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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Author Topic: [0.8.1a] STARSECTOR Ship&Weapon Editor (v2.7.4)  (Read 270984 times)

The Soldier

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Re: Trylobot's ship editor (2.4.5)
« Reply #390 on: September 16, 2012, 05:41:35 AM »

Everyone wants that, don't they?
Be a man, do it with code like me! ;D
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Ghoti

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Re: Trylobot's ship editor (2.4.5)
« Reply #391 on: September 16, 2012, 08:41:39 AM »

Everyone wants that, don't they?
Be a man, do it with code like me! ;D
NO  >:(
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Sproginator

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Re: Trylobot's ship editor (2.4.5)
« Reply #392 on: September 16, 2012, 10:21:19 AM »

Everyone wants that, don't they?
Be a man, do it with code like me! ;D
NO  >:(

That's just fantastic :P
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Trylobot

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Re: Trylobot's ship editor (2.4.5)
« Reply #393 on: September 16, 2012, 06:07:27 PM »

I'm almost done with the loading and rendering of images, but I realized I also have to implement projectiles as well to some degree to be able to show any missile weapon properly.

TL;DR: not much.
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medikohl

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Re: Trylobot's ship editor (2.4.5)
« Reply #394 on: September 17, 2012, 09:15:35 PM »

I'm almost done with the loading and rendering of images, but I realized I also have to implement projectiles as well to some degree to be able to show any missile weapon properly.

TL;DR: not much.
good, been waiting on this so I can start making a few custom built in weapons
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Uomoz

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Re: Trylobot's ship editor (2.4.5)
« Reply #395 on: September 17, 2012, 09:21:33 PM »

I'm almost done with the loading and rendering of images, but I realized I also have to implement projectiles as well to some degree to be able to show any missile weapon properly.

TL;DR: not much.
good, been waiting on this so I can start making a few custom built in weapons

It's very easy, really ;).
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medikohl

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Re: Trylobot's ship editor (2.4.5)
« Reply #396 on: September 17, 2012, 10:00:15 PM »

I'm almost done with the loading and rendering of images, but I realized I also have to implement projectiles as well to some degree to be able to show any missile weapon properly.

TL;DR: not much.
good, been waiting on this so I can start making a few custom built in weapons

It's very easy, really ;).

True, but I'm lazy
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Trylobot

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Re: Trylobot's ship editor (2.4.5)
« Reply #397 on: September 18, 2012, 07:48:43 AM »

I'll probably release some kind of partial weapons editor at some point that allows editing in such a way that is easy for me to code and probably quite awkward to use.

Then I will identify what are hardest parts of weapon editing to "guess at." And try to come up with ways to make those things more intuitive.

If you have any suggestions for these kinds of things (parts of weapon editing that would benefit most from encoded rules and visualizations), feel free to let me know in this thread and I will try and prioritize them.
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WKOB

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Re: Trylobot's ship editor (2.4.5)
« Reply #398 on: September 18, 2012, 08:26:54 AM »

The only thing I find annoying to do manually about weapons is the barrel offsets. So if you did that, and that alone, I'd be elated.
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xenoargh

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Re: Trylobot's ship editor (2.4.5)
« Reply #399 on: September 18, 2012, 10:29:47 AM »

Yeah, barrel offsets and the graphical distances. 

The way it works in the game atm is really awkward; really should ask Alex if it'd be possible to just add in a displacement variable for barrels on the Y axis, so that turret / barrel graphics could be as small as possible and not waste huge amounts of space.
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Ghoti

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Re: Trylobot's ship editor (2.4.5)
« Reply #400 on: September 18, 2012, 11:12:53 AM »

... ?

That's a pretty strange place to optimize.

For example.

Here is my flare PD launcher:

Here it is in a 2000*2000 image at the center.

1.08KB vs 16.4KB

Of course loading it into memory is another matter, but trimming images is better done on Alex's side.

[attachment deleted by admin]
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xenoargh

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Re: Trylobot's ship editor (2.4.5)
« Reply #401 on: September 18, 2012, 11:24:08 AM »

It just seems really weird and un-natural to me, to waste 40*24 pixels of an image in order to center a turret, is all. 

If the quad's trimmed down to the actual size somehow, no biggie, but if not, it's wasting a lot of texel operations, too.
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Alex

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Re: Trylobot's ship editor (2.4.5)
« Reply #402 on: September 18, 2012, 02:45:58 PM »

It just seems really weird and un-natural to me, to waste 40*24 pixels of an image in order to center a turret, is all. 

Makes it easier to draw barrels as another layer in the same PS file, I'd imagine. It's also easier to specify the weapon file manually - one less set of coordinates to worry about. The only "waste" here is of video memory, and it's negligible. It'd take 100+ different large-ish weapons to take up 1 meg of video memory (note that trimming barrels down would not take it down to 0). For comparison, a single Onslaught takes up about that much.

If the quad's trimmed down to the actual size somehow, no biggie, but if not, it's wasting a lot of texel operations, too.

It's not trimmed down - those texel operations are likely cheaper than computing an extra pair of coordinates on the CPU, though neither is much to worry about.

This is exactly the kind of optimization that's just not worth doing, until it becomes a clear bottleneck. Actually, pretty much all optimizations fall in that category. This one is just so minor that I don't see it ever being worth it, though - never mind that it's not a clear optimization, but a tradeoff - and introduces added complexity in a few places.
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Ghoti

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Re: Trylobot's ship editor (2.4.5)
« Reply #403 on: September 18, 2012, 03:05:18 PM »

I'm noting no one has downloaded my 2000*2000 flare PD graphic.  ;D
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Alex

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Re: Trylobot's ship editor (2.4.5)
« Reply #404 on: September 18, 2012, 03:15:34 PM »

Heheh. That would be a problem in-game, btw :)
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