Is the ALE as simple as it is?????
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[d]Lets take for example the li_laser_04,ale’s ANL:
; ALE Scripter By DB Software ; Original filename is "li_laser_04.ale" ;****************************************************************************************************** [ALE] Version = 1.1 ; Number of sections = 4 ; **************************************************************************** [Section] ; ==> 1 FX_Type = FxBasicAppearance Node_Name = li_laser_04_flash.app ; 0x1DDB8202 500924930 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 = True BasicApp_Color = { Flag = 4 Entry = 0.0000000000000000 SubFlag = 4 SubEntry = 0.0000000000000000, 0.5921568870544434, 0.5921568870544434, 0.9490196704864502 } 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, 1.9982620477676392, 0.1992010027170181, 0.0000000000000000 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 = 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] ; ==> 2 FX_Type = FxBasicAppearance Node_Name = li_laser_04_impact.app ; 0x1D859DBA 495295930 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 = True BasicApp_Color = { Flag = 4 Entry = 0.0000000000000000 SubFlag = 4 SubEntry = 0.0000000000000000, 1.0000000000000000, 1.0000000000000000, 1.0000000000000000 SubEntry = 0.2758620679378510, 0.1176470667123795, 0.4784314036369324, 0.8823530077934265 } 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, 3.0000000000000000, 0.1992010027170181, 0.4995589852333069 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] ; ==> 3 FX_Type = FxSphereEmitter Node_Name = li_laser_04_flash_Sphere.emt ; 0xEDB49D4F 3988036943 Node_LifeSpan = 2.0000000000000000 Node_Transform = {} Emitter_LODCurve = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0000000000000000, 0.0197300221771002, 1.0000000000000000, 1.0000000000000000 SubFlag = 1 } Emitter_InitialParticles = 0 Emitter_Frequency = { Flag = 4 Entry = 0.0000000000000000, 100.0000000000000000 EFlag = 0 SubFlag = 2 SubEntry = 0.0032170000486076, 100.7065353393554700, 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 = 0.0029490001033992, 0.9910669922828674, 0.0000000000000000, 0.0000000000000000 } Emitter_Pressure = { Flag = 4 Entry = 0.0000000000000000, 10.0000000000000000 EFlag = 0 SubFlag = 1 SubEntry = -0.0034849999938160, 4.9851121902465820, 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 = 0.0029490001033992, 0.4032259881496429, 0.0000000000000000, 0.0000000000000000 } ; **************************************************************************** [Section] ; ==> 4 FX_Type = FxSphereEmitter Node_Name = li_laser_04_impact_Sphere.emt ; 0x0ACBC504 181126404 Node_LifeSpan = 2.0000000000000000 Node_Transform = {} Emitter_LODCurve = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0000000000000000, 0.0177105087786913, 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, 100.0000000000000000, 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 = 0.0000000000000000, 1.1292730569839478, 0.0000000000000000, 0.0000000000000000 } Emitter_Pressure = { Flag = 4 Entry = 0.0000000000000000, 10.0000000000000000 EFlag = 0 SubFlag = 1 SubEntry = -0.0034849999938160, 4.9851121902465820, 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 = 0.0029490001033992, 0.4032259881496429, 0.0000000000000000, 0.0000000000000000 } ;0000059E **** EOF ****
Now, all I need to know is: Where is the shape? Where are the layers? And where is the size?
From the things I found, I only understood the command types (not meanings) and the aim of the file.Can some specialist explain me please?[/d]
EDIT: Oh wait, this is Nova’s “look at me” thread now! Ignore whatever is above this line.
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You can’t exactly know what something will look like just from the code. Only adoxa seems able to do anything of the sort
Your definitions are very vague, you know. The size of the particle can be determined by many factors, so can the “shape”. As for “layers”, I’m not even sure what you mean.
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all beam appearances create two stripes. there is no way around it. you can only set up that one of the two has a width of 0, then it’d be invisible. and ofc therefore make a second beam, where the other one has a width of 0 and get an effect with two different stripes O.O
but don’t ask me how, i don’t even get any simple beam appearance to look like it is supposed to xD
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I can appreciate that the odd capship casting these beams must look snazzy, but 10 fighters with 6 beams each must be an 80’s disco. Glad to see you cracked it all the same.
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TheDvDMan wrote:
Now, all I need to know is: Where is the shape? Where are the layers? And where is the size?
From the things I found, I only understood the command types (not meanings) and the aim of the file.Can some specialist explain me please?
FX_Type = FxSphereEmitter is the shape. Its a sphere.
A rectangle would be FxRectEmitter for example.
I’ve seen BasicApp_Size and SphereEmitter_MinRadius and SphereEmitter_MaxRadius define the size.
What layers?
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The emitter type has little to do with the shape. It manages how the particles are spawned, but good luck seeing the difference between a cube and a sphere under most circumstances.
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TheDvDMan wrote:
Again he takes me over… Forget it ok? If the subject is gonna be Nova again, I officially kill this thread.Did you officially just throw your toys out of the pram?
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Good, glad to hear it, these forums are for everyone to learn from each other.