Vortec effect.
-
I know I asked about this before so don’t kill kme for asking again.
Now I started messing in FL ales again I come to a dead end with ideas. Correct me at any point.
FL uses boxes and spheres to create ales?
Let use the jump gate ale for example.
; ALE Scripter By DB Software
; Original filename is “gf_jumpgate.ale”
;******************************************************************************************************[ALE]
Version = 1.1
; Number of sections = 12; ****************************************************************************
[Section]
; ==> 1
FX_Type = FxConeEmitterNode_Name = gf_jumpgate_rings_Cone.emt ; 0x1D0810C1 487067841
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
SEntry = 0.0000000000000000, 0.0000000000000000, 0.0000000000000000, 0.0000000000000000
SFlag = 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, 1.0000000000000000
SubFlag = 4
}Emitter_InitialParticles = 0
Emitter_Frequency = {
Flag = 4
Entry = 0.0000000000000000, 100.0000000000000000
EFlag = 0
SubFlag = 3
SubEntry = -0.0569414719939232, 350.6959533691406300, 0.0000000000000000, 0.0000000000000000
SubEntry = 1.9758520126342773, 350.6959533691406300, 0.0000000000000000, 0.0000000000000000
SubEntry = 5.0491447448730469, 49.7234268188476560, 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 = 0.0029490001033992, 0.3058969974517822, 0.0000000000000000, 0.0000000000000000
}Emitter_Pressure = {
Flag = 4
Entry = 0.0000000000000000, 10.0000000000000000
EFlag = 0
SubFlag = 1
SubEntry = -0.0353889986872673, -0.0595559999346733, 0.0000000000000000, 0.0000000000000000
}Emitter_VelocityApproach = {
Entry = 0.0000000000000000, 0.0000000000000000
}ConeEmitter_MinRadius = {
Entry = 0.0000000000000000, 0.0000000000000000
SubEntry = 0.0000000000000000, 130.0000000000000000, 0.0000000000000000, 0.0000000000000000
}ConeEmitter_MaxRadius = {
Entry = 0.0000000000000000, 1.0000000000000000
SubEntry = 0.0126000000163913, 130.0000000000000000, 0.0000000000000000, 0.0000000000000000
}ConeEmitter_MinSpread = {
Entry = 0.0000000000000000, 0.0000000000000000
SubEntry = 0.0000000000000000, 90.0000000000000000, 0.0000000000000000, 0.0000000000000000
}ConeEmitter_MaxSpread = {
Flag = 4
Entry = 0.0000000000000000, 0.0000000000000000
EFlag = 0
SubFlag = 1
SubEntry = 0.0061670001596212, 90.0000000000000000, 0.0000000000000000, 0.0000000000000000
}; ****************************************************************************
[Section]
; ==> 2
FX_Type = FxBasicAppearanceNode_Name = gf_jumpgate_rings.app ; 0xF12AB146 4046106950
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, 0.0000000000000000, 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
SEntry = -0.0099189998582006, -0.0017359999474138, 0.0000000000000000, 16.6639404296875000, 60.0000000000000000, 500.0000000000000000, 16.6639404296875000, 0.0000000000000000
SFlag = 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
}Appearance_LODCurve = {
Entry = 0.0000000000000000
EFlag = 4
SubEntry = 0.0000000000000000, 1.0000000000000000
SubFlag = 4
}BasicApp_TriTexture = True
BasicApp_QuadTexture = False
BasicApp_MotionBlur = False
BasicApp_Color = {
Flag = 4
Entry = 0.0000000000000000
SubFlag = 4
SubEntry = 0.0000000000000000, 0.6470588445663452, 0.6470588445663452, 0.8549020290374756
SubEntry = 1.0000000000000000, 1.0000000000000000, 1.0000000000000000, 1.0000000000000000
}BasicApp_Alpha = {
Entry = 0.0000000000000000
EFlag = 4
SubEntry = 0.0029498636722565, -0.0064598917961121, 0.4726541936397553, 0.9987512826919556, 1.0000000000000000, 0.0000000000000000
SubFlag = 4
}BasicApp_Size = {
Entry = 0.0000000000000000
EFlag = 4
SubEntry = 0.0000000000000000, 50.0000000000000000, 1.0000000000000000, 0.0000000000000000
SubFlag = 4
}BasicApp_HToVAspect = {
Entry = 0.0000000000000000
SubEntry = 0.0000000000000000, 1.0000000000000000
}X this part out of it it was for testing
;BasicApp_Rotate = {
;Entry = 0.0000000000000000
;EFlag = 4
;SubEntry = 0.0000000000000000, 1.0000000000000000
;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]
; ==> 3
FX_Type = FxAirFieldNode_Name = gf_jumgate_tunnel_field ; 0xF976F551 4185322833
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 = 0.2378019988536835, 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
}AirField_Magnitude = {
Entry = 0.0000000000000000, 1.0000000000000000
SubEntry = 0.0093830004334450, 700.0000000000000000, 0.0000000000000000, 0.0000000000000000
}AirField_Approach = {
Entry = 0.0000000000000000, 1.0000000000000000
}
BasicApp_Rotate = {
Entry = 0.0000000000000000
EFlag = 4
SubEntry = 0.0000000000000000, 20.0000000000000000
SubFlag = 4
}; ****************************************************************************
[Section]
; ==> 4
FX_Type = FxBasicAppearanceNode_Name = gf_jumpgate_end_flash.app ; 0xFF885EA4 4287127204
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, 0.8274510502815247, 0.8274510502815247, 0.4941176772117615
SubEntry = 1.0000000000000000, 1.0000000000000000, 1.0000000000000000, 1.0000000000000000
}BasicApp_Alpha = {
Entry = 0.0000000000000000
EFlag = 4
SubEntry = 0.0000000000000000, 1.0000000000000000
SubFlag = 4
}BasicApp_Size = {
Entry = 0.0000000000000000
EFlag = 4
SubEntry = 0.0000000000000000, 1.0000000000000000, 0.4929600059986115, 500.0000000000000000, 1.0000000000000000, 0.0000000000000000
SubFlag = 1
}BasicApp_HToVAspect = {
Entry = 0.0000000000000000
SubEntry = 0.0000000000000000, 1.0000000000000000
}BasicApp_Rotate = {
Entry = 0.0000000000000000
EFlag = 4
SubEntry = 0.0000000000000000, 0.0000000000000000
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]
; ==> 5
FX_Type = FxCubeEmitterNode_Name = gf_jumpgate_end_Cube.emt ; 0xE30A24C4 3809092804
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, 1.0000000000000000
SubFlag = 4
}Emitter_InitialParticles = 0
Emitter_Frequency = {
Flag = 4
Entry = 0.0000000000000000, 100.0000000000000000
EFlag = 0
SubFlag = 1
SubEntry = 0.0126000000163913, 6.9756808280944824, 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 = 0.0000000000000000, 1.5000000000000000, 0.0000000000000000, 0.0000000000000000
}Emitter_Pressure = {
Flag = 4
Entry = 0.0000000000000000, 10.0000000000000000
EFlag = 0
SubFlag = 1
SubEntry = 0.0061662271618843, 0.9652605056762695, 0.0000000000000000, 0.0000000000000000
}Emitter_VelocityApproach = {
Entry = 0.0000000000000000, 0.0000000000000000
}CubeEmitter_Width = {
Entry = 0.0000000000000000, 5.0000000000000000
SubEntry = 0.0158177018165588, -0.0707197189331055, 0.0000000000000000, 0.0000000000000000
}CubeEmitter_Height = {
Entry = 0.0000000000000000, 5.0000000000000000
SubEntry = 0.0190348550677300, 0.0186104774475098, 0.0000000000000000, 0.0000000000000000
}CubeEmitter_Depth = {
Entry = 0.0000000000000000, 5.0000000000000000
SubEntry = 0.0126005411148071, -0.0260543823242188, 0.0000000000000000, 0.0000000000000000
}CubeEmitter_MinSpread = {
Entry = 0.0000000000000000, 0.0000000000000000
}CubeEmitter_MaxSpread = {
Entry = 0.0000000000000000, 15.0000000000000000
SubEntry = 0.0061662271618843, 0.0632753372192383, 0.0000000000000000, 0.0000000000000000
}; ****************************************************************************
[Section]
; ==> 6
FX_Type = FxSphereEmitterNode_Name = gf_jumpgate_end_flash_Sphere.emt ; 0x0A189C19 169384985
Node_LifeSpan = 3.0000000000000000
Node_Transform = {}
Emitter_LODCurve = {
Entry = 0.0000000000000000
EFlag = 4
SubEntry = 0.0000000000000000, 1.0000000000000000
SubFlag = 4
}Emitter_InitialParticles = 1
Emitter_Frequency = {
Flag = 4
Entry = 0.0000000000000000, 100.0000000000000000
EFlag = 0
SubFlag = 1
SubEntry = 0.0000000000000000, 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 = 0.0029490001033992, 0.1990070044994354, 0.0000000000000000, 0.0000000000000000
}Emitter_Pressure = {
Flag = 4
Entry = 0.0000000000000000, 10.0000000000000000
EFlag = 0
}Emitter_VelocityApproach = {
Entry = 0.0000000000000000, 0.0000000000000000
}SphereEmitter_MinRadius = {
Entry = 0.0000000000000000, 0.0000000000000000
}SphereEmitter_MaxRadius = {
Entry = 0.0000000000000000, 1.0000000000000000
}; ****************************************************************************
[Section]
; ==> 7
FX_Type = FxSphereEmitterNode_Name = gf_jumpgate_end_sphere.emt ; 0x1DC22424 499262500
Node_LifeSpan = Infinite
Node_Transform = {}
Emitter_LODCurve = {
Entry = 0.0000000000000000
EFlag = 4
SubEntry = 0.0000000000000000, 1.0000000000000000
SubFlag = 4
}Emitter_InitialParticles = 0
Emitter_Frequency = {
Flag = 4
Entry = 0.0000000000000000, 100.0000000000000000
EFlag = 0
SubFlag = 1
SubEntry = 0.0061659999191761, 17.9568252563476560, 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
}Emitter_Pressure = {
Flag = 4
Entry = 0.0000000000000000, 10.0000000000000000
EFlag = 0
}Emitter_VelocityApproach = {
Entry = 0.0000000000000000, 0.0000000000000000
}SphereEmitter_MinRadius = {
Entry = 0.0000000000000000, 0.0000000000000000
}SphereEmitter_MaxRadius = {
Entry = 0.0000000000000000, 1.0000000000000000
}; ****************************************************************************
[Section]
; ==> 8
FX_Type = FxPerpAppearanceNode_Name = gf_jumpgate_end.app ; 0xE51725DC 3843499484
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
Entry = 0.0000000000000000, 0.0000000000000000
EFlag = 4
EType = 1
ETail = 0
Entry = 0.0000000000000000, 0.0000000000000000
EFlag = 4
EType = 1
ETail = 0
SEntry = 0.0029490001033992, -0.0017369999550283, 0.0000000000000000, 6.0006480216979980
SFlag = 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
}Appearance_LODCurve = {
Entry = 0.0000000000000000
EFlag = 4
SubEntry = 0.0000000000000000, 1.0000000000000000
SubFlag = 4
}RectApp_ViewingAngleFade = True
BasicApp_Color = {
Flag = 4
Entry = 0.0000000000000000
SubFlag = 4
SubEntry = 0.0000000000000000, 0.8000000715255737, 0.8000000715255737, 0.5098039507865906
}BasicApp_Alpha = {
Entry = 0.0000000000000000
EFlag = 4
SubEntry = 0.0000000000000000, 1.0000000000000000, 1.0000000000000000, 0.0000000000000000
SubFlag = 4
}BasicApp_Size = {
Entry = 0.0000000000000000
EFlag = 4
SubEntry = 0.0000000000000000, 0.0000000000000000, 1.0000000000000000, 600.0000000000000000
SubFlag = 4
}BasicApp_TexName = hurr64 ; 0xEC003D7F 3959438719
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]
; ==> 9
FX_Type = FxConeEmitterNode_Name = gf_jumpgate_end_rings_Cone.emt ; 0xE08DCE23 3767389731
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
SEntry = 0.0000000000000000, 0.0000000000000000, 0.0000000000000000, 0.0000000000000000
SFlag = 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, 1.0000000000000000
SubFlag = 4
}Emitter_InitialParticles = 0
Emitter_Frequency = {
Flag = 4
Entry = 0.0000000000000000, 100.0000000000000000
EFlag = 0
SubFlag = 3
SubEntry = -0.1105667948722839, 70.2737579345703130, 0.0000000000000000, 0.0000000000000000
SubEntry = 2.4616479873657227, 70.2886352539062500, 0.0000000000000000, 0.0000000000000000
SubEntry = 4.0193037986755371, 20.1868057250976560, 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
}Emitter_Pressure = {
Flag = 4
Entry = 0.0000000000000000, 10.0000000000000000
EFlag = 0
SubFlag = 1
SubEntry = 0.0000000000000000, -60.0000000000000000, 0.0000000000000000, 0.0000000000000000
}Emitter_VelocityApproach = {
Entry = 0.0000000000000000, 0.0000000000000000
}ConeEmitter_MinRadius = {
Entry = 0.0000000000000000, 0.0000000000000000
SubEntry = -0.0032170000486076, 70.2232818603515630, 0.0000000000000000, 0.0000000000000000
}ConeEmitter_MaxRadius = {
Entry = 0.0000000000000000, 1.0000000000000000
SubEntry = 0.0126000000163913, 69.6277160644531250, 0.0000000000000000, 0.0000000000000000
}ConeEmitter_MinSpread = {
Entry = 0.0000000000000000, 0.0000000000000000
SubEntry = -0.0034852474927902, 90.0000000000000000, 0.0000000000000000, 0.0000000000000000
}ConeEmitter_MaxSpread = {
Flag = 4
Entry = 0.0000000000000000, 0.0000000000000000
EFlag = 0
SubFlag = 1
SubEntry = 0.0126010002568364, 90.0000000000000000, 0.0000000000000000, 0.0000000000000000
}; ****************************************************************************
[Section]
; ==> 10
FX_Type = FxBasicAppearanceNode_Name = gf_jumpgate_end_rings.app ; 0x170257A7 386029479
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, 0.0000000000000000, 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
SEntry = -0.0099189998582006, -0.0017359999474138, 0.0000000000000000, 16.6639404296875000, 60.0000000000000000, 500.0000000000000000, 16.6639404296875000, 0.0000000000000000
SFlag = 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
}Appearance_LODCurve = {
Entry = 0.0000000000000000
EFlag = 4
SubEntry = 0.0000000000000000, 1.0000000000000000
SubFlag = 4
}BasicApp_TriTexture = True
BasicApp_QuadTexture = False
BasicApp_MotionBlur = False
BasicApp_Color = {
Flag = 4
Entry = 0.0000000000000000
SubFlag = 4
SubEntry = 0.0000000000000000, 0.6470588445663452, 0.6470588445663452, 0.8549020290374756
SubEntry = 1.0000000000000000, 1.0000000000000000, 1.0000000000000000, 1.0000000000000000
}BasicApp_Alpha = {
Entry = 0.0000000000000000
EFlag = 4
SubEntry = 0.0029498636722565, -0.0064598917961121, 0.1287200003862381, 1.0000000000000000, 1.0002681016921997, -0.0047146677970886
SubFlag = 4
}BasicApp_Size = {
Entry = 0.0000000000000000
EFlag = 4
SubEntry = 0.0000000000000000, 19.8394546508789060, 0.1917627751827240, 11.8670787811279300, 1.0034853219985962, -0.0384616851806641
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 = 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]
; ==> 11
FX_Type = FxBasicAppearanceNode_Name = gf_jumpgate_tunnel.app ; 0x0671038D 108069773
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, 0.0000000000000000, 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
SEntry = -0.0099189998582006, -0.0017359999474138, 0.0000000000000000, 16.6639404296875000, 60.0000000000000000, 500.0000000000000000, 16.6639404296875000, 0.0000000000000000
SFlag = 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
}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, 0.6470588445663452, 0.6470588445663452, 0.8549020290374756
SubEntry = 1.0000000000000000, 1.0000000000000000, 1.0000000000000000, 1.0000000000000000
}BasicApp_Alpha = {
Entry = 0.0000000000000000
EFlag = 4
SubEntry = 0.0029498636722565, -0.0064598917961121, 0.1287200003862381, 1.0000000000000000, 1.0002681016921997, -0.0047146677970886
SubFlag = 4
}BasicApp_Size = {
Entry = 0.0000000000000000
EFlag = 4
SubEntry = 0.0000000000000000, 80.0000000000000000, 0.2224780023097992, 10.5472688674926760, 1.0034853219985962, -0.0384616851806641
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 = 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]
; ==> 12
FX_Type = FxConeEmitterNode_Name = gf_jumpgate_tunnel_Cone.emt ; 0xEEF13E0D 4008787469
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
SEntry = 0.0000000000000000, 0.0000000000000000, 0.0000000000000000, 0.0000000000000000
SFlag = 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, 1.0000000000000000
SubFlag = 4
}Emitter_InitialParticles = 0
Emitter_Frequency = {
Flag = 4
Entry = 0.0000000000000000, 100.0000000000000000
EFlag = 0
SubFlag = 2
SubEntry = 0.0029410000424832, 0.0000000000000000, 0.0000000000000000, 0.0000000000000000
SubEntry = 3.0095798969268799, 79.5911636352539060, 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 = -0.0072369999252260, 3.0000000000000000, 0.0000000000000000, 0.0000000000000000
}Emitter_Pressure = {
Flag = 4
Entry = 0.0000000000000000, 10.0000000000000000
EFlag = 0
SubFlag = 1
SubEntry = 0.0000000000000000, 0.1000000014901161, 0.0000000000000000, 0.0000000000000000
}Emitter_VelocityApproach = {
Entry = 0.0000000000000000, 0.0000000000000000
}ConeEmitter_MinRadius = {
Entry = 0.0000000000000000, 0.0000000000000000
SubEntry = 0.0000000000000000, 130.0000000000000000, 0.0000000000000000, 0.0000000000000000
}ConeEmitter_MaxRadius = {
Entry = 0.0000000000000000, 1.0000000000000000
SubEntry = -0.0034849999938160, 130.0000000000000000, 0.0000000000000000, 0.0000000000000000
}ConeEmitter_MinSpread = {
Entry = 0.0000000000000000, 0.0000000000000000
SubEntry = -0.0034852474927902, 90.0000000000000000, 0.0000000000000000, 0.0000000000000000
}ConeEmitter_MaxSpread = {
Flag = 4
Entry = 0.0000000000000000, 0.0000000000000000
EFlag = 0
SubFlag = 1
SubEntry = 0.0126010002568364, 90.0000000000000000, 0.0000000000000000, 0.0000000000000000
};00001616 **** EOF ****
Emitter; how it acts?
FX_Type = FxBasicAppearance; is what you see correct?
BasicApp_Size : is how big? is it a xyz cords in the box?
BasicApp_HToVAspect ; angle you look at it?
SubEntry = 0.0126010002568364, 90.0000000000000000, 0.0000000000000000, 0.0000000000000000 why do some have 4 number sets and some 2? and are this the xyz cords?
Sorry for all the qusetions and grief. Would like to pick FF’s and LS’s brains to understand this. Or anyone one elses. Any helps greatly apperciated.
-
FX_Type is correct. BasicApp_Size is just a radius/diameter. HToVAspect is distorting the particle so it’s wider or thinner than normal, but it doesn’t always work. When SubEntries have 4 parameters, the last two don’t seem to do much; the only explanation I’d have would be easing settings but I haven’t tested it.
-
Hi m8,
FL also uses cone emitter and a host of others but cone cube sphere are the most common.
Most of the lines in ALE are read in -time , action or in the case of colours
time , R, G, B
some lines read time, action, time, action etc etc meaning at a certain time in the effect, the size will be blah, then at time x the effect will be bigger/smaller etc.
frequency is how many particles come out of the emitter.
pressure is how far those particles go away from the emitter
initial_particles is how many particles the effect starts within general (but not with all effects) each effect has a “general” basic appearence section and a specific appearence section(cone/cube etc)
Best way to find out what each one does is to change it and test it so trial and error as with most things. hope this helps a little.
Ice
-
Do people really still prefer ALE Editor over XML Project, or is it just not familiar?
-
Personally I’m just way too used to it to change to anything else. I’ve been working with ALEs for so long I’ve come to associate these pseudo-INIs with them.
-
Sorry Adoxa, mot really familiar with it. Been messing around a bit this morning with the info Ice and FF gave me. Understanding a little bit more but there are 2 areas I’m really after. These 2 :
Node_Name = gf_jumpgate_tunnel.app
BasicApp_Rotate = {
Entry = 0.0000000000000000
EFlag = 4
SubEntry = 0.0000000000000000, 0.0000000000000000
SubFlag = 4
}And……
Node_Name = gf_jumpgate_tunnel_Cone.emt
ConeEmitter_MinRadius = {
Entry = 0.0000000000000000, 0.0000000000000000
SubEntry = 0.0000000000000000, 130.0000000000000000, 0.0000000000000000, 0.0000000000000000
}ConeEmitter_MaxRadius = {
Entry = 0.0000000000000000, 1.0000000000000000
SubEntry = -0.0034849999938160, 130.0000000000000000, 0.0000000000000000, 0.0000000000000000
}ConeEmitter_MinSpread = {
Entry = 0.0000000000000000, 0.0000000000000000
SubEntry = -0.0034852474927902, 90.0000000000000000, 0.0000000000000000, 0.0000000000000000
}ConeEmitter_MaxSpread = {
Flag = 4
Entry = 0.0000000000000000, 0.0000000000000000
EFlag = 0
SubFlag = 1
SubEntry = 0.0126010002568364, 90.0000000000000000, 0.0000000000000000, 0.0000000000000000
}The rotate app. seems to do nothing at all when changed. Was trying to get the app to rotate on z axis like LS’s tradelane vid.
Now the radius and spead I can changein see a difference when changing the second values. But what I’m trying to do is make it small at the start and large at the end. So using Iceman’s tip: time action time action :nothing happens, like FF said about the last two values seem to to do nothing. I’ll make a post shortly on which does height and lenght.
-
BasicApp_Rotate only rotates the particle itself, not the emitter, anyway, and it doesn’t work half the time.
-
adoxa wrote:
Do people really still prefer ALE Editor over XML Project, or is it just not familiar?FriendlyFire wrote:
Personally I’m just way too used to it to change to anything else. I’ve been working with ALEs for so long I’ve come to associate these pseudo-INIs with them.This isn’t the first time I’ve seen this referenced. I don’t really understand what it is or what it’s for either. I’m with FriendlyFire in that I’ve been editing ALEs with the Editor tool thing the entire time as well, partly because I didn’t even know there was an alternative.
-
the alternative is a good bit younger than the initial ALE editor. although i do not work that much with ale’s, i also am kinda used to the editor’s output format. i came to work with ale’s after i already knew a bit of thn’s.
besides, the format of <parameter>= <values_array>is imo simplier and therefore easier to read than the xml tag-based script. however, i thought of trying out the xml project for this purpose.</values_array></parameter> -
Here is the tradelane ALE you saw used in the video. It is built from the original. From what I remember I simply flipped one on the fx by -90 degrees, adjusted scaling and speed to fit within the tradelane entrance.
The original fx was from gf_tradeinnerring.ale