ALE Editor Alpha 4.2 Release
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ALE Editor Version 4.2
Features:
- Right click on any Appearance or Emitter Node to get a “Scaling” tool to scale them up or down.
- Right click on any Effect to get a completely generated [VisEffect]-entry for the ALE.ini files for the given effect. The Texture-Files are automatically assigned when you also imported them via the general “Select Textures” option.
Improvement:
- “Default Value” input of some animations disappears now as soon as some Time-Value pairs were added. The game uses those additional entries instead of the simple ones.´
Correction:
- Change second and third value labels of some animations to their correct labels of “in tangent” and “out tangent” for interpolations.
Bugfix:
- Correct changing anything to the “Transforms” of a Node required a complete effect reload.
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For engines FXs resizing, is it better to resize the appearances or the emitters ?
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Both should be resized. The appearance makes the visual particles. But the emitter is necessary as well to make sure the area in which those particles get spawned is increased, too, and the pressure - which makes sure the flame looks the same on full power.
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THX ! I thought about this case. It’s nice ! I will be able to resize big ships effects without testing them ingame again and again. I will test some fighter weapons effects on warships.
I will try to see how the software works when I will need to create new FXs. But that’s a thing I will do later.
Thank you for the hard work you put on this editor !
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@Skotty and @Schmackbolzen Love the tool and get a ton of use out of it, but for the next version can we get a confirmation box for ‘New’ if there’s .ale data loaded into the editor? For some reason I have awful muscle memory that takes me there when I want to make a new VFX inside the current ale, and have lost a number of hours of work (several times) as a result
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Piggybacking - what’s a current reliable download link?
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IrateRedKite Administrators Historic Supporter Wiki Contributorreplied to WatercoolerWarrior on global:last_edited_by,
@WatercoolerWarrior This should be up for a little longer, but there’s an attachment on the old TSP forum here: https://old.the-starport.net/freelancer/forum/viewtopic.php?post_id=66464#forumpost66464 (it’ll be up for about another week)
We’re looking at forum attachments/an alternative in the meantime for hosted files!
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ALE Editor 4.2 + Bugfix for Loops being not resetted when changing them in the Node Properties.
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Would it be possible to add a feature to basically mass rename as if it were a CTRL+F find and mass replace in notepad++?
Basically if I had nodes+file name with an engine called Tau_Engine_Green
With Tau_Engine_Green_Firewhatever
I would want to mass rename them all to Tau_Engine_White which includes the ale name, all the emitters and apps? This is just to make it easier to mass rename everything, lags badly when you try to open each node just to rename?
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It would be possible, but do not know when I would find time for it. For now I suggest you use Adoxa’s UTF to XML converter for it. It gives all the ALEs as XML files. There you can actually use Notepad++. And then convert them back to ALEs.