Effects
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believe it was the AEL file you select when encoding.
Main_Node is the nickname found in the AEL file as the first FX slot nickname; referencing and in place of the first [Section] Node_Name. In most ale’s, that is an emitter / .emt -
so…the main node is:
[Section] ; ==> 1 FX_Type = FxBasicAppearance Node_Name = gf_tradelaneendsplashnew.app ; 0x1A97F2A1 446165665 Node_LifeSpan = 3.0000000000000000 Node_Transform = {} Appearance_LODCurve = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0000000000000000, 1.0000000000000000 SubFlag = 4 } BasicApp_TriTexture = True BasicApp_QuadTexture = False BasicApp_MotionBlur = True BasicApp_Color = { Flag = 4 Entry = 0.0000000000000000 SubFlag = 4 SubEntry = 0.0000000000000000, 0.4901961088180542, 0.4901961088180542, 1.0000000000000000 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 = 4 } BasicApp_Size = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0000000000000000, 20.0000000000000000 SubFlag = 4 } 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 = planetflare ; 0x13E2D528 34123860 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
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BUMP
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let me introduce UBERBUMP ;D
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Wolfie i wish i could help u but i have less .ale knowledge than u.
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Did you try comparing your FX with another of similar length (like 3 emitters and 3 apps if you have 3 emts and 3 apps) and see if there’s any large dissimilarity? I’d especially review the AEL file, as that’s where a lot of errors can come from.
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**I finally got around to decompiling this FX and it turns out that it doesn’t have a main node at all.
I would suggest that you start out by making minor changes to the files, testing them each time.
Suggested naming
Effect_Name = gf_newtradelaneendsplashANL_Nickname =
gf_newtradelaneendsplash.app
gf_newtradelaneendsplash_Cone.emt
gf_newtradelaneendsplashEffect_CRC = 321120139
Don’t forget to change the names in both the .ael and .anl files before encoding them into a .tale file.
This goes in misc_ale.ini…
[VisEffect]
nickname = gf_newtradelaneendsplash
alchemy = fx\misc\gf_newtradelaneendsplash.tale
effect_crc = 321120139
textures = fx\planetflare.txm** -
it still wont WORK!
u can have a look at it urselfs: http://two.xthost.info/Wolfie/Mods/misc.rar
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BUMP
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first rule of modding: take things step by step
If you’ve got 10 files you’re changing, only change 1 at a time.
In each file there are quite a few places things can go wrong, so only change one section at a time, retest, if it works; continue.
We’re on new ground with ALE editing, so not all the relations between things have been worked out. If you only changed colors, textures, and naming then you should be able to use the original for a reference (shouldn’t even need to reorder the sections).
Experimenting is always a good way to learn things, so don’t hesitate to open up other ALEs and write down notes on the order of things, the effects that changing values in each section has, etc. That’s how I figured out how to actually get an effect to use throttle.I know this doesn’t help you immediately, but it will in the future
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ok…i question here (again) what should i calculate 2 a CRC? LOL
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Use the CRC Calculator that LS made. Simple, really.
MK
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…i mean
should i use the effect name or should i use the fx\glyphs.txm (example)
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Assuming you’re using LS’s ALE editor, what you want is in the .ael file:
Effect_Name = xyz
In which case, you’d find the CRC for xyz.
MK
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**This is from the ‘asteroiddust.ale’ file…
In the .ael you have…
Effect_Name = asteroiddust
The Hash calculator gives a value of 33949935 under ‘Effect CRC’. This is the value you would use.
33949935 = asteroiddust** [ -
is there some special place i can define what ale effect it should use?
i remember it was something like that when i was messing around with jump hole docking rings
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That depends on how many parts the ALE file has, like engine ales have a part for trail, fire, and cruise. Each of those sections should be listed in the ael, separated so you can tell which is which. For you, you just have to look at the effects.ini to see which one you’re looking for in the first place
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