Change Color of Weapon Effect
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**No, you can use any number of decimal places you want. A perfect example is the version number.
After further tests since that version of the ALE Editor was release, it looks like FL is based on a 10 digit based decimal system, so I will probably reduce the decimal output to 10 digits.
Timing in the color section is usually 0.0 to 1.0. It depends on how you are using the color as well. A basic FX would simply use the entire range of 0 to 1, but an engine requires it to be at specific sub-sections of that time frame.
An example of this is for a 5 sec anim, at 0 the FX happens immediately. At 0.5 the FX happens at 2.5 secs, at 1.0 it happens at 5 secs.**
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Much to my chagrin I don’t see any reference to Node_Color in the decoded ALE. Here is a copy of the file I’m working with:
; ---> ; ALE Effects Library <=> ku_capgun_01.ale ; DB Software ********************************************************************* [ALE] Version = 1.1 ; Number of parts = 3 Type = Layer2 [Section] ; ==> 1 Effect_Name = ku_capgun_01_flash FParams = 0.0733222961, -0.0568726324, -1.8747344017, 3.3234481812 ; ************ Alchemy Node Library Pointer #1 ************ ANL_Nickname = ku_capgun_01_flash_Cube.emt ; 0x025EF869 39778409 Parent = 3 FX_Slot = 1 Slot_Flag = 0 ; ************ Alchemy Node Library Pointer #2 ************ ANL_Nickname = ku_capgun_01_flash.app ; 0x1E5C7174 509374836 Parent = 3 FX_Slot = 2 Slot_Flag = 1 ; ************ Alchemy Node Library Pointer #3 ************ ANL_Nickname = Main_Node ; 0xEE223B51 3995220817 Parent = NULL FX_Slot = 3 Slot_Flag = 1 ; FX Slot Ordering ; Main Node, Emitter, App, Emitter, App,... Slot_Order = 3, 1, 2 [Section] ; ==> 2 Effect_Name = ku_capgun_01_impact ULParams = 0, 0, 1 ; *** Param #1 ANL_Nickname = Main_Node ; 0xEE223B51 3995220817 Parent = NULL FX_Slot = 1 Slot_Flag = 0 Slot_Order = 1 [Section] ; ==> 3 Effect_Name = ku_capgun_01_proj ULParams = 3151457083, 1113589435, 0 ; *** Param #1 ANL_Nickname = ku_capgun_01_proj_Cone.emt ; 0x1043780E 272857102 Parent = 3 FX_Slot = 1 Slot_Flag = 0 ; *** Param #2 ANL_Nickname = ku_capgun_01_proj.app ; 0xE63DCE2E 3862810158 Parent = 3 FX_Slot = 2 Slot_Flag = 1 ; *** Param #3 ANL_Nickname = Main_Node ; 0xEE223B51 3995220817 Parent = NULL FX_Slot = 3 Slot_Flag = 1 Slot_Order = 3, 1, 2
Can you guide me to the specific element I’m to be editing?
EDIT: I checked out the ANL file and there seems to be some references to color in here. Can you guide me specifically which ones have the effect on the weapon effect? (IE: Inner glow, Outer glow, etc.)
; ALE Scripter By DB Software ; Original filename is "ku_capgun_01.ale" ;****************************************************************************************************** [ALE] Version = 1.1 ; Number of sections = 6 ; **************************************************************************** [Section] ; ==> 1 FX_Type = FxBasicAppearance Node_Name = ku_capgun_01_flash.app ; 0x1E5C7174 509374836 Node_LifeSpan = 2.0000000000000000 Node_Transform = {} Appearance_LODCurve = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0000000000000000, 2.0000000000000000, 1.0000000000000000, 1.0000000000000000 SubFlag = 3 } BasicApp_TriTexture = True BasicApp_QuadTexture = False BasicApp_MotionBlur = False BasicApp_Color = { Flag = 4 Entry = 0.0000000000000000 SubFlag = 4 SubEntry = 0.0000000000000000, 1.0000000000000000, 1.0000000000000000, 1.0000000000000000 } BasicApp_Alpha = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0000000000000000, 0.4997520148754120, 1.0000000000000000, 0.0071959998458624 SubFlag = 4 } BasicApp_Size = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0000000000000000, 1.8828072547912598, 0.1380694955587387, 1.4200308322906494, 0.1412865072488785, 1.8845442533493042, 0.2442354857921600, 1.7356615066528320, 0.2764075100421906, 1.4557626247406006, 0.4243968725204468, 1.5272248983383179, 0.4501335024833679, 1.3098562955856323, 0.4823058843612671, 1.5480687618255615, 0.5209115147590637, 1.3336774110794067, 0.5852544903755188, 1.5302041769027710, 0.6142086386680603, 1.4264971017837524, 0.7107235193252564, 1.5182932615280151, 0.7589816451072693, 1.3490779399871826, 0.7911524772644043, 1.3336774110794067, 0.8490616679191589, 1.3341889381408691, 0.9131366610527039, 1.1781101226806641 SubFlag = 1 } BasicApp_HToVAspect = { Entry = 0.0000000000000000 SubEntry = 0.0000000000000000, 1.0000000000000000 } BasicApp_Rotate = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0000000000000000, 0.0000000000000000, 0.9938340187072754, 0.9987589716911316 SubFlag = 4 } BasicApp_TexName = XP_HERM ; 0xEDEFE115 3991920917 BasicApp_BlendInfo = 5, 2 BasicApp_UseCommonTexFrame = True BasicApp_TexFrame = { Flag = 4 Entry = 0.0000000000000000 SubFlag = 1 SubEntry = 0.0000000000000000, 0.0000000000000000 SubEntry = 0.9970510005950928, 1.0000000000000000 } BasicApp_CommonTexFrame = { Entry = 0.0000000000000000, 0.0000000000000000 } BasicApp_FlipTexU = True BasicApp_FlipTexV = True ; **************************************************************************** [Section] ; ==> 2 FX_Type = FxRectAppearance Node_Name = ku_capgun_01_proj.app ; 0xE63DCE2E 3862810158 Node_LifeSpan = 3.0000000000000000 Node_Transform = {} Appearance_LODCurve = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0000000000000000, 2.0000000000000000, 1.0000000000000000, 1.0000000000000000 SubFlag = 3 } BasicApp_MotionBlur = False RectApp_CenterOnPos = True RectApp_ViewingAngleFade = True BasicApp_Color = { Flag = 4 Entry = 0.0000000000000000 SubFlag = 4 SubEntry = 0.0000000000000000, 1.0000000000000000, 0.5019608139991760, 0.2509804069995880 SubEntry = 0.5517241358757019, 0.9529412388801575, 0.7372549176216126, 0.0784313753247261 } BasicApp_Alpha = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0000000000000000, 1.0000000000000000 SubFlag = 4 } RectApp_Scale = { Entry = 0.0000000000000000 SubEntry = 0.0128680001944304, 4.0000000000000000 } RectApp_Length = { Flag = 4 Entry = 0.0000000000000000 SubFlag = 4 SubEntry = 0.0128680001944304, 14.0000000000000000 } RectApp_Width = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0193019993603230, 3.0000000000000000 SubFlag = 4 } BasicApp_TexName = photon1 ; 0xEDC15889 3988871305 BasicApp_BlendInfo = 5, 2 BasicApp_UseCommonTexFrame = True BasicApp_TexFrame = { Flag = 4 Entry = 0.0000000000000000 SubFlag = 4 SubEntry = 0.0000000000000000, 0.0000000000000000 } BasicApp_CommonTexFrame = { Entry = 0.0000000000000000, 0.0000000000000000 } BasicApp_FlipTexU = False BasicApp_FlipTexV = False ; **************************************************************************** [Section] ; ==> 3 FX_Type = FxCubeEmitter Node_Name = ku_capgun_01_flash_Cube.emt ; 0x025EF869 39778409 Node_LifeSpan = 2.0000000000000000 Node_Transform = { Flag = 4 Header = 0.0000000000000000, 0.0000000000000000 HFlag = 4 HTail = 0 Header = 0.0000000000000000, 0.0000000000000000 HFlag = 4 HTail = 0 Entry = 0.0000000000000000, 0.0000000000000000 EFlag = 4 EType = 1 ETail = 0 Entry = 0.0000000000000000, 0.0000000000000000 EFlag = 4 EType = 1 ETail = 0 SEntry = 0.0000000000000000, -90.0000000000000000, 0.0000000000000000, 0.0000000000000000 SFlag = 0 Entry = 0.0000000000000000, 0.0000000000000000 EFlag = 4 EType = 1 ETail = 0 Entry = 0.0000000000000000, 0.0000000000000000 EFlag = 4 EType = 1 ETail = 0 Entry = 0.0000000000000000, 1.0000000000000000 EFlag = 4 EType = 1 ETail = 0 Entry = 0.0000000000000000, 1.0000000000000000 EFlag = 4 EType = 1 ETail = 0 Entry = 0.0000000000000000, 1.0000000000000000 EFlag = 4 EType = 1 ETail = 0 } Emitter_LODCurve = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0000000000000000, 0.0653030201792717, 1.0000000000000000, 1.0000000000000000 SubFlag = 1 } Emitter_InitialParticles = 0 Emitter_Frequency = { Flag = 4 Entry = 0.0000000000000000, 100.0000000000000000 EFlag = 0 SubFlag = 2 SubEntry = 0.0000000000000000, 150.0000000000000000, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.3150129914283752, 0.0000000000000000, 0.0000000000000000, 0.0000000000000000 } Emitter_MaxParticles = { Flag = 4 Entry = 0.0000000000000000, 10000.0000000000000000 EFlag = 0 } Emitter_EmitCount = { Entry = 0.0000000000000000, 0.0000000000000000 } Emitter_InitLifeSpan = { Flag = 4 Entry = 0.0000000000000000, 2.0000000000000000 EFlag = 16 SubFlag = 19 SubEntry = 0.0190340001136065, 0.1988719999790192, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.0801608413457870, 0.2275436222553253, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.1284179985523224, 0.1471460014581680, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.1670240014791489, 0.2305209934711456, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.2088470011949539, 0.1828780025243759, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.2410188466310501, 0.1947886049747467, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.2764079868793488, 0.1411910057067871, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.3600538372993469, 0.3526056110858917, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.3761389851570129, 0.2394540011882782, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.4308309853076935, 0.1590570062398911, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.5080429911613464, 0.2245659977197647, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.5369970202445984, 0.1590570062398911, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.6206438541412354, 0.2364766299724579, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.6721180081367493, 0.1679899990558624, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.7075070142745972, 0.2483869940042496, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.8072389960289002, 0.1322579979896545, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.8361930251121521, 0.2096769958734512, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.8747988343238831, 0.2781636118888855, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.9423589706420898, 0.2037220001220703, 0.0000000000000000, 0.0000000000000000 } Emitter_Pressure = { Flag = 4 Entry = 0.0000000000000000, 10.0000000000000000 EFlag = 0 SubFlag = 1 SubEntry = 0.0041490001603961, 20.0935039520263670, 0.0000000000000000, 0.0000000000000000 } Emitter_VelocityApproach = { Entry = 0.0000000000000000, 0.0000000000000000 } CubeEmitter_Width = { Entry = 0.0000000000000000, 5.0000000000000000 SubEntry = 0.0061670001596212, 0.1014909967780113, 0.0000000000000000, 0.0000000000000000 } CubeEmitter_Height = { Entry = 0.0000000000000000, 5.0000000000000000 SubEntry = 0.0029490001033992, 0.1014870032668114, 0.0000000000000000, 0.0000000000000000 } CubeEmitter_Depth = { Entry = 0.0000000000000000, 5.0000000000000000 SubEntry = -0.0002680000034161, 0.1014849990606308, 0.0000000000000000, 0.0000000000000000 } CubeEmitter_MinSpread = { Entry = 0.0000000000000000, 0.0000000000000000 } CubeEmitter_MaxSpread = { Entry = 0.0000000000000000, 15.0000000000000000 SubEntry = -0.0067019998095930, 5.0000000000000000, 0.0000000000000000, 0.0000000000000000 } ; **************************************************************************** [Section] ; ==> 4 FX_Type = FxConeEmitter Node_Name = ku_capgun_01_proj_Cone.emt ; 0x1043780E 272857102 Node_LifeSpan = Infinite Node_Transform = { Flag = 4 Header = 0.0000000000000000, 0.0000000000000000 HFlag = 4 HTail = 0 Header = 0.0000000000000000, 0.0000000000000000 HFlag = 4 HTail = 0 Entry = 0.0000000000000000, 0.0000000000000000 EFlag = 4 EType = 1 ETail = 0 Entry = 0.0000000000000000, 0.0000000000000000 EFlag = 4 EType = 1 ETail = 0 SEntry = 0.0000000000000000, -90.0000000000000000, 0.0000000000000000, 0.0000000000000000 SFlag = 0 Entry = 0.0000000000000000, 0.0000000000000000 EFlag = 4 EType = 1 ETail = 0 Entry = 0.0000000000000000, 0.0000000000000000 EFlag = 4 EType = 1 ETail = 0 Entry = 0.0000000000000000, 1.0000000000000000 EFlag = 4 EType = 1 ETail = 0 Entry = 0.0000000000000000, 1.0000000000000000 EFlag = 4 EType = 1 ETail = 0 Entry = 0.0000000000000000, 1.0000000000000000 EFlag = 4 EType = 1 ETail = 0 } Emitter_LODCurve = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0000000000000000, 0.1424044817686081, 1.0000000000000000, 1.0000000000000000 SubFlag = 1 } Emitter_InitialParticles = 2 Emitter_Frequency = { Flag = 4 Entry = 0.0000000000000000, 100.0000000000000000 EFlag = 0 SubFlag = 1 SubEntry = 0.0061659999191761, 49.8511161804199220, 0.0000000000000000, 0.0000000000000000 } Emitter_MaxParticles = { Flag = 4 Entry = 0.0000000000000000, 10000.0000000000000000 EFlag = 0 } Emitter_EmitCount = { Entry = 0.0000000000000000, 0.0000000000000000 } Emitter_InitLifeSpan = { Flag = 4 Entry = 0.0000000000000000, 2.0000000000000000 EFlag = 0 SubFlag = 1 SubEntry = 0.0383360013365746, 0.1007449999451637, 0.0000000000000000, 0.0000000000000000 } Emitter_Pressure = { Flag = 4 Entry = 0.0000000000000000, 10.0000000000000000 EFlag = 0 SubFlag = 1 SubEntry = 0.0029490001033992, 0.1315139979124069, 0.0000000000000000, 0.0000000000000000 } Emitter_VelocityApproach = { Entry = 0.0000000000000000, 0.0000000000000000 } ConeEmitter_MinRadius = { Entry = 0.0000000000000000, 0.0000000000000000 } ConeEmitter_MaxRadius = { Entry = 0.0000000000000000, 1.0000000000000000 SubEntry = -0.0002680000034161, 0.0000000000000000, 0.0000000000000000, 0.0000000000000000 } ConeEmitter_MinSpread = { Entry = 0.0000000000000000, 0.0000000000000000 } ConeEmitter_MaxSpread = { Flag = 4 Entry = 0.0000000000000000, 0.0000000000000000 EFlag = 0 } ; **************************************************************************** [Section] ; ==> 5 FX_Type = FxBasicAppearance Node_Name = ku_capgun_01_impactsparks.app ; 0xE2F5F513 3807769875 Node_LifeSpan = 3.0000000000000000 Node_Transform = {} Appearance_LODCurve = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0000000000000000, 2.0000000000000000, 1.0000000000000000, 1.0000000000000000 SubFlag = 3 } BasicApp_TriTexture = True BasicApp_QuadTexture = False BasicApp_MotionBlur = False BasicApp_Color = { Flag = 4 Entry = 0.0000000000000000 SubFlag = 4 SubEntry = 0.0000000000000000, 0.9372549653053284, 0.8078432083129883, 0.0627451017498970 SubEntry = 1.0000000000000000, 1.0000000000000000, 1.0000000000000000, 1.0000000000000000 } BasicApp_Alpha = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0000000000000000, 1.0000000000000000, 1.0000000000000000, 0.0012410000199452 SubFlag = 1 } BasicApp_Size = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0000000000000000, 6.0000000000000000, 0.0707739964127541, 0.7016320228576660, 0.3922249972820282, 0.3674939870834351 SubFlag = 1 } BasicApp_HToVAspect = { Entry = 0.0000000000000000 SubEntry = 0.0000000000000000, 1.0000000000000000 } BasicApp_Rotate = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0000000000000000, 0.0000000000000000 SubFlag = 4 } BasicApp_TexName = small-flare ; 0x119EE9C6 295627206 BasicApp_BlendInfo = 5, 2 BasicApp_UseCommonTexFrame = True BasicApp_TexFrame = { Flag = 4 Entry = 0.0000000000000000 SubFlag = 4 SubEntry = 0.0000000000000000, 0.0000000000000000 } BasicApp_CommonTexFrame = { Entry = 0.0000000000000000, 0.0000000000000000 } BasicApp_FlipTexU = True BasicApp_FlipTexV = True ; **************************************************************************** [Section] ; ==> 6 FX_Type = FxSphereEmitter Node_Name = ku_capgun_01_impactsparks_Sphere.emt ; 0xF8CF74E0 4174345440 Node_LifeSpan = 3.0000000000000000 Node_Transform = {} Emitter_LODCurve = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0000000000000000, 0.0124000413343310, 1.0000000000000000, 1.0000000000000000 SubFlag = 1 } Emitter_InitialParticles = 0 Emitter_Frequency = { Flag = 4 Entry = 0.0000000000000000, 100.0000000000000000 EFlag = 0 SubFlag = 2 SubEntry = -0.0002680000034161, 139.8511047363281200, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.2056300044059753, 0.0000000000000000, 0.0000000000000000, 0.0000000000000000 } Emitter_MaxParticles = { Flag = 4 Entry = 0.0000000000000000, 10000.0000000000000000 EFlag = 0 } Emitter_EmitCount = { Entry = 0.0000000000000000, 0.0000000000000000 } Emitter_InitLifeSpan = { Flag = 4 Entry = 0.0000000000000000, 2.0000000000000000 EFlag = 0 SubFlag = 1 SubEntry = 0.0351190008223057, 0.8064489960670471, 0.0000000000000000, 0.0000000000000000 } Emitter_Pressure = { Flag = 4 Entry = 0.0000000000000000, 10.0000000000000000 EFlag = 0 SubFlag = 1 SubEntry = 0.0061659999191761, 10.0000000000000000, 0.0000000000000000, 0.0000000000000000 } Emitter_VelocityApproach = { Entry = 0.0000000000000000, 0.0000000000000000 } SphereEmitter_MinRadius = { Entry = 0.0000000000000000, 0.0000000000000000 } SphereEmitter_MaxRadius = { Entry = 0.0000000000000000, 1.0000000000000000 SubEntry = 0.0093830004334450, 0.0000000000000000, 0.0000000000000000, 0.0000000000000000 } ;00000BA8 **** EOF ****
Side note: I can’t find FLDev in the downloads or the archive
Thanks for the replies! I’m dyin’ here!
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This I can help you with. The section of the .ANL file you are looking for is ‘ku_capgun_01_proj.app’, which is the section of the ALE file you are referencing to through various references in weapon_equip.ini, effects.ini etc.
The actual section of the file you want to be editing is BasicApp_Color in the ku_capgun_01_proj.app section of the .ANL file. That controls the colour of the projectile.
But my best advice is to just change one value at a time, encode it to an .ale file, put it in the relevant folder in FX, test it in-game and note what section of the projectile it changes. Rinse and repeat.
I usually change the colour of one section to a really obvious colour compared to the rest of the effect, EG: gf_nomadwormholeopening_horizbeam.app, and I noted that the normally blue beam coming out of the top and bottom of the effect had changed to blood-red, and hence I confirmed that gf_nomadwormholeopening_horizbeam.app was that particular part of the effect.It’s tedious, but you can pick it up fairly easily once you get into the groove.
As for FLDev, I just remembered that there is only a link in a post that link’s to another site. Here’s the link. http://www.eredivine.net/FLDev_1.001b01.zip
That should help set you on the right path.
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OK, sorry to but in here but just want to help, the weaon_equip.ini references everything, just read the names of the FX_Type = FxBasicAppearance and FX_Type = FxRectAppearance in the anl. Some effects also use a FX_Type = FLBeamAppearance. They will have _flash, _proj, _impact and other extras attached to the names. These are pretty simple to figure what part of the weapons effects they are used for and these are all used by the weapon in the ini.
As FF said, node_color under Node_Name = ku_capgun_01_proj.app (_proj for projectile ;)) is what you want to change.
The appearence sections are what you want to change for things like opacity (or varying levels thereof), color (once again varying levels if you want) and size. (also if you want to be flashy and create animated textures you would specify how the animation plays under the appearence section but leave that for now).
So if you want it to be say green then you would change it to this:
SubEntry = 0.0000000000000000, 0.0000000000000000, 1.0000000000000000, 0.0000000000000000
SubEntry = 1.0000000000000000, 0.0000000000000000, 1.0000000000000000, 0.0000000000000000So now it will be green from start to finish, but you could have a rainbow effect too:
SubEntry = 0.0000000000000000, 0.0000000000000000, 1.0000000000000000, 0.0000000000000000
SubEntry = 0.2000000000000000, 1.0000000000000000, 0.0000000000000000, 0.0000000000000000
SubEntry = 0.4000000000000000, 1.0000000000000000, 1.0000000000000000, 0.0000000000000000
SubEntry = 0.6000000000000000, 0.0000000000000000, 1.0000000000000000, 1.0000000000000000
SubEntry = 0.8000000000000000, 1.0000000000000000, 0.0000000000000000, 1.0000000000000000
SubEntry = 1.0000000000000000, 0.0000000000000000, 0.0000000000000000, 1.0000000000000000Just my 5cents, hope it helps a bit more.
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Okay, I’ve found the releavant part of the file - thanks for the guidance!
Now I’m looking at the daunting task of knowing which of those decimal values to edit, IE:
SubEntry = 0.0000000000000000, 1.0000000000000000, 0.5019608139991760, 0.2509804069995880 SubEntry = 0.5517241358757019, 0.9529412388801575, 0.7372549176216126, 0.0784313753247261
Since the FLDev program doesn’t seem to give RGP values from decimal values it’s tough to know what is what. Are these gradients? Is one SubEntry all one color? What’s the method to the madness?
EDIT: I’ve tried changing the values to see what happens but unfortunately I can’t figure out how to properly re-encode the files ><. When I use ALE editor it just gives me my_effect.tale. My kingdom for a Readme.
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.tale is just like .ale. Replace the old ALE file with the new one and it’ll do the trick.
FLDev actually does swap through between RGB and Decimal in the Math Tools. As long as the syntax is correct, it should work. Remember however that the first value in the SubEntry is timing and should NOT be put in FLDev.
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.tale is just like .ale. Replace the old ALE file with the new one and it’ll do the trick.
FLDev actually does swap through between RGB and Decimal in the Math Tools. As long as the syntax is correct, it should work. Remember however that the first value in the SubEntry is timing and should NOT be put in FLDev.
Ah, of course :P. I made the changes, fixed a few FUBARs I made, and BAM It works! Thanks so much to all of you! I would never have figured that out without your assistance!
Unfortunately I’ve still got one last problem. The effect that I originally was copying from, is now mimicing the same colors (even though I put this in a totally seperate file. Here’s my references
WEAPONS_ALE.INI
[VisEffect] nickname = ku_capgun_01_proj alchemy = fx\weapons\ku_capgun_01.ale effect_crc = 147112183 textures = fx\standardeffects.txm textures = fx\photon.txm textures = fx\sarma.txm [VisEffect] nickname = dw_pulsephasers_fx alchemy = fx\weapons\dw_pulsephasers_fx.ale effect_crc = 147112183 textures = fx\standardeffects.txm textures = fx\photon.txm textures = fx\sarma.txm
EFFECTS.INI
[Effect] nickname = ku_capgun_01_proj effect_type = EFT_WEAPON_PROJ vis_effect = ku_capgun_01_proj vis_generic = ku_capgun_01_proj [Effect] nickname = dw_pulsephasers_fx effect_type = EFT_WEAPON_PROJ vis_effect = dw_pulsephasers_fx vis_generic = dw_pulsephasers_fx
I have a feeling it is the effect_crc number being the same since the two are in different fx files - but how do I generate a new one? Google yields no help yet again.
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You should find a CRC calculator on digitalbrillance.com in the downloads section, made by our one and only Lancer Solurus (look for DB software).
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You take the effect’s name in the AEL file and plug it into the calculator, then get the CRC out of it.
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Both are the same…
Remember Freelancer uses unsigned integers for CRCs. this means there are always two possible ways to represent a CRC in decimal, one positive and one negative.
0xFFFFFFFF = 4 294 967 295 (maximum value of any integer)
Say I take “test” as a CRC, it gives me either -4192492930 or 102474366…
-4 192 492 930 + 4 294 967 295 = 10 2474 366
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Well that’s certainly easier lol, thx FF
Guess they use different ones when they get bored to mix things up a bit?Hunt21: you did also rename that part of the effect in the decoded .anl and .ael files as well? That plus the correct CRC should have you up and running.
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**Use my CRC/ Hash Calculator, it calculates the effect CRC for you. All you do is copy and paste the nickname of the FX in the .AEL file into the top edit box in the calculator. Then press enter or click on calculate.
As far as it not showing up, you might want to check FLSpew.txt for an ALE related error.**