[Tutorial] New Guide on creating weapons

Discuss and distribute tools and methods for modding. Moderator - Grognak
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Biohazard063
Posts: 412
Joined: Fri Feb 14, 2014 4:38 pm

Re: [Tutorial] New Guide on creating weapons

Postby Biohazard063 » Sun Apr 19, 2015 6:09 am

Sleeper Service wrote:All FTL sounds seem to be .ogg as far as I can tell (at last in the Linux version). It's possible that .wav might just not work as a format.

Also the file path in the sound data needs to have the correct ending, else the game probably won't find the file. That's also how its done in the vanilla sound data:
<bombTeleport volume="8">weapons/bp_SFX_BombTeleport.ogg</bombTeleport>

I love it when it's a little thing that's wrong.
Yes, adding ".ogg" fixed the problem. Thanks !
Amateur modder and Let's player (with a substantial FTL and ItB LP featuring countless mods).
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A list of all my mods can be found here.
L'cie
Posts: 15
Joined: Fri May 15, 2015 6:19 am

Re: [Tutorial] New Guide on creating weapons

Postby L'cie » Wed May 20, 2015 5:06 am

Two questions
1. Does this still work now advance edition is out?
2. Would this also work for making artillery?
Thanks
LehGogh
Posts: 38
Joined: Tue Jun 02, 2015 4:16 pm

Re: [Tutorial] New Guide on creating weapons

Postby LehGogh » Wed Jun 03, 2015 6:25 pm

This isn't working for me. I followed your tutorial, but my weapons aren't appearing. Here's what my file paths are (within the mod folder).

Code: Select all

- Test Mod
  - data
    - events.xml.append (other stuff)
    - sector_data.xml.append (other stuff)
    - blueprints.xml.append
    - animations.xml.append
  - img
    - weapons
      - ion_pierce_1_strip8.png (Ion Blast that pierces shields)
      - laser_sniper_strip12.png (Single-shot laser with high damage and breach chance; long charge time)


I packaged the Test Mod folder using WinRAR (as a .zip) and renamed it properly. I checked the files using FTL Error Checker, and no errors were found. Also, SSM patches it properly, though the command line in the background says this:

Code: Select all

INFO FTLModManager - Using FTL dats path from config: C:\Program Files (x86)\Steam\steamapps\common\FTL Faster Than Light\resources
INFO ModsScanThread - Background hashing finished.
INFO ModsScanThread - Background metadata caching finished.
INFO ManagerFrame -
INFO ManagerFrame - Patching...
INFO ManagerFrame -
INFO ModPatchThread - Restoring vanilla "data.dat"...
INFO ModPatchThread - Restoring vanilla "resource.dat"...
INFO ModPatchThread -
INFO ModPatchThread - Installing mod: Test Mod.ftl
WARN ModPatchThread - Unexpected innerPath: Test Mod/data/animations.xml.append
WARN ModPatchThread - Unexpected innerPath: Test Mod/data/blueprints.xml.append
WARN ModPatchThread - Unexpected innerPath: Test Mod/data/events.xml.append
WARN ModPatchThread - Unexpected innerPath: Test Mod/data/sector_data.xml.append
WARN ModPatchThread - Unexpected innerPath: Test Mod/img/weapons/ion_pierce_1_strip8.png
WARN ModPatchThread - Unexpected innerPath: Test Mod/img/weapons/laser_sniper_strip12.png
INFO ModPatchThread - Repacked "data.dat" (1532224 bytes affected)
INFO ModPAtchThread - Repacked "resources.dat" (12004 bytes affected)


The mod was working before I added weapons. Any ideas to fix this?
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kartoFlane
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Re: [Tutorial] New Guide on creating weapons

Postby kartoFlane » Wed Jun 03, 2015 6:29 pm

Code: Select all

WARN ModPatchThread - Unexpected innerPath: Test Mod/data/animations.xml.append

That's because inside the zip file, you have a folder named Test Mod, and inside of that there's data. data (and other folders, like img) should not be contained in any other folders -- they should be at the "top" of the zip archive.
Superluminal2 - a ship editor for FTL
LehGogh
Posts: 38
Joined: Tue Jun 02, 2015 4:16 pm

Re: [Tutorial] New Guide on creating weapons

Postby LehGogh » Wed Jun 03, 2015 11:27 pm

Thank you. Obviously, I don't know how WinRAR works.
LehGogh
Posts: 38
Joined: Tue Jun 02, 2015 4:16 pm

Re: [Tutorial] New Guide on creating weapons

Postby LehGogh » Thu Jun 04, 2015 2:03 pm

I have one other question, this time focused on graphics. When I loaded my weapons into FTL, they had a white background. (Microsoft Paint for Windows 7 doesn't support transparent backgrounds.) I downloaded PAINT.net and made the backgrounds transparent, but I still get the white background in FTL. Any solutions?
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Metzelmax
Posts: 364
Joined: Wed Sep 26, 2012 7:59 am

Re: [Tutorial] New Guide on creating weapons

Postby Metzelmax » Thu Jun 04, 2015 3:49 pm

Take gimp 2.8 and either make a new image with advanced settings transparent background. Or you select the white background and go colors-> color to transparency FFFFFF (ie white).
Here is the Stuff I made:
ImageImageImageImage
And stuff is always better than no stuff, right?
LehGogh
Posts: 38
Joined: Tue Jun 02, 2015 4:16 pm

Re: [Tutorial] New Guide on creating weapons

Postby LehGogh » Thu Jun 04, 2015 5:56 pm

Thank you. I used GIMP (supports transparent backgrounds), so now it works.
LehGogh
Posts: 38
Joined: Tue Jun 02, 2015 4:16 pm

Re: [Tutorial] New Guide on creating weapons

Postby LehGogh » Wed Jun 10, 2015 11:18 pm

In your tutorial, you didn't mention what the iconImage tag does.

Code: Select all

<weaponBlueprint name="LASER_BURST_1">  <!-- 1 shot 1power-->
   <type>LASER</type>
   <title>Defense Laser Mark I</title>
   <!-- FAST FORWARD -->
   <weaponArt>laser_burst_1</weaponArt>
   <iconImage>laser</iconImage> <!-- This one -->
</weaponBlueprint>

What does it do?
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NarnKar
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Re: [Tutorial] New Guide on creating weapons

Postby NarnKar » Wed Jun 10, 2015 11:23 pm

iconImage was added post-AE. iconImage is just the weapon's icon on the iPad interface. Since modding is mostly PC only, it's not really worth bothering with.