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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 270302 times)

Trylobot

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Re: Trylobot's ship editor (2.6)
« Reply #480 on: January 21, 2013, 11:01:52 PM »

Yes, you'll have to 'add back in' any data from vanilla you want to keep. I'm not planning on changing that behavior.
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Sproginator

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Re: Trylobot's ship editor (2.6)
« Reply #481 on: January 22, 2013, 02:33:43 AM »

Latest Changes
______________________________________________________________________________
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


<3. Will work on my mod again tonight!. Expect a new kind of weapon here guys >:)
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A person who's never made a mistake, never tried anything new
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medikohl

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Re: Trylobot's ship editor (2.6)
« Reply #482 on: January 23, 2013, 09:42:22 PM »

hmmmm Should I start placing my kitbash expertise into weaponry now?
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Sproginator

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Re: Trylobot's ship editor (2.6)
« Reply #483 on: January 24, 2013, 12:30:24 AM »

hmmmm Should I start placing my kitbash expertise into weaponry now?
Deffinately
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A person who's never made a mistake, never tried anything new
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The Soldier

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Re: Trylobot's ship editor (2.6)
« Reply #484 on: January 24, 2013, 12:09:37 PM »

hmmmm Should I start placing my kitbash expertise into weaponry now?
That's either extremely good or extremely bad for me. ;D
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ValkyriaL

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Re: Trylobot's ship editor (2.6)
« Reply #485 on: January 24, 2013, 12:11:10 PM »

Well, if you feel like you lost your job, you could always make some weapon sounds for me. ;D
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Okim

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Re: Trylobot's ship editor (2.6)
« Reply #486 on: January 26, 2013, 06:49:39 AM »

Not mean to push or anything, but what about 2.7 version with support for decorative weapons? Its a bit irritating to be forced to copy/paste all built-in weapons everytime i make changes.

A small reminder - if you have a built-in weapon and decorative weapon and assign weapon for the first - you`ll lose it when you save the hull file. If you later manually set all the decorative and built-in weapons and edit the file in the editor - it will remove all built-in weapons when saving.

Trylobot

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Re: Trylobot's ship editor (2.6.1)
« Reply #487 on: February 01, 2013, 09:28:53 PM »

Here you go, Okim ;)

Latest Changes
______________________________________________________________________________
editor version 2.6.1 (starsector 0.54.1a)
- added support for "DECORATIVE" weapon/slot types
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WhoopieMonster

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Re: Trylobot's ship editor (2.6.1)
« Reply #488 on: February 06, 2013, 07:32:31 AM »

Thanks for the time and effor you have put into this Trylobot, a little confusing to start with; but a very powerful tool now that I know what I'm doing (more or less) :)
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Trylobot

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Re: Trylobot's ship editor (2.6.1)
« Reply #489 on: February 06, 2013, 03:14:03 PM »

Hey you're welcome. I have to apologize in advance to any newcomers to the tool, I'm not a UI expert. It makes a lot more sense if you've ever tried to go do these things by hand. The original layout and UI was strictly for setting bounds coordinates on the ship hull bounding polygons, because that was the biggest timesink for me and other modders.

Unfortunately, every other feature that's been added is just stuff I crammed into that existing codebase, and some of it rather forcefully. Feature-creep it's called, it's almost gotten out of control at this point.
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Sproginator

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Re: Trylobot's ship editor (2.6.1)
« Reply #490 on: February 06, 2013, 06:07:54 PM »

Hey you're welcome. I have to apologize in advance to any newcomers to the tool, I'm not a UI expert. It makes a lot more sense if you've ever tried to go do these things by hand. The original layout and UI was strictly for setting bounds coordinates on the ship hull bounding polygons, because that was the biggest timesink for me and other modders.

Unfortunately, every other feature that's been added is just stuff I crammed into that existing codebase, and some of it rather forcefully. Feature-creep it's called, it's almost gotten out of control at this point.
Try a redesign?
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A person who's never made a mistake, never tried anything new
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As long as we don't quit, we haven't failed
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WhoopieMonster

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Re: Trylobot's ship editor (2.6.1)
« Reply #491 on: February 07, 2013, 03:52:05 AM »

Hindsight is a wonderful thing Trylobot :)
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WhoopieMonster

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Re: Trylobot's ship editor (2.6.1)
« Reply #492 on: February 09, 2013, 05:26:57 PM »

New question, on the Weapon Mode(5) should I be able to add an image so I can create the weapon? Currently I can't seem to find out how, but when I open an existing weapon the image displays.

Cheers.
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Trylobot

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Re: Trylobot's ship editor (2.6.1)
« Reply #493 on: February 11, 2013, 12:24:57 AM »

Nah; that's a work in progress. The existing images works because the first thing I did was make sure I could parse and interpret all the existing weapons files.

So, making weapons is still very much a by-hand process. Seems like The Soldier is still very much in business!
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WhoopieMonster

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Re: Trylobot's ship editor (2.6.1)
« Reply #494 on: February 11, 2013, 02:02:15 AM »

Ah ok, thanks for the response.

I shall continue to create it by-hand then :)
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