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Author Topic: Modding Tools & Resources  (Read 124718 times)

Alex

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Modding Tools & Resources
« on: January 30, 2012, 08:56:29 AM »

Ship/Variant Editors

Community Mod Tools

Scripting
Starfarer uses the Janino compiler for all scripting. Check the above link for a list of what subset of Java functionality it supports.

Code Libraries
  • LazyLib - provides ready-made methods to accomplish common modding tasks
  • GraphicsLib - allows you to add detailed graphical effects to your mod
  • MagicLib - a community-driven collection of scripts for use in your mods

Tutorials and References

Assets

Recommended Programs
  • baretail - designed for viewing log files of literally any file size; large files will not slow it down
« Last Edit: May 01, 2020, 09:46:01 AM by Thaago »
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medikohl

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Re: Modding Tools & Resources
« Reply #1 on: February 23, 2012, 08:21:17 PM »

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Spiral Arms: Ship Sprites for Everyone

icepick37

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Re: Modding Tools & Resources
« Reply #2 on: February 25, 2012, 01:50:24 PM »

If you use openoffice or libreoffice, here's how to set up when opening csv files. It will save them correctly afterwards as well.

Also make sure to set the formatting on the cells you are editing to number. Easiest fix is (if you want ALL the numbers to show up as numbers and not dates or something else) to click on the rectangle in the upper right of the cells (or ctrl+a, or edit->Select_Alll). Then you right-click and select "Format Cells..." (should be second entry), and make sure Number is selected in the right-most column, General in the second, and then click okay.

Also: notepad++, libreoffice, and Gimp are all awesome and free fyi

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« Last Edit: August 01, 2012, 12:19:20 PM by icepick37 »
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Psiyon

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Re: Modding Tools & Resources
« Reply #3 on: February 29, 2012, 06:38:55 PM »

I'd just like to throw these here:

Turning your 3D models into sprites tutorial: http://fractalsoftworks.com/forum/index.php?topic=654.0

Free assets: http://fractalsoftworks.com/forum/index.php?topic=347.0
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Trylobot

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Re: Modding Tools & Resources
« Reply #4 on: March 20, 2012, 11:27:37 AM »

My ship editor has finally reached v1.0 and feature-completeness. It's still in the same thread as before.
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Alex

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Re: Modding Tools & Resources
« Reply #5 on: March 20, 2012, 12:41:00 PM »

My ship editor has finally reached v1.0 and feature-completeness. It's still in the same thread as before.

Updated. Looks great!

Did have a question - how does one edit weapon slot data? Do you just have to type the values in, or can you click somewhere to cycle them or some such?
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Upgradecap

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Re: Modding Tools & Resources
« Reply #6 on: March 20, 2012, 12:44:14 PM »

My ship editor has finally reached v1.0 and feature-completeness. It's still in the same thread as before.

Updated. Looks great!

Did have a question - how does one edit weapon slot data? Do you just have to type the values in, or can you click somewhere to cycle them or some such?
I figured you type the weapon id's yourself, since i didn't find a clue as to how to set the weapon id. Or is there a other way?
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Trylobot

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Re: Modding Tools & Resources
« Reply #7 on: March 20, 2012, 12:53:06 PM »

how does one edit weapon slot data?
I figured you type the weapon id's yourself, since i didn't find a clue as to how to set the weapon id. Or is there a other way?

Switch to Weapons mode with [W], and press [T]. At that point you're editing the weapon instance that happened to be nearest to your cursor when you pressed [T].

Also, I know it's intimidating with all the keyboard shortcuts and so on, but my main goal with this tool was precision.
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Alex

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Re: Modding Tools & Resources
« Reply #8 on: March 20, 2012, 12:55:10 PM »

Ah, got it. I think what confused me was the lack of some kind of cursor to indicate text entry.
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Upgradecap

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Re: Modding Tools & Resources
« Reply #9 on: March 20, 2012, 01:15:43 PM »

how does one edit weapon slot data?
I figured you type the weapon id's yourself, since i didn't find a clue as to how to set the weapon id. Or is there a other way?

Switch to Weapons mode with [W], and press [T]. At that point you're editing the weapon instance that happened to be nearest to your cursor when you pressed [T].

Also, I know it's intimidating with all the keyboard shortcuts and so on, but my main goal with this tool was precision.
Wait, i was talking about setting the weapon itself, is it possible?
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Trylobot

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Re: Modding Tools & Resources
« Reply #10 on: March 20, 2012, 01:29:23 PM »

This editor doesn't produce *.variant files at all, because they are trivial and do not require graphical aid or reference
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Trylobot

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Re: Modding Tools & Resources
« Reply #11 on: March 21, 2012, 06:22:29 PM »

Another good resource, I'm told (and it does look promising), for spriting is the "Battleships Forever Editor"

Download: http://www.wyrdysm.com/bfdownload.php
Manual: http://www.wyrdysm.com/phpBB3/viewtopic.php?t=3494
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K-64

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Re: Modding Tools & Resources
« Reply #12 on: April 02, 2012, 03:26:04 PM »

I don't suppose someone could say what a decent spreadsheet application would be for getting ship data and all that sorted out. I know that I have found using OpenOffice is like pulling teeth since it likes to chuck the formatting of everything to whack. It might also help other people that keep getting the "id" not found thing, as I believe that's the cause of the problem 9 times out of 10.

Admittedly, it's only really the wing data and weapon data that I'm having annoyances with now thanks to the ship editors that are out there
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icepick37

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Re: Modding Tools & Resources
« Reply #13 on: April 02, 2012, 03:58:26 PM »

I explained earlier in the thread how to make OpenOffice play nice. : )
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K-64

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Re: Modding Tools & Resources
« Reply #14 on: April 02, 2012, 04:54:29 PM »

I er... you edited that in! ;D

Apologies for my incompetence. Thought I had read through everything here, shows what I know ;P
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