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May. 19, 2013

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Change Color of Weapon Effect
Just popping in
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2008/8/13 17:40
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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

Posted on: 2008/8/13 21:36
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Re: Change Color of Weapon Effect
Starport Admin
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Once you've decoded the ALE file with the ALE Editor, look in the TMP folder and find the Node_Color. All colors are written as TRGB (timing, red, green, blue) in decimal count (so 0.5 is 255/2).

Posted on: 2008/8/13 22:26
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
-Peggy Noonan
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Re: Change Color of Weapon Effect

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Just further, I would suggest using FF's excellent FLDev program (found here on this site) for calculating RGB into decimal, as it includes some extremely helpful Math Tools, including the RGB to decimal converter and vice versa.

Which brings me to a couple of my own questions.

1. Is there any particular upper limit to the 'timing' value? I haven't really had a chance to play around with it yet, mainly as up until I read this thread I didn't have the foggiest what the first value was, lol.

2. Also, do you have to keep the decimal values with the same number of decimal places?
To explain.
Original: 0.8000000715255737
New: 0.1759386039582745

Do I have to keep my new values to the same number of decimal places? Or can I have a number that only goes to, say, four decimal places (like calculated decimals from FLDev)? And FL will still be able to read it correctly. I'm fairly sure (from memory) that I've had some work either way, so I may as well ask someone who definitely knows rather than just play around and make my own (possibly incorrect) assumptions.

Hope that makes some sense.
Avenger

Posted on: 2008/8/14 0:55
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Re: Change Color of Weapon Effect
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No, you can use any number of decimal places you want. A perfect example is the version number.

After further tests since that version of the ALE Editor was release, it looks like FL is based on a 10 digit based decimal system, so I will probably reduce the decimal output to 10 digits.

Timing in the color section is usually 0.0 to 1.0. It depends on how you are using the color as well. A basic FX would simply use the entire range of 0 to 1, but an engine requires it to be at specific sub-sections of that time frame.

An example of this is for a 5 sec anim, at 0 the FX happens immediately. At 0.5 the FX happens at 2.5 secs, at 1.0 it happens at 5 secs.

Posted on: 2008/8/14 1:17
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Re: Change Color of Weapon Effect
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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:

Code:

; ---> ; 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.)

Code:

; 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!

Posted on: 2008/8/14 4:41
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Re: Change Color of Weapon Effect

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This I can help you with. The section of the .ANL file you are looking for is 'ku_capgun_01_proj.app', which is the section of the ALE file you are referencing to through various references in weapon_equip.ini, effects.ini etc.

The actual section of the file you want to be editing is BasicApp_Color in the ku_capgun_01_proj.app section of the .ANL file. That controls the colour of the projectile.

But my best advice is to just change one value at a time, encode it to an .ale file, put it in the relevant folder in FX, test it in-game and note what section of the projectile it changes. Rinse and repeat.
I usually change the colour of one section to a really obvious colour compared to the rest of the effect, EG: gf_nomadwormholeopening_horizbeam.app, and I noted that the normally blue beam coming out of the top and bottom of the effect had changed to blood-red, and hence I confirmed that gf_nomadwormholeopening_horizbeam.app was that particular part of the effect.

It's tedious, but you can pick it up fairly easily once you get into the groove.

As for FLDev, I just remembered that there is only a link in a post that link's to another site. Here's the link. http://www.eredivine.net/FLDev_1.001b01.zip

That should help set you on the right path.

Posted on: 2008/8/14 5:04
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Re: Change Color of Weapon Effect
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OK, sorry to but in here but just want to help, the weaon_equip.ini references everything, just read the names of the FX_Type = FxBasicAppearance and FX_Type = FxRectAppearance in the anl. Some effects also use a FX_Type = FLBeamAppearance. They will have _flash, _proj, _impact and other extras attached to the names. These are pretty simple to figure what part of the weapons effects they are used for and these are all used by the weapon in the ini.

As FF said, node_color under Node_Name = ku_capgun_01_proj.app (_proj for projectile ) is what you want to change.

The appearence sections are what you want to change for things like opacity (or varying levels thereof), color (once again varying levels if you want) and size. (also if you want to be flashy and create animated textures you would specify how the animation plays under the appearence section but leave that for now).

So if you want it to be say green then you would change it to this:

SubEntry = 0.0000000000000000, 0.0000000000000000, 1.0000000000000000, 0.0000000000000000
SubEntry = 1.0000000000000000, 0.0000000000000000, 1.0000000000000000, 0.0000000000000000

So now it will be green from start to finish, but you could have a rainbow effect too:

SubEntry = 0.0000000000000000, 0.0000000000000000, 1.0000000000000000, 0.0000000000000000
SubEntry = 0.2000000000000000, 1.0000000000000000, 0.0000000000000000, 0.0000000000000000
SubEntry = 0.4000000000000000, 1.0000000000000000, 1.0000000000000000, 0.0000000000000000
SubEntry = 0.6000000000000000, 0.0000000000000000, 1.0000000000000000, 1.0000000000000000
SubEntry = 0.8000000000000000, 1.0000000000000000, 0.0000000000000000, 1.0000000000000000
SubEntry = 1.0000000000000000, 0.0000000000000000, 0.0000000000000000, 1.0000000000000000

Just my 5cents, hope it helps a bit more.



Posted on: 2008/8/14 11:40
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Re: Change Color of Weapon Effect
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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:

Code:

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.

Posted on: 2008/8/14 17:43
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Re: Change Color of Weapon Effect
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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.

Posted on: 2008/8/14 20:11
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
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Re: Change Color of Weapon Effect
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Quote:

.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 . 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
Code:

[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
Code:

[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.

Posted on: 2008/8/14 21:25
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Re: Change Color of Weapon Effect
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You should find a CRC calculator on digitalbrillance.com in the downloads section, made by our one and only Lancer Solurus (look for DB software).

Posted on: 2008/8/14 23:04
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
-Peggy Noonan
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Re: Change Color of Weapon Effect
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But which number do I use? All the ones I tried made the effect not display (invisible firing)

Posted on: 2008/8/14 23:12
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Re: Change Color of Weapon Effect
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You take the effect's name in the AEL file and plug it into the calculator, then get the CRC out of it.

Posted on: 2008/8/15 0:02
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
-Peggy Noonan
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Re: Change Color of Weapon Effect
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removed

FF's Pic should be more than enough :p

Posted on: 2008/8/15 0:25
be always firm in belief, yet never rigid


My Nomad Hive project website -which I can no longer update (thx verizon!)
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Re: Change Color of Weapon Effect
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Both are the same...

Remember Freelancer uses unsigned integers for CRCs. this means there are always two possible ways to represent a CRC in decimal, one positive and one negative.

0xFFFFFFFF = 4 294 967 295 (maximum value of any integer)

Say I take "test" as a CRC, it gives me either -4192492930 or 102474366...

-4 192 492 930 + 4 294 967 295 = 10 2474 366

Posted on: 2008/8/15 1:09
"Cynicism is not realistic and tough. It's unrealistic and kind of cowardly because it means you don't have to try."
-Peggy Noonan
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