"images_dir": "/Program Files/Fractal Softworks/Starfarer/starfarer-core/graphics/ships/",
"data_dir": "/Program Files/Fractal Softworks/Starfarer/starfarer-core/data/hulls/",
Yeah I'm working on it right now lolMost excellent. ;D
I'm not sure why, but I cannot seem to login to your editor anymore, nor register..
Neither button do anything when I click them.
Maybe I'm just doing it wrong, Anybody else having trouble?
I'm not sure why, but I cannot seem to login to your editor anymore, nor register..
Neither button do anything when I click them.
Maybe I'm just doing it wrong, Anybody else having trouble?
For the record, the web-based one is Redbull's. So you'll have to ask him.
Umm, I'm using a laptop and I can't use the mouse wheel to zoom in or out. Can I remap that in any way?
Bloody éll this is AWESOME! Hey, i got idea for you :P Would it be possible for you to make weapon editor like this?
Would it be possible for you to make weapon editor like this?I've thought about it, and it is of course possible. Just an issue of time, really, and how many aspects of the weapon data would be directly editable. It would probably be sort of a gradual thing. Starting off with very few moddable attributes and slowly increasing. There's some other stuff I want to do first, not least of which is directly editing/updating/creating *.csv data. I have an idea there to show mean/median/average among loaded balance data so that you can more easily choose a "balanced" value for each column.
the HullId could be calculated automatically in the variant tab, since you're already working with a ship loaded.Yep, this is coming soon.
Also, can we have the ship image be loaded automatically?Yep, this is also coming soon. 8)
If the editor's .exe needs to live in the same folder where all of the primary moddable data of interest lives (subfolders for hulls, variants, weapons, etc.), in Mac Starfarer that directory path is:Good catch: I indeed coded it to look for "starfarer-core/" which I improperly assumed was universal. I will put some Mac-specific code branch to instead look for the directory you've provided above. Patch forthcoming sometime today.
Starfarer.app/Contents/Resources/Java/data/
Thanks for the quick reply. This forum post (http://fractalsoftworks.com/forum/index.php?topic=1848.msg21149#msg21149) from Alex should be of help in getting started. Trying to smooth the way for you; after all, I reeeeeally want to try out your ship editor! ;DIf the editor's .exe needs to live in the same folder where all of the primary moddable data of interest lives (subfolders for hulls, variants, weapons, etc.), in Mac Starfarer that directory path is:Good catch: I indeed coded it to look for "starfarer-core/" which I improperly assumed was universal. I will put some Mac-specific code branch to instead look for the directory you've provided above. Patch forthcoming sometime today.
Starfarer.app/Contents/Resources/Java/data/
I reeeeeally want to try out your ship editor! ;DOP updated with live d/l link to 1.9.1. Changes:
Tried to start up the program, and I get "Exception_access_violation". fixes anyone?Alex has also told me he sees this, when he closes the editor on Windows XP. I have yet to see it. I can't really debug something if I can't reproduce it, but I can speculate: Are you trying to run the program from somewhere where it doesn't have sufficient access rights? For instance, Program Files? On Windows 7, only Administrators can write to that directory, so hopefully it's that. IF IT IS, then you should be able to fix it by moving it somewhere like your Desktop, or running the program as administrator. If that still doesn't work, please PM me and I'll send you a debug version with further instructions, if you're interested.
Alex has also told me he sees this, when he closes the editor on Windows XP. I have yet to see it. I can't really debug something if I can't reproduce it, but I can speculate: Are you trying to run the program from somewhere where it doesn't have sufficient access rights? For instance, Program Files? On Windows 7, only Administrators can write to that directory, so hopefully it's that. IF IT IS, then you should be able to fix it by moving it somewhere like your Desktop, or running the program as administrator. If that still doesn't work, please PM me and I'll send you a debug version with further instructions, if you're interested.
yup i found it its not his editor, when i first opened your wing file i didnt have "seperated by semicolon" on it shouldnt need to be on
and when i opened it i got this
ill fix this just a sec. yup that did it, ill send the fix to your email.
Wait so when you have a wing data csv like what you posted, the editor crashes, but if you take the file out, it's fine?yup everything is hunky dori now thanks for trying to help us out though!
Now, i didn't load anything and i set over 40 weapons arcs and angles and then i press T and "EXCEPTION_ACCESS_VIOLATION"... Back to Redbull editor :( And i like this one... Dude fix it plzDid you happend to set the bounds prior to pressing "t"?
"EXCEPTION_ACCESS_VIOLATION"
Win7
I entered weapon mod with W then i pres T to change weapon settings and i get this message, and editor closes :(
Trylobot is it possible to mirror arcs and angles on weapons?
where i can change one of them with arrows (this is in .variant editor)
Now, i didn't load anything and i set over 40 weapons arcs and angles and then i press T and "EXCEPTION_ACCESS_VIOLATION"... Back to Redbull editor :( And i like this one... Dude fix it plz
Hey I didnt want to mix this up in my topic, since its related entirely to your editor. I come accross two things, that I would need to verify-
When I assign a weapon mount to be medium for example - I cannot mount light weapons on it in game, or assign it to be Large, but cannot use medium tier weapons, it is only posible to mount a weapon of the same tier, which makes sense, since I picked it in editor, but I think Starfarer does allow us to mount a weapon one tier down on med/large slot.
and
The universal mount - doesnt appear to allow rockets to be assigned to it in game. Which I honestly dont know if even Starfarer allows that.
Is it the current version and is it suposed to be like that or am I missing a feature ?
Thanks for reminding me of this, I had forgotten about it.
My intent for the next version will be:
UNIVERSAL slot = weapon "type" completely ignored (ENERGY, BALLISTIC, etc)
LARGE slot = weapon sizes LARGE, MEDIUM, SMALL
MEDIUM slot = weapon sizes MEDIUM, SMALL
SMALL slot = weapon size SMALL only
Thanks guys. Here's to the Starfarer modding community! (https://mail.google.com/mail/e/982)
My intent for the next version will be:
UNIVERSAL slot = weapon "type" completely ignored (ENERGY, BALLISTIC, etc)
LARGE slot = weapon sizes LARGE, MEDIUM, SMALL
MEDIUM slot = weapon sizes MEDIUM, SMALL
SMALL slot = weapon size SMALL only
In large slots you cant mount small weapons
Wtf people!?
Wtf people!?
http://www.youtube.com/embed/xPxs0Qh72kY
Wtf people!?
http://www.youtube.com/embed/xPxs0Qh72kY
(http://www.backstagegfx.com/forum/style_emoticons/default/lolwut.gif)
My intent for the next version will be:
UNIVERSAL slot = weapon "type" completely ignored (ENERGY, BALLISTIC, etc)
LARGE slot = weapon sizes LARGE, MEDIUM, SMALL
MEDIUM slot = weapon sizes MEDIUM, SMALL
SMALL slot = weapon size SMALL only
Also, UNIVERSAL trades this flexibility for being able to use any type - so, for UNIVERSAL slots, the size must match exactly.
I wonder if its a possibility that when you do the .ship when doing the engine, that the program can show you how the engine trail will look exactly, would be nice, but I bet its impossible
Thank you for the new version. Posible idea for next version - would it be possible to have pre-set angles?^^ THIS. Pre-set angles would be extremely helpful. What would be even more helpful would be MrDavidoff's idea of a floating textbox in which one could type the desired numeric value on a per-turret basis. From a precision standpoint, that would completely rule. Please consider adding these features! Thanks.
like 45°, 90°, 120°, 180°, 360° ? or to have an option to type in the digit, so the numbers would be absolute and exact? Like the drag system, but 360-ty is an exceptional pain in the ass for example.
alright, I'm getting that same error as before, but this time it happens when I try to assign a weapon to a weapon group. I was working on getting a fighter's variant.
In the meantime, don't press G to assign weapon groups, until you have at least one weapon assigned to a slot.
Question:
1) Is there any way to give a ship more side-to-side maneuverability? I want to make a ship that "Strafes" a lot. But currently I'm not seeing anything about that as an option.
Strafing is hardcoded via a formula based on the overall thrust, and modulated according to the ship size; frigates get a bunch of strafe. cap ships get practically none. I was actually asking Alex myself about this last week 8)
Strafing is hardcoded via a formula based on the overall thrust, and modulated according to the ship size; frigates get a bunch of strafe. cap ships get practically none. I was actually asking Alex myself about this last week 8)
This tool is so awesome, I want to support it. If you make a little 250x70px "made with Trylobot's ship editor" banner tag, I'd be happy to put it in my mod's OP and link the image to your thread.
Here's a banner, for those who wish to use it (I do not mind if you do not use it): (http://i1239.photobucket.com/albums/ff516/Trylobot/made_with_sf_edit.png) (http://fractalsoftworks.com/forum/index.php?topic=375.0)
Also: launch bay support will be in the next version.
Oh-ra, baby! Thanks for updating it!
When you place a launch bay, does it also play the specific effects when the fighter goes in? e.g. the sparks and welding where the point was?
Can something like a weapon editor be done, for example, it allows to visualize the changes (view the fire animations and the weapon projectile/beam color/aspect) while you add the proprieties, seems that the only useful editor that hasn't been made that would prove very useful.I was wondering the same thing! That said a simple weapon editor might not be too hard to put together if it's mostly checklists and number-entry boxes.
@silentstormpt, @EnderNerdcore: It is of course possible. It's even planned. But as you may expect, it's an issue of how much time can I find to devote to it.Don't worry, I work at Amazon, I know that even "simple" things can take quite a bit of time to program, particularly when they are hobby projects or on our free-time!
If you get impatient, but consider yourself a competent programmer, I'd be more than willing to open up the codebase and post it on Github, so that you can add the functionality yourself and request me to merge it in.
how do you set the size of weapons slots?
I'm performing delicate surgery upon a ship sprite of mind-bending complexity; one which another player authored and brought to completion.
I'm performing delicate surgery upon a ship sprite of mind-bending complexity; one which another player authored and brought to completion.
You shouldn't be going much beyond 20 collision points as the more dense the collision mesh becomes, the greater the performance impact. The collision box exists so you can have a much simpler collision shape for physics than the visual object itself.
Sure Astro. A good idea for a feature, and ridiculously easy to put in. I'll make sure it gets in the next release.
Archduke, what kind of ship are you building exactly?
I think it's Omega 8)
really? I just hit L and then shift+clicking until I have enough landing bays, lolNot really. I've had a whole bunch of different spots on a ship and they all land in the appropriate positions.
might also be why it doesn't matter where I click since they all land in the middle of the ship regardless
You need to be in the first edit mode (hull-mode, I think) and then in weapon edit mode ('W', I think).Great advice, we need to incorporate this into an official thread, Like a "Noobs guide to modding!"
Hover the mouse nearby to a turret / hardpoint and then press 'T' (I think :D) for the string-edit option.
This then brings you in to the edit dialog for that point. It SHOULD be pretty straightforward from there (clue: use the arrow keys :))
To make the ship incorporated in to a mod, you just save it out (press 'V') whilst in Hull-mode, then make a variant and save that out, than edit the CSV data and save that out. Make sure the directory structure and basic files for where these files are is in keeping with the standard structure as posted by Alex in his examples (http://fractalsoftworks.com/forum/index.php?topic=63.0) (or just follow any of the others) and you should be laughing.
You'll need to actually make the ship appear in either a mission or the campaign, which involves a bit more java editing, but we can cross that bridge in more detail when it comes to it if you are struggling.
Dammit. Not OS X compatible.
I'll BOOTCAMP. It's small enough.Dammit. Not OS X compatible.
Fellow Mac user here. You clearly didn't read the first post of this thread very closely. :P
I've been using CrossOver for more than three years to run various Windows games through a VM. It also runs Trylobot's ship-editor program perfectly.
The program was formerly known as CrossOver Games, and it has Wine as its core. Older versions of CrossOver Games will also do the trick; I use v10.2, the latest is v11, which is also now known just as CrossOver.
I specifically mentioned (http://fractalsoftworks.com/forum/index.php?topic=375.msg21134#msg21134) to Trylobot ages ago that the Wine method works, which is why it's mentioned right at the top of his first post -- so that Mac users don't erroneously assume that they've been left out in the cold. 8)
Or run Wine directly, if that's your preference. Regardless, enjoy this editor - go forth and mod.
I'll BOOTCAMP. It's small enough.
Wine is a finicky thing to get working just right. For me it doesn't work.
I've always wanted to try Linux and Ubuntu. Is it possible to partition the hard disk for an install of one of those, and then boot them up by holding alt as you turn on?Wine is a finicky thing to get working just right. For me it doesn't work.
As I'm nearly certain you're attempting to do so via Linux, I'm doubly sorry to hear that. All of us non-Windows folks have our respective crosses to bear. FWIW, I have no experience of Linux but I'm glad it's out there as an option.
I've always wanted to try Linux and Ubuntu. Is it possible to partition the hard disk for an install of one of those, and then boot them up by holding alt as you turn on?Wine is a finicky thing to get working just right. For me it doesn't work.
As I'm nearly certain you're attempting to do so via Linux, I'm doubly sorry to hear that. All of us non-Windows folks have our respective crosses to bear. FWIW, I have no experience of Linux but I'm glad it's out there as an option.
I've always wanted to try Linux and Ubuntu. Is it possible to partition the hard disk for an install of one of those, and then boot them up by holding alt as you turn on?There was a way to test Linux without the need to even install it, you can run Ubuntu as an operating system from CD. I think it was called a Live CD. Not all Linux distro's have it, Ubuntu does.
Interesting... then it'll be a super dooper bootcamp.I've always wanted to try Linux and Ubuntu. Is it possible to partition the hard disk for an install of one of those, and then boot them up by holding alt as you turn on?There was a way to test Linux without the need to even install it, you can run Ubuntu as an operating system from CD. I think it was called a Live CD. Not all Linux distro's have it, Ubuntu does.
If you already have a Windows version installed you can add a Linux install to it, multiple actually, as long as you have the disk space for it. Linux usually comes for a boot-loader program that allows you to pick which operating system to run at startup, you can switch as much as you want.
I don't know anything about Mac's, other then that they are in fact a version of Linux underneath it all.
EDIT: Parallels looks a lot like a Virtual Desktop, are they related by any chance?
I assume you meant that it crashes if you let go of shift the moment before clicking.
2. I will be starting work on a weapons editor.
... improving now how the zoom function works ...
It doesn't work :(
When I click on the ship editor icon, it does not work and just creates an empty notepad :p.
When I click on the ship editor icon, it does not work and just creates an empty notepad :p.
I think the problem might be that it automaticly opens up a temporary folder and I don't even select 'save', or even see the screen saying 'download'.
I did :p. If you mean hittting the blue link, then I shall go through:
*click*
drobox tab appears, but clicking on it produces a blank page.
the option to run, or save flashes up for a tiny amount of time
A folder labelled temporary opens with 2 notepads and 2 other files.
That's all I know.
I only have one ship-ed file, one ship-ed settings, a readme and a changes. How do I move the temp.folder though?
The phase.png thing isn't even needed. Just have the phase glows called <shipsprite>_glow1.png and <shipsprite>_glow2.png, with <shipsprite> being the name of the ship file itself, without the file extension, and in theory that should work
I can't believe it, Trylobot your editor has the power to update itself. It already added all the ship system information (SYSTEM weapon slot, in both the weapons and .cvs) and the phase .cvs slot. The phase .png for the .ship file is the only thing missing. Congratz!
those new values get loaded at startup automatically. 8)
OK, editor officially updated to support 0.53a. Let me know if you find any new bugs etc. Surprisingly little needed to change, as Alex seems to have restricted the data file format changes to the CSV only (ship related data, anyway). So I don't anticipate any bugs related to this, but you never know. Download is in OPThis is why we worship you
Man, I'm way behind (mod working, no systems,) it's good to know that I can count on the editor after all (I thought we'd be waiting a week or two for this.)
Though erm... Trylobot, please say you've added something to control the autofire status of weapon groups. Seems a bit daft that we have your slick, swift editor for almost everything except some simple boolean values which we have to go into every variant file with Notepad++ to set up. z: )
Just to report: the editor seems to automatically close whenever it tries to open a ship with a CUSTOM engine style.
Error: an object is desired, but something else was found: 0x00000000
Just had that problem, Trylobot, You may want to fix this :PJust to report: the editor seems to automatically close whenever it tries to open a ship with a CUSTOM engine style.
To add to this, it'll close silently whenever I try to open a ship I've made with the editor even with stock engines. The log has this:Quote from: ShipDesigner LogError: an object is desired, but something else was found: 0x00000000
The cause seems to be the ""styleSpec": null" tag added to engine entries. Deleting all instances of this tag in the .ship file will let the editor open the ship without crashing.
That's what I get for doing things in a hurry. Update forthcoming.Okay :P
Opened the source to the public, since I've now had several PM's about it.Sweet! Now someone can make a Weapons editor with this code rather easily, replace the ship csv with weapon csv, etc etc :D
View Application Source on GitHub (https://github.com/Trylobot/sf-ship-ed)
new update, can set built-in weapon hardpoints, but can't assign weapons to themOh bum
Are you going to have the built-in weapon sprites show up in the ship editor? Just so that it's easier to check if the weapon will blend in nicely with the hull?
Yeh, and If that was included, how about making that work with other weapon sprites?Are you going to have the built-in weapon sprites show up in the ship editor? Just so that it's easier to check if the weapon will blend in nicely with the hull?
I would second that, its not essential, but indeed it would help fine-tune the weapon placemnt without the need to save-open game-check in game-close-open editor-make adjustment-open game... etc.
Wait...you're making your editor be able to make weapons now? What will my job be then? :(dude i don't want to burst your bubble but he is an EPOCH! One simply cannot compete with that ;D
Oh, I was wondering when someone would ask that. You set the otherwise-unused "contrailSize" field to 128 to flag the engines as hidden (let's be kind to me and call it a "creative use of an existing, unused field for binary flags" - rather than an "awful hack"). They'll be activated by any system that modifies the engine glow.
@arcibalde: is it causing a crash?I must say, you sir are a genius
@FlashFrozen: I didn't even know about that. I'll add it to my to-do list.
@arcibalde: is it causing a crash?
Heyas, tried this out and I love it, especially the Mirror feature and zooming; just a couple of hopefully-minor things that I'd like to see improved:Some fantastic ideas I must say, maybe the ability to preview the ship with its weapons, that'd be handySpoiler1. If you edit a CSV, it consolidates the CSV, getting rid of blank lines I've left to keep myself organized. Can you get it to respect blanks, and, if we assign a ship an index number that is +1 for a sequence (say, 212, which would put it right after Vanilla's Shade) can it insert the line right after that number? Both changes would save some manual editing.
2. I love how this loads the custom mod data; if you've edited a mod before, can you make it save that and prompt the user whether they want to "keep working on your mod" and if they click yes, then reload the mod data? Would save some clicks every time we load up.
3. When it's time to be picky and get everything down to final adjustments, it'd be nice to be able to edit the numbers for things like weapon placement manually, which doesn't seem to be possible atm (sorry if there's a way, I just couldn't figure it out). It'd also be nice if, when zoomed, it shows me the placement position as exactly as possible.
4. Engine width in-game is maybe half the width that it appears in the editor. It'd be nice to have a superimposed flame in Preview that was close to the in-game scale, look and size to make sure that's a good fit. Just a minor issue ofc, but it's one or two more trips through the editing cycle and reloading the game :)
5. It'd be really handy to have a preview of a phase ship in phased and unphased mode.
Anyhow, this is great, really looking forward to a PROJ / WPN editing mode :)[close]
Heyas, tried this out and I love it, especially the Mirror feature and zooming; just a couple of hopefully-minor things that I'd like to see improved:
Variants with multiple weapon groups / linked / alternating / autofireAdmittedly, it's not obvious. I'm working on ways to make this better. But here's what I reccomend in the current release version:
When loading a new Graphic ... new .ship, ... auto-update the Variant data ... workflow thing :)Definitely. Added a to-do for this.
Something I noticed not sure if it was mentioned already, if a variant is created with out any weapons assigned this is generated "weaponGroups": null rather than "weaponGroups": [] the null crashes Starfarer with org.json.JSONException: JSONObject["weaponGroups"] is not a JSONArray.
great tool you have created.
Actually medikohl I think it's in a state that is more solid than it was, but I still have more bugs to fix.
I can't stay awake any longer, so I'll just release this as an "alpha" version. Full bugfix release to come when I can finish it up.
Latest Changes
______________________________________________________________________________
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
ALSO: Since the 2.4 release was so terrible, I have added links to all previously released versions. It's in a spoiler tag in the original post of this thread. Basically it's insurance against this happening again; If I screw things up royally, just go back to the older one that worked better for a while.
Wow... I just used this editor for the first time and I am very impressed! I'm running it on Ubuntu 10.04 under wine - the only bugs are that alt-click drags screens by default (this is probs something I could change on the wine/ubuntu settings if I felt like it) so setting weapon arcs must be done in the .ship, and that it doesn't detect the starfarer game at startup. I especially love the editor for ship bounds!It's really useful, great for new people :D
... it doesn't detect the starfarer game at startup.
...
I'm assuming that it pops up with a request folder dialog, you select the starfarer dir, and it fails to load it anyway? If that's the case, I may not have properly accounted for the Linux starfarer folder structure. Could you send me a listing of your files and directories from your current starfarer installation? It will help me help you and others like you (there's a pretty significant number of you running this in Wine).
If you are agreeable, please send me the output of the following command (after changing directory to wherever you've installed starfarer):
find .
Something I noticed not sure if it was mentioned already, if a variant is created with out any weapons assigned this is generated "weaponGroups": null rather than "weaponGroups": [] the null crashes Starfarer with org.json.JSONException: JSONObject["weaponGroups"] is not a JSONArray.
great tool you have created.
Yes, I experienced the same issue.
The editor now doesn't deal well with extra weapon groups / modified weapon groups on older variants, and once you've saved said corrupt .variant, you will not be able to open it back up in the editor to fix, you'll need to maunally edit said file to get it back working. A weapon group without a weapon produces the Null and this can be if a weapon group previously had a weapon but the weapon is moved into another group, the old group will still remain but with the crash inducing null.
one issue i have is that i cant set a built-in weapons...
or am i doing it wrong...
one issue i have is that i cant set a built-in weapons...
or am i doing it wrong...
In Hull Mode, hit W to edit weapon slots, highlight the slot you want to be built-in and press T. Change ship.weapon.type to BUILT_IN, then press U to switch to editing built-in weapons. You should be able to set the weapon used there.
Uh, I'm not sure if this has come up before, but how do I implement custom weapons in ShipEd? Or is this as-of-yet unimplemented?
Thanks.
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
Whoa... I'll look into this right away Uomoz. Thanks for the report
edit: Can you give me some steps to reproduce? I'm having trouble with it
Can someone eventually figure out a way to show some non Windows users some love, please?
Everyone wants that, don't they?NO >:(
Be a man, do it with code like me! ;D
That's just fantastic :PEveryone wants that, don't they?NO >:(
Be a man, do it with code like me! ;D
(https://dl.dropbox.com/u/66536185/clam_bounds.png)
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.good, been waiting on this so I can start making a few custom built in weapons
TL;DR: not much.
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.good, been waiting on this so I can start making a few custom built in weapons
TL;DR: not much.
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.good, been waiting on this so I can start making a few custom built in weapons
TL;DR: not much.
It's very easy, really ;).
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.
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.Oh; I figured you were just magically resizing it down to the nearest un-clear pixel +1 when building the display list for each quad so it was just a few texels per quad.
Fatal: Key [type] is required
"style": "CUSTOM",
"styleSpec": {
"type_": "GLOW",
"engineColor": [
100,
200,
150,
100
],
"contrailColor": [
100,
200,
150,
100
],
"contrailParticleSizeMult": 0.5,
"contrailParticleDuration": 0.5,
"contrailMaxSpeedMult": 0.5,
"contrailAngularVelocityMult": 0.5
},
"width": 79.0
}
],
"style":"CUSTOM",
"styleSpec":{
#"engineColor":[150,255,200,200],
"engineColor":[150,255,200,200],
"contrailParticleSizeMult":0,
"contrailParticleDuration":0,
"contrailMaxSpeedMult":0.1f,
"contrailAngularVelocityMult":0f,
"contrailColor":[150,255,200,200],
"type":"GLOW" # GLOW or SMOKE
},
"width": 10.0
},
{
"angle": 180.0,
"contrailSize": 30.0,
"length": 30.0,
"location": [
-183.0,
37.0
],
Should have put this in the last comment, but can you also add so that you can add a bound between 2 existing bounds? so you wont have to remove half the ship worth of bounds for a new bound you want somewhere halfway on the ship.Great suggestion
And the weapon modes and more options really helped allot, keep up the good work man.
Yeah, it's awesome. Haven't messed with the nascent gun editor yet; so long as it shows the barrels / missiles and the main turret and allows us to define the barrel positions / angles, it's pretty much golden, most of the other stuff is easy to do.
Anddd my job on the forums as a weapons smith is slowly being crumbled by Trylobot. ;DYou still owe me a small pilum launcher. lol
What kind of job do you have? ;D*resets timer to 0*
Anyways, any news always resets the begging timer. ;D
He's dead Jim
Why hath thou forsaken me?
I will settle for an editor of divine weapon development.Why hath thou forsaken me?
For thee is not worthy of thou holy grail.
Heya, just wanted to give a shout-out; without this program, there's no way I would have been able to get done with so much, so fast :)
A couple of things I'd like to see in future releases, if you have time:
1. I'd like to be able to edit the description text for ships and weapons, preferably with a guide that will show me if my opening paragraph's too big for that part of the UI (it hasn't changed much in three builds, I'm guessing it'll stay stable). This is one of the biggest things that I still have to do by hand and I'd much rather do one-stop shopping in SfEd.
2. I'd like to see "Variant" replaced by "(Stock)" for the default name of a Variant. While yes, it'd be great to come up with a clever name for each variant, when we're putting lots of ships together as fast as possible... well, that first build is usually (going by Alex's somewhat loose conventions) named hullname_Standard. "Standard" doesn't work well in the Variant UI, imo; "(Stock)" is a better description of how the ship is equipped when it's initially delivered.
For fighters, it'd be nice if that text was "", because there's literally no good reason to put text in that field 99% of the time, since we can't customize them in-game and very few mods have the same fighter's art used for multiple variants.
Disagreed, Would still be nice to add Codex wise and Lore wise to add more depth :)Yeah, but nobody bothers, lol. That, and if I did it, I'd at least change the paint-job, so that players would be like, "oh, that's the one that carries Guided Spoon launchers, not the Bee Gun Cannon" ;)
QuoteDisagreed, Would still be nice to add Codex wise and Lore wise to add more depth :)Yeah, but nobody bothers, lol. That, and if I did it, I'd at least change the paint-job, so that players would be like, "oh, that's the one that carries Guided Spoon launchers, not the Bee Gun Cannon" ;)
How do I get the ship to show up for sale in the game?You'll need to write a script to accomplish this. My editor doesn't cover it. Poke around in the vanilla data for examples, it's very straightforward.
the list has no scrollbar or other means to move to the top/bottom of the list.These are both planned features, but I'll definitely prioritize #2 before #1.
Also it would be a great thing to switch off the original game data.
I will weigh in soon with regards to a compatibility update and probably put the weapon editor on hold until I'm sure the ship editing functionality is once again up to snuff; apparently there have been numerous moddability improvements so I'll evaluate what I can do to support them with what I've got right now.Sweet
You'll hear from me again shortly.
"data_dir": "D:/Fractal Softworks/Starsector/mods/Rejection/data/hulls/",
"data_font_size": 10,
"font_size": 14,
"height": 768,
"images_dir": "D:/Fractal Softworks/Starsector/mods/Rejection/graphics/ships/",
"mod_dirs": [
"D:\\Fractal Softworks\\Starsector\\mods\\Rejection/"
],
"starfarer_base_dir": "/",
"variant_dir": "D:/Fractal Softworks/Starsector/mods/Rejection/data/variants/",
"weapon_dir": "",
"width": 1024
}
Sorry for the delay, my updates to the weapon editor got irrevocably mixed in with my updates for the Starfarer --> Starsector name change and I don't yet feel comfortable releasing it... but rest assured, I have been working on it. Hopefully get an update out to you folks tomorrow or the next day.Yay! Can you just release a quick patch so it checks for Starsector as apposed to starfarer? I'd really appreciate it
While toggle on/off for vanilla data is good - i suspect that it turns of all data? Not that is 'replaced' by the mod, right?
Latest Changes<3. Will work on my mod again tonight!. Expect a new kind of weapon here guys >:)
______________________________________________________________________________
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
hmmmm Should I start placing my kitbash expertise into weaponry now?Deffinately
hmmmm Should I start placing my kitbash expertise into weaponry now?That's either extremely good or extremely bad for me. ;D
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.Try a redesign?
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.
if you have done it properly, add it to the hegemony station ( make a backup of the core files first, for the love of god! ) and then buy it.
Modding weapons is still an art. :) So far, I'm the only one here that knows how to make a good weapons quickly. If you need help, there's a link in my signature.
"exigencyEngine":{
"engineColor":[241,234,207,100],
"contrailParticleSizeMult":0.5,
"contrailParticleDuration":0.1,
"contrailMaxSpeedMult":0.1f,
"contrailAngularVelocityMult":0.0f,
"contrailColor":[241,234,207,100],
"type":"SMOKE" # GLOW or SMOKE
},
"exigencyEngine":{
"engineColor":[241,234,207,100],
"contrailParticleSizeMult":0.5,
"contrailParticleDuration":0.1,
"contrailMaxSpeedMult":0.1,
"contrailAngularVelocityMult":0,
"contrailColor":[241,234,207,100],
"type":"SMOKE" # GLOW or SMOKE
},
for the wineskin version for the mac the weapon editor doesn't work, the buttons used to access that section are blacked out.ah...first of send that to me in the mac version thread i made, ill have a look at it.
There is feature with the ship editor that is missing. If you have built in weapons, the delete the weapon mounts, it fails to delete the built in weapons line in the .hull. Also, the weapon editor would be nice!
Sorry for the slight derail...
I'm getting an Exception_access_Violation every single time i try to start the editor, waaaaaaaaaaaiiiiiiii :'(
2. How do you make ship jets only appear when they use their ship system (Maneuvering Jets in this case).
Hi,
Recently I've had an odd problem with your editor. Previously, it worked great, other than the odd Exception error.
Lately, however, no matter what I do, when I open it, it's just a blank black window. I can press I, and load a ship image, at which point the stars and my ship will appear. But that's it. The interface seems to freeze, though the window does not - the actual window can be moved/closed etc, just fine. But if I try to zoom in on my ship, or move it around, or use any of the keyboard commands other than I to load a ship, nothing happens.
Any ideas what could be causing this?
"data_dir": "C:\\Starsector\\mods\\YourMod\\data\\hulls\\",
"data_dir": "C:/Starsector/mods/YourMod/data/hulls/",
Happens sometimes because the mod paths in the settings get corrupted: open sf-ship-ed-settings.json and either remove or correct the paths to your mod. Often it's written likeCodeand must be changed to"data_dir": "C:\\Starsector\\mods\\YourMod\\data\\hulls\\",
Code"data_dir": "C:/Starsector/mods/YourMod/data/hulls/",
Happens sometimes because the mod paths in the settings get corrupted: open sf-ship-ed-settings.json and either remove or correct the paths to your mod. Often it's written likeCodeand must be changed to"data_dir": "C:\\Starsector\\mods\\YourMod\\data\\hulls\\",
Code"data_dir": "C:/Starsector/mods/YourMod/data/hulls/",
This was my problem. May be this.
I need to fork out $80 for BlitzMax, yes?
I guess I could write a brief tutorial on that. It's not too complicated, but there are a lot of options to look at, etc.More tutorials are always good.
You can put a random weapon then in variant file of your ship, you change per other weapon.( I use this for modded weapon, so.)Yeah, We will have to manually change it for now.
I'm assuming you are adding support for HYBRID mounts, but could are you going to provide support for the upcoming COMPOSITE (ballistic/missile) and SYNERGY (energy/missile) mounts, or will you be adding that after those are added to the game?Hum, the editor already supports Hybrids. Except for the variant editor granted, but I wound advise to use the game's editor anyway, the one available in DEV mode.
EDIT: Also thank you for the amazing editor!
I usually use Trylobot's variant editor because the game can't make new variants on the fly.Never had an issue with that, but I didn't installed it in the default "programs" folder...
EDIT: The variants can also not be saved if you forget to open the game with administrator permission.
Another small request, could the background image be a loose file? So that we can replace it with something more readable depending on the ships colors. The current one can be troublesome depending on the sprites.I'd like to second this request. The existing background is too dark for my poor vision, and it tends to make it difficult for me to distinguish edges of the hull sprite. It would be wonderful for the user to have the ability to use as a background any external picture file of their choosing.
Can you add support for SYNERGY and COMPOSITE mounts? It's not too vital considering you can use the ingame editor, but it would be nice.Seconding this request, also. To me, the quoted functionality sounds more than merely nice.
When I can't see boundaries properly I just move it around until it is over the galaxy in the background. Makes it much easier to distinguish where the boundaries are.I used to be able to do that and call it "sufficient" but in recent years my vision problems have worsened enough that the action you mentioned is no longer good enough. :-[ I already wear corrective lenses and they do not help this problem; it's not a simple "sharpness" issue. Brightening my monitor enough to make the overly-dark built-in background light enough now makes the hull sprite(s) themselves much too bright.
SSWE version 2.7.2
Broadly speaking; yes.
Goes without saying but 0.9 features aren’t implemented - and there may be other weirdness associated; but seems to work okay; just e.g. edit the .csv manually.
One question, though; it's unclear how to add / subtract Wings in that dialog. What's the hotkey?
Oops, and!
I don't appear to be able to exit the Wings dialogue; I have to re-enter via Ship --> Variant editing; the dialog comes up, but hitting ESC doesn't close it.
Happens sometimes because the mod paths in the settings get corrupted: open sf-ship-ed-settings.json and either remove or correct the paths to your mod. Often it's written likeCodeand must be changed to"data_dir": "C:\\Starsector\\mods\\YourMod\\data\\hulls\\",
Code"data_dir": "C:/Starsector/mods/YourMod/data/hulls/",
This was my problem. May be this.
Does this work for the latest version of starsector?Something seems to be messing up the list for in-built hull mods, but otherwise it appears to work as well as ever.