Effect error
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hi all,
im trying to edit the ale file, and i got some problem, a example like this:Code:(i just copy the code from ku_capgun_01_flash)
[Section] ; ==> 2 Effect_Name = ku_capgun_01_impact FParams = 0.0733222961, -0.0568726324, -1.8747344017, 3.3234481812 ANL_Nickname = ku_capgun_01_impactsparks_Cube.emt ; 0x025EF869 39778409 Parent = 3 FX_Slot = 1 Slot_Flag = 0 ANL_Nickname = ku_capgun_01_impactsparks.app ; 0x1E5C7174 509374836 Parent = 3 FX_Slot = 2 Slot_Flag = 1 ANL_Nickname = Main_Node ; 0xEE223B51 3995220817 Parent = NULL FX_Slot = 3 Slot_Flag = 1 Slot_Order = 3, 1, 2 [Section] ; ==> 5 FX_Type = FxBasicAppearance Node_Name = ku_capgun_01_impactsparks.app ; 0xE2F5F513 3807769875 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, 0.8117647058823529, 0.4235294117647058, 0.0705882352941176 } BasicApp_Alpha = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0000000000000000, 1.0000000000000000, 1.0000000000000000, 0.5000000000000000 SubFlag = 4 } BasicApp_Size = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0000000000000000, 1.8828072547912598, 0.7000000000000000, 5.0000000000000000, 0.8000000000000000, 10.0000000000000000, 1.0000000000000000, 100.0000000000000000 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 = bulhit ; 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] ; ==> 6 FX_Type = FxCubeEmitter Node_Name = ku_capgun_01_impactsparks_Cube.emt ; 0xF8CF74E0 4174345440 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 }
and i got this:
E:\FL\Scratch\Source\Client\space\Effect.cpp(1008) : *** ERROR: ParticleEffect::start_effect: couldnt create ale.eff (ku_capgun_01_impact) in file (fx\weapons\ku_capgun_01.ale) … Effect is most likely corrupted
C:\work\builds\dalibs\dalibs-build\build\Src\Alchemy\FxEffect.cpp(275) : ERROR:General:couldn’t create instace of nodePS, the ku_capgun_01_flash works good, i dont know why ku_capgun_01_impact not work , any help please ???
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ok, im fix it…. that problem about FORGOT SAVE…
and now i have a really question. i want to creat a new fx to FL(not edit), and i dont understand the node in ael file:
[Section] ; ==> 2 Effect_Name = ku_capgun_01_impact FParams = 0.0733222961, -0.0568726324, -1.8747344017, 3.3234481812 <-- Whats this ANL_Nickname = ku_capgun_01_impactsparks_Cube.emt ; 0x025EF869 39778409 Parent = 3 <-- Whats this FX_Slot = 1 <-- Whats this Slot_Flag = 0 <-- Whats this ANL_Nickname = ku_capgun_01_impactsparks.app ; 0x1E5C7174 509374836 Parent = 3 FX_Slot = 2 Slot_Flag = 1 ANL_Nickname = Main_Node ; 0xEE223B51 3995220817 Parent = NULL FX_Slot = 3 Slot_Flag = 1 Slot_Order = 3, 1, 2 <-- This is "Order By"?
And, where i can found a tutorial to edit ale file?
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[Section] ; ==> 2 Effect_Name = ku_capgun_01_impact FParams = ;No clue at all ANL_Nickname = ku_capgun_01_impactsparks_Cube.emt ; 0x025EF869 39778409 Parent = ;Indicates which FX_Slot is the parent of this node, usually it is the Main Node but it can be NULL if you do not want to have a parent (this effectively means the particles spawned will be isolated in the world and will have no global velocity or orientation); the Main Node should always have Parent = NULL FX_Slot = ;That's an arbitrary number assigned to the node Slot_Flag = 0 ;The flag is always zero except for the very last block (a block being from ANL_Nickname to Slot_Flag): the last block must contain the number of emt/app pairs (so two emitters and two appearances would make 2) ANL_Nickname = ku_capgun_01_impactsparks.app ; 0x1E5C7174 509374836 Parent = 3 FX_Slot = 2 Slot_Flag = 1 ANL_Nickname = Main_Node ; 0xEE223B51 3995220817 Parent = NULL FX_Slot = 3 Slot_Flag = 1 Slot_Order = ;That's the order in which the different FX_Slots are referenced: the Main Node must ALWAYS be first, followed by emt/app pairs with the emitter usually preceding its related appearance node
Hope this helps, but unfortunately I don’t think tutorials exist.
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[Section] ; ==> 2 Effect_Name = ku_capgun_01_impact FParams = ;No clue at all ANL_Nickname = ku_capgun_01_impactsparks_Cube.emt ; 0x025EF869 39778409 Parent = ;Indicates which FX_Slot is the parent of this node, usually it is the Main Node but it can be NULL if you do not want to have a parent (this effectively means the particles spawned will be isolated in the world and will have no global velocity or orientation); the Main Node should always have Parent = NULL FX_Slot = ;That's an arbitrary number assigned to the node Slot_Flag = 0 ;The flag is always zero except for the very last block (a block being from ANL_Nickname to Slot_Flag): the last block must contain the number of emt/app pairs (so two emitters and two appearances would make 2) ANL_Nickname = ku_capgun_01_impactsparks.app ; 0x1E5C7174 509374836 Parent = 3 FX_Slot = 2 Slot_Flag = 1 ANL_Nickname = Main_Node ; 0xEE223B51 3995220817 Parent = NULL FX_Slot = 3 Slot_Flag = 1 Slot_Order = ;That's the order in which the different FX_Slots are referenced: the Main Node must ALWAYS be first, followed by emt/app pairs with the emitter usually preceding its related appearance node
Hope this helps, but unfortunately I don’t think tutorials exist.
Great Thanks for your help FriendlyFire!