I’m a bit confused. So do I just use any variable off DB’s CRC? Or do I have to go through that lines with zero’s procedure Mini_Me mentioned? All this talk of hexes makes me miss a GUI
Hunt21
Posts
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But which number do I use? All the ones I tried made the effect not display (invisible firing)
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.tale is just like .ale. Replace the old ALE file with the new one and it’ll do the trick.
FLDev actually does swap through between RGB and Decimal in the Math Tools. As long as the syntax is correct, it should work. Remember however that the first value in the SubEntry is timing and should NOT be put in FLDev.
Ah, of course :P. I made the changes, fixed a few FUBARs I made, and BAM It works! Thanks so much to all of you! I would never have figured that out without your assistance!
Unfortunately I’ve still got one last problem. The effect that I originally was copying from, is now mimicing the same colors (even though I put this in a totally seperate file. Here’s my references
WEAPONS_ALE.INI
[VisEffect] nickname = ku_capgun_01_proj alchemy = fx\weapons\ku_capgun_01.ale effect_crc = 147112183 textures = fx\standardeffects.txm textures = fx\photon.txm textures = fx\sarma.txm [VisEffect] nickname = dw_pulsephasers_fx alchemy = fx\weapons\dw_pulsephasers_fx.ale effect_crc = 147112183 textures = fx\standardeffects.txm textures = fx\photon.txm textures = fx\sarma.txm
EFFECTS.INI
[Effect] nickname = ku_capgun_01_proj effect_type = EFT_WEAPON_PROJ vis_effect = ku_capgun_01_proj vis_generic = ku_capgun_01_proj [Effect] nickname = dw_pulsephasers_fx effect_type = EFT_WEAPON_PROJ vis_effect = dw_pulsephasers_fx vis_generic = dw_pulsephasers_fx
I have a feeling it is the effect_crc number being the same since the two are in different fx files - but how do I generate a new one? Google yields no help yet again.
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Okay, I’ve found the releavant part of the file - thanks for the guidance!
Now I’m looking at the daunting task of knowing which of those decimal values to edit, IE:
SubEntry = 0.0000000000000000, 1.0000000000000000, 0.5019608139991760, 0.2509804069995880 SubEntry = 0.5517241358757019, 0.9529412388801575, 0.7372549176216126, 0.0784313753247261
Since the FLDev program doesn’t seem to give RGP values from decimal values it’s tough to know what is what. Are these gradients? Is one SubEntry all one color? What’s the method to the madness?
EDIT: I’ve tried changing the values to see what happens but unfortunately I can’t figure out how to properly re-encode the files ><. When I use ALE editor it just gives me my_effect.tale. My kingdom for a Readme.
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Much to my chagrin I don’t see any reference to Node_Color in the decoded ALE. Here is a copy of the file I’m working with:
; ---> ; ALE Effects Library <=> ku_capgun_01.ale ; DB Software ********************************************************************* [ALE] Version = 1.1 ; Number of parts = 3 Type = Layer2 [Section] ; ==> 1 Effect_Name = ku_capgun_01_flash FParams = 0.0733222961, -0.0568726324, -1.8747344017, 3.3234481812 ; ************ Alchemy Node Library Pointer #1 ************ ANL_Nickname = ku_capgun_01_flash_Cube.emt ; 0x025EF869 39778409 Parent = 3 FX_Slot = 1 Slot_Flag = 0 ; ************ Alchemy Node Library Pointer #2 ************ ANL_Nickname = ku_capgun_01_flash.app ; 0x1E5C7174 509374836 Parent = 3 FX_Slot = 2 Slot_Flag = 1 ; ************ Alchemy Node Library Pointer #3 ************ ANL_Nickname = Main_Node ; 0xEE223B51 3995220817 Parent = NULL FX_Slot = 3 Slot_Flag = 1 ; FX Slot Ordering ; Main Node, Emitter, App, Emitter, App,... Slot_Order = 3, 1, 2 [Section] ; ==> 2 Effect_Name = ku_capgun_01_impact ULParams = 0, 0, 1 ; *** Param #1 ANL_Nickname = Main_Node ; 0xEE223B51 3995220817 Parent = NULL FX_Slot = 1 Slot_Flag = 0 Slot_Order = 1 [Section] ; ==> 3 Effect_Name = ku_capgun_01_proj ULParams = 3151457083, 1113589435, 0 ; *** Param #1 ANL_Nickname = ku_capgun_01_proj_Cone.emt ; 0x1043780E 272857102 Parent = 3 FX_Slot = 1 Slot_Flag = 0 ; *** Param #2 ANL_Nickname = ku_capgun_01_proj.app ; 0xE63DCE2E 3862810158 Parent = 3 FX_Slot = 2 Slot_Flag = 1 ; *** Param #3 ANL_Nickname = Main_Node ; 0xEE223B51 3995220817 Parent = NULL FX_Slot = 3 Slot_Flag = 1 Slot_Order = 3, 1, 2
Can you guide me to the specific element I’m to be editing?
EDIT: I checked out the ANL file and there seems to be some references to color in here. Can you guide me specifically which ones have the effect on the weapon effect? (IE: Inner glow, Outer glow, etc.)
; ALE Scripter By DB Software ; Original filename is "ku_capgun_01.ale" ;****************************************************************************************************** [ALE] Version = 1.1 ; Number of sections = 6 ; **************************************************************************** [Section] ; ==> 1 FX_Type = FxBasicAppearance Node_Name = ku_capgun_01_flash.app ; 0x1E5C7174 509374836 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 = False BasicApp_Color = { Flag = 4 Entry = 0.0000000000000000 SubFlag = 4 SubEntry = 0.0000000000000000, 1.0000000000000000, 1.0000000000000000, 1.0000000000000000 } BasicApp_Alpha = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0000000000000000, 0.4997520148754120, 1.0000000000000000, 0.0071959998458624 SubFlag = 4 } BasicApp_Size = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0000000000000000, 1.8828072547912598, 0.1380694955587387, 1.4200308322906494, 0.1412865072488785, 1.8845442533493042, 0.2442354857921600, 1.7356615066528320, 0.2764075100421906, 1.4557626247406006, 0.4243968725204468, 1.5272248983383179, 0.4501335024833679, 1.3098562955856323, 0.4823058843612671, 1.5480687618255615, 0.5209115147590637, 1.3336774110794067, 0.5852544903755188, 1.5302041769027710, 0.6142086386680603, 1.4264971017837524, 0.7107235193252564, 1.5182932615280151, 0.7589816451072693, 1.3490779399871826, 0.7911524772644043, 1.3336774110794067, 0.8490616679191589, 1.3341889381408691, 0.9131366610527039, 1.1781101226806641 SubFlag = 1 } BasicApp_HToVAspect = { Entry = 0.0000000000000000 SubEntry = 0.0000000000000000, 1.0000000000000000 } BasicApp_Rotate = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0000000000000000, 0.0000000000000000, 0.9938340187072754, 0.9987589716911316 SubFlag = 4 } BasicApp_TexName = XP_HERM ; 0xEDEFE115 3991920917 BasicApp_BlendInfo = 5, 2 BasicApp_UseCommonTexFrame = True BasicApp_TexFrame = { Flag = 4 Entry = 0.0000000000000000 SubFlag = 1 SubEntry = 0.0000000000000000, 0.0000000000000000 SubEntry = 0.9970510005950928, 1.0000000000000000 } BasicApp_CommonTexFrame = { Entry = 0.0000000000000000, 0.0000000000000000 } BasicApp_FlipTexU = True BasicApp_FlipTexV = True ; **************************************************************************** [Section] ; ==> 2 FX_Type = FxRectAppearance Node_Name = ku_capgun_01_proj.app ; 0xE63DCE2E 3862810158 Node_LifeSpan = 3.0000000000000000 Node_Transform = {} Appearance_LODCurve = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0000000000000000, 2.0000000000000000, 1.0000000000000000, 1.0000000000000000 SubFlag = 3 } BasicApp_MotionBlur = False RectApp_CenterOnPos = True RectApp_ViewingAngleFade = True BasicApp_Color = { Flag = 4 Entry = 0.0000000000000000 SubFlag = 4 SubEntry = 0.0000000000000000, 1.0000000000000000, 0.5019608139991760, 0.2509804069995880 SubEntry = 0.5517241358757019, 0.9529412388801575, 0.7372549176216126, 0.0784313753247261 } BasicApp_Alpha = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0000000000000000, 1.0000000000000000 SubFlag = 4 } RectApp_Scale = { Entry = 0.0000000000000000 SubEntry = 0.0128680001944304, 4.0000000000000000 } RectApp_Length = { Flag = 4 Entry = 0.0000000000000000 SubFlag = 4 SubEntry = 0.0128680001944304, 14.0000000000000000 } RectApp_Width = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0193019993603230, 3.0000000000000000 SubFlag = 4 } BasicApp_TexName = photon1 ; 0xEDC15889 3988871305 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 = False BasicApp_FlipTexV = False ; **************************************************************************** [Section] ; ==> 3 FX_Type = FxCubeEmitter Node_Name = ku_capgun_01_flash_Cube.emt ; 0x025EF869 39778409 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, 0.0653030201792717, 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, 150.0000000000000000, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.3150129914283752, 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 = 16 SubFlag = 19 SubEntry = 0.0190340001136065, 0.1988719999790192, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.0801608413457870, 0.2275436222553253, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.1284179985523224, 0.1471460014581680, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.1670240014791489, 0.2305209934711456, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.2088470011949539, 0.1828780025243759, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.2410188466310501, 0.1947886049747467, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.2764079868793488, 0.1411910057067871, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.3600538372993469, 0.3526056110858917, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.3761389851570129, 0.2394540011882782, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.4308309853076935, 0.1590570062398911, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.5080429911613464, 0.2245659977197647, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.5369970202445984, 0.1590570062398911, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.6206438541412354, 0.2364766299724579, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.6721180081367493, 0.1679899990558624, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.7075070142745972, 0.2483869940042496, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.8072389960289002, 0.1322579979896545, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.8361930251121521, 0.2096769958734512, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.8747988343238831, 0.2781636118888855, 0.0000000000000000, 0.0000000000000000 SubEntry = 0.9423589706420898, 0.2037220001220703, 0.0000000000000000, 0.0000000000000000 } Emitter_Pressure = { Flag = 4 Entry = 0.0000000000000000, 10.0000000000000000 EFlag = 0 SubFlag = 1 SubEntry = 0.0041490001603961, 20.0935039520263670, 0.0000000000000000, 0.0000000000000000 } Emitter_VelocityApproach = { Entry = 0.0000000000000000, 0.0000000000000000 } CubeEmitter_Width = { Entry = 0.0000000000000000, 5.0000000000000000 SubEntry = 0.0061670001596212, 0.1014909967780113, 0.0000000000000000, 0.0000000000000000 } CubeEmitter_Height = { Entry = 0.0000000000000000, 5.0000000000000000 SubEntry = 0.0029490001033992, 0.1014870032668114, 0.0000000000000000, 0.0000000000000000 } CubeEmitter_Depth = { Entry = 0.0000000000000000, 5.0000000000000000 SubEntry = -0.0002680000034161, 0.1014849990606308, 0.0000000000000000, 0.0000000000000000 } CubeEmitter_MinSpread = { Entry = 0.0000000000000000, 0.0000000000000000 } CubeEmitter_MaxSpread = { Entry = 0.0000000000000000, 15.0000000000000000 SubEntry = -0.0067019998095930, 5.0000000000000000, 0.0000000000000000, 0.0000000000000000 } ; **************************************************************************** [Section] ; ==> 4 FX_Type = FxConeEmitter Node_Name = ku_capgun_01_proj_Cone.emt ; 0x1043780E 272857102 Node_LifeSpan = Infinite 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, 0.1424044817686081, 1.0000000000000000, 1.0000000000000000 SubFlag = 1 } Emitter_InitialParticles = 2 Emitter_Frequency = { Flag = 4 Entry = 0.0000000000000000, 100.0000000000000000 EFlag = 0 SubFlag = 1 SubEntry = 0.0061659999191761, 49.8511161804199220, 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 = 0.0383360013365746, 0.1007449999451637, 0.0000000000000000, 0.0000000000000000 } Emitter_Pressure = { Flag = 4 Entry = 0.0000000000000000, 10.0000000000000000 EFlag = 0 SubFlag = 1 SubEntry = 0.0029490001033992, 0.1315139979124069, 0.0000000000000000, 0.0000000000000000 } Emitter_VelocityApproach = { Entry = 0.0000000000000000, 0.0000000000000000 } ConeEmitter_MinRadius = { Entry = 0.0000000000000000, 0.0000000000000000 } ConeEmitter_MaxRadius = { Entry = 0.0000000000000000, 1.0000000000000000 SubEntry = -0.0002680000034161, 0.0000000000000000, 0.0000000000000000, 0.0000000000000000 } ConeEmitter_MinSpread = { Entry = 0.0000000000000000, 0.0000000000000000 } ConeEmitter_MaxSpread = { Flag = 4 Entry = 0.0000000000000000, 0.0000000000000000 EFlag = 0 } ; **************************************************************************** [Section] ; ==> 5 FX_Type = FxBasicAppearance Node_Name = ku_capgun_01_impactsparks.app ; 0xE2F5F513 3807769875 Node_LifeSpan = 3.0000000000000000 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 = False BasicApp_Color = { Flag = 4 Entry = 0.0000000000000000 SubFlag = 4 SubEntry = 0.0000000000000000, 0.9372549653053284, 0.8078432083129883, 0.0627451017498970 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 = 1 } BasicApp_Size = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0000000000000000, 6.0000000000000000, 0.0707739964127541, 0.7016320228576660, 0.3922249972820282, 0.3674939870834351 SubFlag = 1 } 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] ; ==> 6 FX_Type = FxSphereEmitter Node_Name = ku_capgun_01_impactsparks_Sphere.emt ; 0xF8CF74E0 4174345440 Node_LifeSpan = 3.0000000000000000 Node_Transform = {} Emitter_LODCurve = { Entry = 0.0000000000000000 EFlag = 4 SubEntry = 0.0000000000000000, 0.0124000413343310, 1.0000000000000000, 1.0000000000000000 SubFlag = 1 } Emitter_InitialParticles = 0 Emitter_Frequency = { Flag = 4 Entry = 0.0000000000000000, 100.0000000000000000 EFlag = 0 SubFlag = 2 SubEntry = -0.0002680000034161, 139.8511047363281200, 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 = 0.0351190008223057, 0.8064489960670471, 0.0000000000000000, 0.0000000000000000 } Emitter_Pressure = { Flag = 4 Entry = 0.0000000000000000, 10.0000000000000000 EFlag = 0 SubFlag = 1 SubEntry = 0.0061659999191761, 10.0000000000000000, 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 = 0.0093830004334450, 0.0000000000000000, 0.0000000000000000, 0.0000000000000000 } ;00000BA8 **** EOF ****
Side note: I can’t find FLDev in the downloads or the archive
Thanks for the replies! I’m dyin’ here!
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Hello all,
I’ve just put some weapons in-game but I would like to “theme” them for different factions. Right now I’m using ku_capgun_01 effect and with the orange and yellow and white it is perfect for the faction I made it for. However, I’d like to theme a purple one and a green one for two other factions in my mod. The trouble is, I don’t know how to do this.
Through my vast research I’ve narrowed it down to the ku_capgun_01 effect in FX/WEAPONS. I’ve also noticed that chances are I need to edit either the ALE file or the ANL file, and so I downloaded the ALE editor packaged by Digital Brilliance and posted on this forum. Unfortunately I haven’t the slightest clue what to edit to change the color.
I’m up a creek at the moment so any help anyone can offer would be extremely appreciated!
Thanks
Change Color of Weapon Effect
Change Color of Weapon Effect
Change Color of Weapon Effect
Change Color of Weapon Effect
Change Color of Weapon Effect
Change Color of Weapon Effect