Effects
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ya mean like this:
; ALE Scripter By DB Software ; Original filename is "gf_tradelaneendsplash.ale" ;****************************************************************************************************** [ALE] Version = 1.1 ; Number of sections = 3 ; **************************************************************************** [Section] ; ==> 1 FX_Type = FxBasicAppearance Node_Name = gf_tradelaneendsplashnew.app ; 0x1A97F2A1 446165665 Node_LifeSpan = 3.0000000000000000 Node_Transform = {} Appearance_LODCurve = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0000000000000000, 1.0000000000000000 SubFlag = 4 } BasicApp_TriTexture = True BasicApp_QuadTexture = False BasicApp_MotionBlur = True BasicApp_Color = { Flag = 4 Entry = 0.0000000000000000 SubFlag = 4 SubEntry = 0.0000000000000000, 0.4901961088180542, 0.4901961088180542, 1.0000000000000000 SubEntry = 1.0000000000000000, 1.0000000000000000, 1.0000000000000000, 1.0000000000000000 } BasicApp_Alpha = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0000000000000000, 1.0000000000000000, 1.0000000000000000, 0.0012410000199452 SubFlag = 4 } BasicApp_Size = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0000000000000000, 20.0000000000000000 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 = planetflare ; 0x13E2D528 34123860 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 = FxConeEmitter Node_Name = gf_tradelaneendsplash_Conenew.emt ; 0xEACBAB55 3939216213 Node_LifeSpan = 2.0000000000000000 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 Entry = 0.0000000000000000, 0.0000000000000000 EFlag = 4 EType = 1 ETail = 0 SEntry = 0.0000000000000000, -90.0000000000000000, 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 } Emitter_LODCurve = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0000000000000000, 1.0000000000000000 SubFlag = 4 } Emitter_InitialParticles = 0 Emitter_Frequency = { Flag = 4 Entry = 0.0000000000000000, 100.0000000000000000 EFlag = 0 SubFlag = 2 SubEntry = -0.0034849999938160, 225.3201293945312500, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.4018868505954742, 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 = 21 SubEntry = -0.0579088404774666, 1.3900524377822876, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.0351229794323444, 1.6478916406631470, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.1058981120586395, 1.3769224882125854, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.1412869393825531, 1.5585585832595825, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.2249331176280975, 1.5615367889404297, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.2313671112060547, 1.4573193788528442, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.3021459579467773, 1.3024809360504150, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.3632711172103882, 1.4543414115905762, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.3761401176452637, 1.5942906141281128, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.4404820799827576, 1.4305204153060913, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.4726529717445374, 1.5555837154388428, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.5241299271583557, 1.3292773962020874, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.5949060916900635, 1.3560786247253418, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.6045591235160828, 1.6508674621582031, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.6753351092338562, 1.5168719291687012, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.7654129266738892, 1.4305186271667480, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.8072391152381897, 1.5317598581314087, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.8844500780105591, 1.4424303770065308, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.8973190784454346, 1.4066984653472900, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.9230561256408691, 1.5138939619064331, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.9262730479240418, 1.5198498964309692, 0.0000000000000000, 0.0000000000000000 } Emitter_Pressure = { Flag = 4 Entry = 0.0000000000000000, 10.0000000000000000 EFlag = 0 SubFlag = 1 SubEntry = -0.0002680000034161, 0.3995040059089661, 0.0000000000000000, 0.0000000000000000 } Emitter_VelocityApproach = { Entry = 0.0000000000000000, 0.0000000000000000 } ConeEmitter_MinRadius = { Entry = 0.0000000000000000, 0.0000000000000000 SubEntry = -0.0195700004696846, 59.4491271972656250, 0.0000000000000000, 0.0000000000000000 } ConeEmitter_MaxRadius = { Entry = 0.0000000000000000, 1.0000000000000000 SubEntry = 90.0000000000000000, 90.0000000000000000, 0.0000000000000000, 0.0000000000000000 } ConeEmitter_MinSpread = { Entry = 0.0000000000000000, 0.0000000000000000 SubEntry = 0.0000000000000000, 90.0000000000000000, 0.0000000000000000, 0.0000000000000000 } ConeEmitter_MaxSpread = { Flag = 4 Entry = 0.0000000000000000, 0.0000000000000000 EFlag = 0 SubFlag = 1 SubEntry = 0.0000000000000000, 90.0000000000000000, 0.0000000000000000, 0.0000000000000000 } ; **************************************************************************** [Section] ; ==> 3 FX_Type = FxAirField Node_Name = gf_tradelaneendsplashnew ; 0xE9CF1664 3922663012 Node_LifeSpan = 3.0000000000000000 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 Entry = 0.0000000000000000, 0.0000000000000000 EFlag = 4 EType = 1 ETail = 0 SEntry = 0.0000000000000000, -90.0000000000000000, 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 } AirField_Magnitude = { Entry = 0.0000000000000000, 1.0000000000000000 SubEntry = 0.0000000000000000, 1002.0000000000000000, 0.0000000000000000, -1000.2546386718750000 SubEntry = 0.6013399958610535, 1.2431429624557495, 0.0000000000000000, 0.0000000000000000 } AirField_Approach = { Entry = 0.0000000000000000, 1.0000000000000000 } ;00000604 **** EOF ****
; ---> ; ALE Effects Library <=> gf_tradelaneendsplash.ale ; DB Software ********************************************************************* [ALE] Version = 1.1 ; Number of parts = 1 Type = Layer0 [Section] ; ==> 1 Effect_Name = gf_tradelaneendsplashnew ULParams = 0, 0, 0 ; *** Param #1 ANL_Nickname = gf_tradelaneendsplashnew.app ; 0x1A97F2A1 446165665 Parent = NULL FX_Slot = 3 Slot_Flag = 0 ; *** Param #2 ANL_Nickname = gf_tradelaneendsplash_Conenew.emt ; 0xEACBAB55 3939216213 Parent = NULL FX_Slot = 4 Slot_Flag = 0 ; *** Param #3 ANL_Nickname = gf_tradelaneendsplashnew ; 0xE9CF1664 3922663012 Parent = 3 FX_Slot = 5 Slot_Flag = 2 Slot_Order = 3, 4, 5
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**Looking at your code above, you now have the proper Slot Order but you still don’t have a Main_Node in there. Decompile any ALE and you will see what I mean. Your FX will never work without it since FL uses the Main_Node to activate your FX.
Second, your naming is bad
gf_tradelaneendsplash_Conenew.emt
Should be gf_tradelaneendsplashnew_Cone.emt
You can’t mess with the extension naming (_Conenew.emt) must stay (_Cone.emt). FL uses that internally to determine which part of the FX it is.**
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so…the main node is:
[Section] ; ==> 1 FX_Type = FxBasicAppearance Node_Name = gf_tradelaneendsplashnew.app ; 0x1A97F2A1 446165665 Node_LifeSpan = 3.0000000000000000 Node_Transform = {} Appearance_LODCurve = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0000000000000000, 1.0000000000000000 SubFlag = 4 } BasicApp_TriTexture = True BasicApp_QuadTexture = False BasicApp_MotionBlur = True BasicApp_Color = { Flag = 4 Entry = 0.0000000000000000 SubFlag = 4 SubEntry = 0.0000000000000000, 0.4901961088180542, 0.4901961088180542, 1.0000000000000000 SubEntry = 1.0000000000000000, 1.0000000000000000, 1.0000000000000000, 1.0000000000000000 } BasicApp_Alpha = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0000000000000000, 1.0000000000000000, 1.0000000000000000, 0.0012410000199452 SubFlag = 4 } BasicApp_Size = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0000000000000000, 20.0000000000000000 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 = planetflare ; 0x13E2D528 34123860 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
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Wolfie i wish i could help u but i have less .ale knowledge than u.
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Did you try comparing your FX with another of similar length (like 3 emitters and 3 apps if you have 3 emts and 3 apps) and see if there’s any large dissimilarity? I’d especially review the AEL file, as that’s where a lot of errors can come from.
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**I finally got around to decompiling this FX and it turns out that it doesn’t have a main node at all.
I would suggest that you start out by making minor changes to the files, testing them each time.
Suggested naming
Effect_Name = gf_newtradelaneendsplashANL_Nickname =
gf_newtradelaneendsplash.app
gf_newtradelaneendsplash_Cone.emt
gf_newtradelaneendsplashEffect_CRC = 321120139
Don’t forget to change the names in both the .ael and .anl files before encoding them into a .tale file.
This goes in misc_ale.ini…
[VisEffect]
nickname = gf_newtradelaneendsplash
alchemy = fx\misc\gf_newtradelaneendsplash.tale
effect_crc = 321120139
textures = fx\planetflare.txm** -
it still wont WORK!
u can have a look at it urselfs: http://two.xthost.info/Wolfie/Mods/misc.rar
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first rule of modding: take things step by step
If you’ve got 10 files you’re changing, only change 1 at a time.
In each file there are quite a few places things can go wrong, so only change one section at a time, retest, if it works; continue.
We’re on new ground with ALE editing, so not all the relations between things have been worked out. If you only changed colors, textures, and naming then you should be able to use the original for a reference (shouldn’t even need to reorder the sections).
Experimenting is always a good way to learn things, so don’t hesitate to open up other ALEs and write down notes on the order of things, the effects that changing values in each section has, etc. That’s how I figured out how to actually get an effect to use throttle.I know this doesn’t help you immediately, but it will in the future
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**This is from the ‘asteroiddust.ale’ file…
In the .ael you have…
Effect_Name = asteroiddust
The Hash calculator gives a value of 33949935 under ‘Effect CRC’. This is the value you would use.
33949935 = asteroiddust** [