 0.54.1a)
- added support for "DECORATIVE" weapon/slot types
editor version 2.6 (starsector 0.54.1a)
- weapon editor can modify offsets (possibly buggy)
- weapon editor can set images
- weapon editor can switch between turret/hardpoint mode
- tilde [~] now toggles vanilla data on/off and forces a reload of all data
- compatible with "Starsector" name change
editor version 2.5 (starfarer 0.53.1a RC5)
- added weapon editor prototype (incomplete)
- added more detailed logging in sf-ship-ed.log
- fixed: custom engines output with incorrect field name 'type_'
editor version 2.4.5 (starfarer 0.53.1a RC5)
- fixed: strange data corruption bugs on main ship and variant string editors
editor version 2.4.4 (starfarer 0.53.1a RC5)
- fixed: +/- keys not working
- fixed: synchronization of hull/variant/csv names
editor version 2.4.3 (starfarer 0.53.1a RC5)
- fixed: incorrectly encoding weapon slots (fatal error)
editor version 2.4.2 (starfarer 0.53.1a RC5)
- fixed: weapon groups list misbehaving
editor version 2.4.1 (starfarer 0.53.1a RC5)
- fixed: variant data incompatible with ship data if certain ship data changed
- fixed: empty JSON containers  {} [] ""  always being encoded as null
- fixed: cannot load vanilla data in Linux (probably)
- fixed: quoted newlines in CSV data
- fixed: can't set hullmods in variant if ship has no weapon slots
- misc: HOME key is now equivalent to ESCAPE key
- feature: direct value entry for weapon arcs and angles (press T on a weapon)
editor version 2.4.1a (starfarer 0.53.1a RC5)
PRE-RELEASE: more bugfixes coming soon!
- fixed: can't set weapons for newly-added built-in ship weapon slots
- fixed: variant weapon list stays open after assigning a weapon
- enhanced: in mode 1, when loading existing ship data, all other modes
  are automatically populated with data associated with the loaded hull
- feature: in mode 1, press CTRL+ALT+[N] to clear out all JSON/CSV data
- some other misc. bug fixes
editor version 2.4 (starfarer 0.53.1a RC5)
- added support for fighter wings (wing_data.csv) editing: mode [4]
  with graphical formation preview!
editor version 2.3 (starfarer 0.53.1a RC5)
- added support for BUILT_IN and SYSTEM weapons
  includes being able to set the weapon from *.SHIP mode
  and includes not being able to modify the built-in weapons in *.VARIANT mode
  and includes not counting OPs from built-in weapons in *.VARIANT mode
- added support for Custom Engine STYLE ID:
  this is HIGHLY RECOMMENDED to use over the STYLE SPEC per-engine.
  But to use it, you must first define your Engine Style ID in the following:
- fixed bug in CSV Loader to properly quote fields containing commas
editor version 2.2.3 (starfarer 0.53a)
- bugfix for a crash related to custom engines
editor version 2.2.2 (starfarer 0.53a)
- added support for CUSTOM engines; press T while in Engines mode
editor version 2.2.1 (starfarer 0.53a)
- added support for Starfarer 0.53a:
  - csv mode: added explicit support for PHASE as a shield type, and declared
    'system id' as a string type so it won't try to graph it.
editor version 2.2 (starfarer 0.52a)
- ship: in bounds mode, weapons, engines and launch bays modes,
  you can now hold CTRL+ALT while RIGHT-CLICK dragging to drag all
  the entities on-screen at once.
- weapon slots: weapon slots are now assigned names with zero-padded numbers
  so that they can be sorted more easily
editor version 2.1 (starfarer 0.52a)
- ship: launch bay mode; press L to use
- variant: weapon group autofire attribute added; press A to toggle
- variant: max weapon groups increased to 5
editor version 2.0.3 (starfarer 0.51a)
- fixed bug with shield-center Y-coordinate being interpreted incorrectly
editor version 2.0.2 (starfarer 0.51a)
- fixed bug with not always saving collision radius and shield radius
editor version 2.0.1 (starfarer 0.51a)
- fixed bug with string editing that prevented some characters from being
  entered sometimes
- fixed bug with CSV editing (new data template)
- fixed bug where variant OP max was not observing the current CSV data
editor version 2.0 (starfarer 0.51a)
- can now edit single rows of ship_data.csv, and save into an existing file
  (find and update existing row by ID, else insert new row) or into a new file
- all known statistical data from all loaded ship CSV data is shown in a
  handy bar graph so you can see where your ship falls in the grand scheme
- corresponding CSV row attempted to be auto-loaded when loading a *.ship
- made ship darker when editing weapon slots or strings
- smoother zooming (continually integrated easing)
- fixed long-standing bug (since version 0.1) with global overlay
  positions when panning & zooming
editor version 1.9.7 (starfarer 0.51a)
- displays more information in *.variant mode
- fixed bug where small weapons were being allowed in large slots, and also
  restricted universal slots to exact weapon size-match
editor version 1.9.6 (starfarer 0.51a)
- mirrored-pair editing of weapon-slots and engine-slots has been implemented
- improved help text; added status bar; reduced clutter
- altered ghost-previews for all modes to make more sense contextually
- bugfixes related to validating weapon-sizes and -types for variant mode
- fixed bug where variant was not being notified when weapon slot is removed
- misc polish & improvements internally
editor version 1.9.3 (starfarer 0.51a)
- added default enum values for when no data is loaded (to prevent crash)
- fixed bug that caused a crash when editing weapons
- fixed bug that allowed weapon slots to be created with duplicate ids
editor version 1.9.2 (starfarer 0.51a)
- fixed bug that caused invalid *.csv files to crash the editor
  now they are ignored
- editor automatically creates "sf-ship-ed.log" that shows what's being loaded
editor version 1.9.1 (starfarer 0.51a)
- users of editor in a Mac OS running Wine can now provide the starfarer
  install dir with success
- variant hullID updated automatically
- ship image loaded automatically when ship data is loaded
- if an image is manually loaded, the editor will search upwards for a
  "graphics" directory; if it is found, the path to the image will be inserted
  into the ship data; otherwise it will remain unmodified
- default save-file-names for *.ship and *.variant
editor version 1.9 (starfarer 0.51a)
- string editing is made faster for values that are enums; instead of typing
  them, use arrow left/right to choose a value from the list of acceptable
  values. the field is updated immediately.
- can now open, edit and save *.variants - use [1] and [2] to toggle between
  *.ship mode and *.variant mode; still use [D] and [V] to open/save
- click a weapon slot to assign a weapon from the list of weapons that are
  valid to occupy that slot; filters based on size & type of slot from
  currently loaded *.ship data
- press M to load a mod; it will be noted in the settings data so that it is
  auto-loaded on next startup of the editor; this will add the mod's data
  to the stock data for weapon slot selection and OP cost analysis & validation
- While in variant mode:
  Press T to edit variant string-data
  Press G to edit weapon groups
  Press F & C to increment flux mods. Shift+F & Shift+C to decrement. They
    will cap out at the limit for your ship's hull size
  Press H to select hull mods
    If you exceed the OP max specified in the ship CSV for the ship's hullID,
    it will be red-coloured but it will not otherwise prevent you
- WARNING: it is now REQUIRED that Starfarer be installed on the computer
  where the editor is being used, as the vanilla data is automatically loaded
  to speed up selection of multi-select values, and to prevent the editor
  from needing to be explicitly updated when Starfarer adds new such values
- fixed bug with key states after opening system dialogs in windows
editor version 1.2 (starfarer 0.51a)
- can now use +/- as alternative to mousewheel for zooming
editor version 1.1 (starfarer 0.51a)
- made zoom feature not retarded
- added mirrored-mode adding of weapons & engines
- auto-saves last-used path for images and data (finally)
editor version 1.0 (starfarer 0.51a)
- added string data editor [T]
- to edit strings for weapons and engines, press [T] from weapon or engine
  editing modes [W] or [E] which will allow you to edit the strings for that
  specific instance
- added weapons and engine locations to preview mode [P]
- when creating weapons and engines, automatically duplicates properties
  of nearest to speed up creation of similar slots
- more reasonable defaults for certain values
- preview cursor more context-sensitive
editor version 0.4 (starfarer 0.51a)
- added engine slot editor
editor version 0.3 (starfarer 0.51a)
- added weapon slot editor, per request
- strengthened JSON decoder; ignores # comments and performs implicit type-
  conversion and uses reflection to automatically encode/decode from/to plain
editor version 0.2 (starfarer 0.35a preview rc2)
- fixed bug; data view not updating when you press "N" (new data)
  or "I" (load ship image)
- fixed bug; empty arrays being encoded as empty objects
- improved data view; added column-wrap and reduced font size
  to fit more information on screen
- program icon (windows only)
- added collision radius mode
- added preview all mode
editor version 0.1 (starfarer 0.35a preview rc2)
- initial release


Screenshots album:
Browse Screenshots

 Start the program (sf-ship-ed.exe)

  Press (I) to load an existing image file to use as a reference

  Optionally, Press (D) to load an existing *.ship file on top of the image

  Press (C) to enter "Set Center" mode
    Then, Click to set a center
    Then, Click again to set a collision radius

  Press (B) to enter "Set Bounds" mode
    While holding Shift, Click to add points to the bounds polygon
    (Note that the default mode is Mirrored, for symmetrical ships)
    Optionally press Spacebar to turn off Mirrored mode
    Optionally Press Backspace if you need to delete a bounds polygon vertex

  Press (C) to enter "Set Shield Center" mode
    Then, Click to set a center
    Then, Click again to set a shield radius
    IMPORTANT: The shield area should be entirely within the collision area

  Press (W) to enter "Weapon Slot" mode
    While holding Shift, click to add weapon slots
    Set direction with click and drag
    Move existing weapon slots with Ctrl Click and drag
    Set cone-of-attack arc with Alt Click and drag

  Press (U) to enter "Built-In Weapons" mode

  Press (E) to enter "Engine Slot" mode
    While holding Shift, click to add engine slots
    Set direction with click and drag
    Move existing engine slots with Ctrl Click and drag
    Set engine size (length & width) with Alt Click and drag

  Press (L) to enter "Launch Bay" mode
    While holding Shift, click to add ports to the current launch bay
    Click and drag to move existing launch bay ports
    Right-click to cycle through the launch bays
    Press backspace to delete a port from a launch bay

  Press (T) to edit global string data
    Press (T) while in Engine or Weapon mode (E)/(W) to edit
    string data for particular slot

  Press (V) to save the current ship data

  Press (2) to switch to variant mode

  Press (D) to load an existing variant

  Press (T) to edit variant string-data

  Press (G) to edit weapon groups

  Press (F) & (C) to increment flux mods. Shift+(F) & Shift+(C) to decrement.
    They will automatically cap out at the limit for your ship's hull size

  Press (H) to select hull mods
    If you exceed the OP max specified in the ship CSV for the ship's hullID,
    it will be red-coloured but it will not otherwise block you
  Press (V) to save the current variant data

  Press (1) to switch back to ship mode if necessary


Wanna show some love?
« Last Edit: November 22, 2015, 12:38:37 AM by Trylobot » Logged

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« Reply #1 on: September 27, 2011, 11:17:00 PM »

I'll have to try this!

No time for it today, however, but I'll get back to you on this.
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« Reply #2 on: September 28, 2011, 08:21:34 AM »

This looks great! I really like how the UI is shaping up. The starry background is an especially nice touch Smiley

Confirmed to work on Windows XP. I do get a dialog with "EXCEPTION_ACCESS_VIOLATION" (and nothing else) on exit, but that's not exactly a big issue.

Btw, if you installed SF in the default location, just change the settings to
"images_dir": "/Program Files/Fractal Softworks/Starfarer/starfarer-core/graphics/ships/",
"data_dir": "/Program Files/Fractal Softworks/Starfarer/starfarer-core/data/hulls/",

Did I mention that this is awesome?

Edit: stickied.
« Last Edit: September 28, 2011, 08:52:34 AM by Alex » Logged
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« Reply #3 on: September 28, 2011, 08:36:13 AM »

You sir, are a God.

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« Reply #4 on: September 28, 2011, 09:58:30 AM »

Haha thanks for the feedback guys Smiley I had fun making it. Took ~1 day. BlitzMax is freaking awesome.

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« Reply #5 on: September 28, 2011, 11:01:16 AM »

Hehe, this is nice. Might get me motivated to implement all those ships I have lying around >.> (I was otherwise waiting till .55)

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« Reply #6 on: September 28, 2011, 11:55:46 AM »

Great stuff, already eagerly awaiting future updates

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« Reply #7 on: September 28, 2011, 10:38:59 PM »

Update; version 0.2; see original post

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« Reply #8 on: September 28, 2011, 11:42:42 PM »

Nice work! You're the best, Trylobot.

"I'm doing it, I'm making them purple! No one can stop me!"
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« Reply #9 on: September 28, 2011, 11:56:15 PM »

Okay, this looks promising!
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« Reply #10 on: March 17, 2012, 02:25:46 AM »

Links, maybe somebody here have this tool and can upload it?

"Happiness for everybody, freely, and let no one to leave unhappy!" (c) Strugatsky Brothers
Independent Defense Force is here! And they already in Sector Xplo.
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« Reply #11 on: March 17, 2012, 03:16:07 AM »
Fear my 1337 Google skillz.

But yeah, I have no idea if this even works anymore. Might be worth a try, though. Have fun.

Slowly working away on the Worksmen mod, thread coming when it's presentable!
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« Reply #12 on: March 17, 2012, 11:42:39 AM »

I must ask, Trylobot, do you plan to develop this utility any further? Even with its limited functionality, I use it over the other ship editor for one reason: precision. Being able to see the coordinates for any location by simply moving your mouse over it is extremely helpful, and allows new ships to be made with dead accuracy, rather than just eyeballing it.

One feature that would really make it great would be the ability to add in weapon slots, and adjust their angles and arcs, specifically. Engine slots and other misc attributes can be easily copy-pasted in from another .ship file, so if you do plan to do any more work on this, I'd make these a low priority.

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« Reply #13 on: March 17, 2012, 01:59:23 PM »

Yeah I'm working on it right now lol

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« Reply #14 on: March 17, 2012, 03:02:19 PM »

Yeah I'm working on it right now lol
Most excellent.  Grin

Feel free to ask me if you need it to be tested.

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