Make a new effect.
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I would to know step by step the creation of an ale effect.
The tittle of the previous post was uncorrect that’s why I creat new one. -
unfortunately, about all of the effects we made, are made by changing vanilla effects in size, texture, color, duration, transparency and stuff like this. we do not know how to build an ale from scratch and most successes are not products of knowledge but of extremely time consuming trial and error.
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The help file of the ALE edit is less useful, that’s why I would more explications.
For me the game effects are goods.
Capship fires FXes are good thats why I would to do blue, green, red and yellow FXes for all capships weapons (Imagine a green br_gunboat_maingun effect, It will be amazing and brillant).
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you do not need to redo an effect entirely in order to change it’s color. first of all, many capship fire effects are vis_beams, which is pure ini coding.
the special thingy you mean, you’ll have to edit the BasicApp_Color in the anl. usually you find there at least one float array with four floats, each with sixteen decimal digits. first is the point in time when the next ones are triggered. the other three are red green and blue percentages in this order. if there are more arrays, you see, that the effect changes depending on its absolute age. this is usual, i do not know, if there is something to correct within the files, what the ale editor did decompile wrongly. the xml project might be better on this point. -
Ah… You think I’ve dont’t test vis_beam. I’ve done it and visibly it don’t work with the br_gunboat_maingun effect. So I must use the ALE edit and I want some helps.
If someone knows more things about ale changing colors he can helps me with some screens because I prefer to see the approach to do it. -
Here is the basicapp_color of the br_gunboat_maingun effect :
BasicApp_Color = {
Flag = 4
Entry = 0.0000000000000000
SubFlag = 4
SubEntry = 0.0000000000000000, 0.5607843399047852, 0.5607843399047852, 0.9372549653053284If I do this for a yellow effect, is it good or not :
SubEntry = 0.0000000000000000, 0.9372549653053284, 0.9372549653053284, 0.5607843399047852
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Gisteron wrote:
is anyone else in the opinion, my explanation would be too abstract?It is understandable, at least for me…
Gisteron wrote:
or that i thought the bretonian gunship forward guns effect were a vis_beam?You are wrong here:
effects.ini wrote:
[Effect]
nickname = br_gunboat_maingun
effect_type = EFT_WEAPON_LARGE_PROJ
vis_effect = br_gunboat_maingun
vis_generic = br_gunboat_maingun(Has no vis_beam –> is .ale-based)
weapons_ale.ini wrote:
[VisEffect]
nickname = br_gunboat_maingun
alchemy = fx\weapons\br_gunboat_maingun.ale ;<– the ale file
effect_crc = 435551187
textures = fx\beam.txm
textures = fx\planetflare.txmEncode the .ale in the ale-editor
br_gunboat_maingun.anl wrote:
[…]
BasicApp_Color = {
Flag = 4
Entry = 0.0000000000000000
SubFlag = 4
SubEntry = 0.0000000000000000, 0.5607843399047852, 0.5607843399047852, 0.9372549653053284 ;<– this is the part Gisteron meant*
}
[…]There should be multiple App_Color entrys in that file for the different parts of the effect (glow, beam, …)
- format: time, red, green, blue (1 = 100%, 0 = 0%)
edit:
@Freestalker.fr: looks good, try it. But remember you might have to change the other App_Color blocks too.
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BasicApp_Color = {
Flag = 4
Entry = 0.0000000000000000
SubFlag = 4
SubEntry = 0.0000000000000000, 1.0000000000000000, 0.80000000000000000, 0.3500000000000000Now is it good (I’ve made it for all section with that application)?
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Try it, seems to be right.
edit: Do you ‘overwrite’ the original effect? Or did you clone it /rename it before? Try overwriting if it does not work with cloning.
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I would to renam it.
But I overwrit before. -
i know the effect is ale based. it just seemed to me, that freestalker thought, that i thought it was beam based. and i was curious, if someone else has the impression of me, that i’d be ignorant enough to think, that such a complex effect were based of a visual beam block. ofc its not.
@freestalker: if you want the effect to replace the original, do overwrite. this way you won’t need any crc calculations. keep in mind, that you have to try out, which one is the appearance you want to be yellow. the color is changed but maybe it is not recognizable, as the effect might have small, nearly invisible appearances.
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Overwriting don’t work, It is the same effect than the original. What can I do now?
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Chances are there are more than one BasicApp_Color blocks in the ALE file.
EDIT: Counted four. Make sure all the blue ones (I think it’s blue right?) are changed to yellow.
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I’ve seen…
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It’s always white. I think it is a story of alpha or other things.
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Sorry for tripost but it’s a story of alpha but I stop it for 1 week so see you next saturday.
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Thank you, I didn’t know this point. I go to test custom effect with crc so can you help me for the crc calculator and the next steps.