ALE and fading…
Locked
Speciality Modding
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Yup, I can’t get it to work.
I finally got controls over all the Node Names in the .ale I’m editing, but I still can’t figure out how to make the explosion “fade” instead of just disappearing. sigh
Node_Name = volcano_explosion.app ; 0xF0585CD5 4032322773 Node_LifeSpan = 12.0000000000000000 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 SEntry = 0.0000000000000000, -600.0000000000000000, 0.0000000000000000, o.0000000000000000 SFlag = 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 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 } Emitter_InitialParticles = 2 Emitter_Frequency = { Flag = 4 Entry = 0.0000000000000000, 100.0000000000000000 EFlag = 0 SubFlag = 5 SubEntry = 0.0000000000000000, 60.0000000000000000, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.2399999946355820, 60.0000000000000000, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.2500000000000000, 15.0000000000000000, 0.0000000000000000, 0.0000000000000000 SubEntry = 1.9900000095367432, 15.0000000000000000, 0.0000000000000000, 0.0000000000000000 SubEntry = 2.0000000000000000, 60.0000000000000000, 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 = 0.0000000000000000, 10.0000000000000000, 0.0000000000000000, 2.0000000000000000 } Emitter_Pressure = { Flag = 4 Entry = 0.0000000000000000, 10.0000000000000000 EFlag = 0 SubFlag = 1 SubEntry = 0.0128680001944304, 0.1037219986319542, 0.0000000000000000, 0.0000000000000000 } BasicApp_TriTexture = True BasicApp_QuadTexture = False BasicApp_MotionBlur = True BasicApp_Color = { Flag = 4 Entry = 0.0000000000000000 SubFlag = 4 SubEntry = 0.0000000000000000, 0.8745098710060120, 0.5019608139991760, 0.9284973144531200 } BasicApp_Alpha = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0000000000000000, 0.1000000014901161, 0.5000000000000000, 1.0000000000000000, 0.7500000000000000, 0.0000000000000000 SubFlag = 1 } BasicApp_Size = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0000000000000000, 300.0000000000000000, 0.0500000007450581, 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, 1.0000000000000000, 1.0017369985580444 SubFlag = 4 } BasicApp_TexName = planetflare ; 0x13E2D528 333632808 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
Is there anything here I’m doing wrong as the explosion just pops away?
Also, what Xar said in the FX showroom: We’ll release a command explanation for .ale, so its easier for people to understand what you do when.
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Post your emitter. I’m pretty sure it’s emitting in a loop and so it never appears to be dying.