Replacing the hyperspace animation? is it possible? and what is required?
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You’ll most likely need ALEs there and it’s going to be very resource hungry as each and every of those spline must be built as an independent BeamApp. It’s the only way I see that possible…
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well thats great info, just wanted to clarify where the streaks were intended to go is outside the gate, like 3 seconds before going into the jump, is that an ALE animation as well?
the lightspeed tunnel texture would probably only be one or two and at the most 3 textures. i havent made that model yet so i have to see what can be done, and then how to implement the inside effect., but since thats definitely ALE then i would probably rather just work with changing only the texture.
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ok i got the ALE editor, and i loaded a file, but it didnt do squat, just sat there. no code or anythng is visible. it doesnt seem to be very functional.
oops, just found the temp files, looking at them in notepad now.
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Hmm, there is a similar effect used with the Outer Sanctum, if you tweak that a bit you may get something similar (for the entering warp part). You’d need to paste in some entries and tweak a little to have the speed increase effect though. Personally I keep a small system mod that’s easy to plop things in quickly to check out ALE effects, etc. I’ve got a little one set up with the Sanctum nearby, so if you want it just holler. Handy for seeing which ones you want to pick apart and frankenstein together
edit: it’s the outer_sanctum_shield or outer_sanctum_shieldgen
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sure minimi, that would be great! im looking forward to seeing what it looks like and how it can be altered.
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Thanks for the offer here, Minime. As FWs Mod head, I really do appreciate all the help
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Mail sent, Zaxx. Usually I’m too tired to put a coherent post together speaking of which… um add a .flmod extension on that and it’s all set to toss in flmm. Glad to be of service gents.
Oh, that effect, you’ll likely have to trim a couple sections out (there are a couple glows on the sides, and 1 at top and bottom) but after that it’s got potential methinks. Was pondering doing just that for another project, if making sense of which parts to trim gets too annoying… I’ll likely be doing that effect today or tomorrow. Fun toying with the stuff though, if you’ve the free time, and well worth knowing. -
thaks mini me. i have been a little busy and distracted, but i took a look there. sent you an email too, i wasnt able to nail down where the animation was located in the files. i looked at them in notepad but im still lost.
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Ah okie, that was so you could preview the effect as it is now in-game -just placed for easy / quick access. The animation itself is listed in the <freelancer directory=“”>DATA \ FX \ effects.ini as:
[Effect] nickname = outer_sanctum_shield effect_type = EFT_EQUIP_ATTACHED_LARGE vis_effect = outer_sanctum_shield -OR-- [Effect] nickname = outer_sanctum_shieldgen effect_type = EFT_EQUIP_ATTACHED_LARGE vis_effect = outer_sanctum_shieldgen
And those refer to effects laid out in DATA \ FX \ MISC \ misc_ale.ini as:
[VisEffect] nickname = outer_sanctum_shield alchemy = fx\misc\outer_sanctum_shield.ale effect_crc = -475758399 textures = fx\organism.txm textures = fx\planetflare.txm textures = fx\beam.txm textures = fx\sarma.txm textures = fx\newglows.txm --OR-- [VisEffect] nickname = outer_sanctum_shieldgen alchemy = fx\misc\outer_sanctum_shield.ale effect_crc = -427804124 textures = fx\organism.txm textures = fx\planetflare.txm textures = fx\beam.txm textures = fx\sarma.txm textures = fx\newglows.txm
In that same directory you will find the ALE file which is listed in the above sections
(outer_sanctum_shield.ale)Once you decompile that file with LS’s ALE editor, you can remove the un-needed sections, and tweak speed / animate speed, etc.
Still fixing the SUR file on my base, but after that I’ll crack open that file and mess around a bit with it</freelancer>
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thanks for pointing me to the correct file. im really interested in seeing this come together!
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Hi, if I may add to this post, this is good that someone wants to create a new jump tunnel effect. A while back I created an effect using the tlr_power_out.ale file that very closely resembles your screenshots, seriously. I wanted to do the whole replace the jump tunnel effect and add this one to the game instead, but I’m too busy studying and working on other projects.
I don’t have the files (at work now) but i did put the code aside for later so i suppose I could post it here for you when I get a chance (asap). I can also quickly add the effect to a weapon and make a little video if you like.
But if you want to decode the ale I mentioned then you will see that the appearence sections and emitters are duplicated with different names (the tradelane power out has the animated electric rings both above and below the y plane) for each ring and under the node_transform for each emitter you will see that there is an entry with a value of ,250, and the other emitter will have ,-250, (sorry I can’t be more specific but it was a while back). You can keep the duplicate sections and just change the 250 and -250 to 0 and then check the effect out ingame and you will see where I am going with this.
I will post the code soon tho.
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thanks aden any help figuring this out is appreciated.
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OK, I checked out the code I was talking about and it seems I strayed quite abit from the actual tlr_power_out settings.
I don’t know how to add an attachment cause i have compiled the effect and I can just post it here (its like 2kb). And now I don’t have the code with me :-.