HELP: (.ALE) .anl & .ael???
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Please help… I need to know what parameter/s or line/s I need to edit in order to change the dimensions or sizes - length, width & height of an engine flame and/or engine trail from these two files -> .anl & .ael that were decoded from an .ale files.
If I do the edit, do I need all 3 files to be edited because of the lines from engine_equip.ini which are “flame_effect”, “trail_effect” & “trail_effect_player”?
By the way, what is the difference between these two lines “trail_effect” & “trail_effect_player”?
Please define each important lines from those .anl & .ael files
Thank you.
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Finally after searching the net I saw this topic and I need to register here and ask the same question what wasabitoy typed above.
I also need to know what I have to edit for the ale file. Including the sizes too.
Can someone please provide definition in every lines or what the parameters means, like this one below:
BasicApp_Size = {
Entry = 0.0000000000000000
EFlag = 4
Entry = 0.0106180002912879, 0.9980099797248840, 0.1991959959268570, 1.5984539985656738, 1.0000000000000000, 0.9976180195808411, 1.0000000000000000
EFlag = 4
SubEntry = 0.0000000000000000, 0.7072700262069702, 0.0848698392510414, 1.9177103042602539, 1.0000000000000000, 0.9967870116233826
SubFlag = 4
}We see that there is a word “size”. But is there any other parameters or lines that also needed to be edited for the LxWxH dimensions of the engine flame and trails?
And what are those numbers? LOL!! it is deym too long!!
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It’s been so long since I wrote that program, don’t really remember how to do it. I can point you to this old post I made, don’t know if it will help…
http://forums.seriouszone.com/showthread.php?t=53426&highlight=ale
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Just point me to the LxWxH sizes so that I can change the size of the flame and trail.
I will straight it to the point that I need the flame change its height and maybe also the trail.
For the trail, I need it to make the length shorter cause when you afterburn, it makes the trail longer.
Overall is I need the flame to glow while idling and when in afterburn the trails or tails should be shorter. (Like the video below from X-Wing fighter)
Here is what I just saw from FWTOW video below: What I need is like the engine flame from X-Wing fighter… it is more shorter and it only glows when you are idling…
http://www.youtube.com/watch?v=XRPglefcddA
And also can someone give an info what nicknames or file that gives color blue, red, green, white, orange, yellow engines.
Thank you.
I don’t know what those mean by using the 8 16 32 bits. TBH, I really don’t understand your tutorial… sorry mate… no help at all.
- BasicApp_Size
0x0200
0xF7C2EBA9
Multiple formats
Format 0 (basic)B - ? Flag
B - ?
F - Value 0
B - ? Flag
B - Count A
Loop A {
F - Value 0
F - Value 1
} - BasicApp_Size
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@ LancerSolurus
hmmm… i also don’t get it. any other tutorials that might help us.
LancerSolurus wrote:
It’s been so long since I wrote that program, don’t really remember how to do it. I can point you to this old post I made, don’t know if it will help…
http://forums.seriouszone.com/showthread.php?t=53426&highlight=ale
BTW, wasabitoy that is also that type of flame engine that i want. short trail when afterburns and the glow thingy when idle.
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Welcome to TSP selene
If I were you, I think the best way is to change the 3 lines to other .ale files and test it if you like the engine color/s and trail/s.
I also think that these .ael & .anl files are not yet solved to be edited in an easy way. Because I have been waiting for other answers and help/info from other forums but no one is answering about this topic. And I even not begun editing the .ael & .anl cause I don’t know where to start… LOL {^_^}… I just decoded it and looked what was typed in it… hehe!!!
So I did what I did… Just make a trial & error by changing the .ale from flame_effect, trail_effect & trail_effect_player.
Cause maybe no one will answer our questions here. Because these files are too hard to understand.
So the best way for you is to look into the FX\Engines folder and replace the nicknames to the 3 lines from engine_equip.ini file.
Again welcome to TSP…
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there is no simple XYZ size thing of an engine flame and especially since they are each unique, you probably will have to experiment a bit.
However, as for the code posted: those are groups of two values, first being the relative particle lifetime and the second being the relative particle size at that time. Note that the number of values is always even in the lines of that block. As to why there are two curves described is probably related to other parameters in the alchemy node or it must be my memory failing me yet again.
IIRC, there is also an emitter size and orientation block, and unless there are complex animations inside (or in fact anywhere else which there have to be for otherwise your engine flame would be spherical) that you don’t think you want to mess with, editing some of those may give you an idea about effect offsets and size.Its trial and error for all of us. Those who got as far that they could sum it up in a tutorial or something just won’t do it.