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August. 17, 2019

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Next! .. getting started with ale from a to z..
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Is there a tutorial out there or can anyone explain my how to create a all new ale effect for sth. without make a copy of a other one .. I will create something new but for that i must know everything about ale files .. it is a big difference between modding some files or do create new effects

Posted on: 2010/1/7 16:15
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Re: Next! .. getting started with ale from a to z..
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No matter what kind of effect you want to make, pick an existing one and modify it. There's no reason to start from scratch and you'll avoid a lot of pain this way.

Posted on: 2010/1/7 22:53
"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: Next! .. getting started with ale from a to z..

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If you're really adventurous you could strip one down to the bare minimum, but I definitely think you should modify existing ones. Once you change a few things, it'll be unrecognizable.

Posted on: 2010/1/8 5:16
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Re: Next! .. getting started with ale from a to z..
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i asked this to become a complete explainations about every part of this files .. anything detailed .. i will do something so different that it is quite impossible to do this by converting .. but if you thing i will found something that way

Posted on: 2010/1/9 20:23
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Re: Next! .. getting started with ale from a to z..
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You can do anything by editing an existing effect. If you think you can't use an existing effect to do what you want, it's because you're not looking hard enough.

The new effect won't look anything like how it started, but it'll still be based off the vanilla effect and that'll simplify making some parts of it.

Posted on: 2010/1/9 21:25
"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: Next! .. getting started with ale from a to z..
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Ok .. so the other way .. can anyone say me what these entrys do exactly/ how they work?:

this is a example file
Quote:

FX_Type = FxConeEmitter

Node_Name = rh_cloakeffect01_Cone.emt ; 0x039E8109 60719369

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
SEntry = 0.0061659999191761, -10.0000000000000000, 0.0000000000000000, 19.9892864227294920, 1.0067019462585449, 10.0000000000000000, 19.9892864227294920, 0.0000000000000000
SFlag = 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
}


Posted on: 2010/1/10 10:47
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Re: Next! .. getting started with ale from a to z..
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Bumping an old topic, but I am wondering myself if anyone has any clues on what does what in the Node_Transform entry in ALEs. Even experimenting with values I still haven't really figured out any pattern in the numbers used. The entries also appear to vary based on the emitter type.

Posted on: 2010/6/27 1:42
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Re: Next! .. getting started with ale from a to z..
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Here's the XML Project's view of the rh_cloakeffect01_Cone.emt Node_Transform.

Code:
               <effect type="0x105" name="Node_Transform">0x435
                  <single type="4" count="1">
                     0: 0
                  </single>
                  <single type="4" count="1">
                     0: 0
                  </single>
                  <single type="4" count="1">
                     0: 0
                        <loop count="2">
                             0.0061660000: -10, 0, 19.989286
                             1.0067019000: 10, 19.989286, 0
                        </loop>
                  </single>
                  <single type="4" count="1">
                     0: 0
                        <loop count="1">
                           0: 90, 0, 0
                        </loop>
                  </single>
                  <single type="4" count="1">
                     0: 0
                  </single>
                  <single type="4" count="1">
                     0: 0
                  </single>
                  <single type="4" count="1">
                     0: 1
                  </single>
                  <single type="4" count="1">
                     0: 1
                  </single>
                  <single type="4" count="1">
                     0: 1
                  </single>
               </effect>

I haven't looked into any of the meanings (only the data), so all I can tell you is that Node_Transform contains three bytes which are combined to make one value (the 0x435, which the ALE Editor hides) and it is either empty or contains nine "single" values. Why "single" and "loop"? There's a warning: "Failed to set non-zero loop type for animated single on load."

Posted on: 2010/6/27 6:46
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Re: Next! .. getting started with ale from a to z..
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Code:
[...]
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
[...]

What is known for sure are the second values of these two Header parameters. the first one is the offset on the x axis from the hardpoint/mathematical center of effect, the second one is the same for the y axis. if you add
Code:

Header = [values]
HFlag = 4
HTail = 0
a third time, you can define the z offset, as before, on the second value of Header.
in some cases i experienced that the movement of the z axis results in rotation of the effect by 90° around the x in clock direction, if watched from starboard. x and y work just fine though. Hunter explained it to me on the Station Network almost a year ago. the rotation issue i experienced when i tried to move the trail backwards (positive Z) on the open source Solurus Systems Star Trek Warp effect. me wanted the ion flame to be on the end of the nacelle, too, but it rotated, while the trail itself did, too, but as its textures remain where they were emitted in the system it is irrecognisable for the player.

Posted on: 2010/6/27 9:35
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Re: Next! .. getting started with ale from a to z..
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The two Header and the first Entry values are position offsets. The three next Entry values are rotation offsets. The last three Entry values are scale offsets.

All Entry values may be appended by an "SEntry" and "SFlag" pair. In order for those SEntries to be read, ETail must be 1 (single run) or 16 (loop). SFlag always appears to be zero, while SEntry's formatting is:
<timing>, <value>, <ease in>, <ease out>

So for instance having a keyframe at t=0 and one at t=10 with the X offset at 0 initially and 10 at t=10, an ease in/ease out of 1 would make for a completely smooth motion, while zeros will make the motion slow down/speed up around the keyframes. With an ETail of 16, you could therefore make a perfectly smooth movement that would go on forever.

This is a really quick writeup but I hope it helps a bit.

Posted on: 2010/6/29 0:38
"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: Next! .. getting started with ale from a to z..
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Are you saying that you can modify the position and rotational values while the effect is playing? Like for example you could have an effect rotate while it is playing?

Posted on: 2010/6/29 4:29
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Re: Next! .. getting started with ale from a to z..
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Why, yes. This just applies a transform to the ENTIRE effect as if all the particles were attached together as a single block. My lightspeed effect would be impossible without that.

Posted on: 2010/6/29 5:22
"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: Next! .. getting started with ale from a to z..
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Sure, look at the tradelane fx, it is loaded with rotations while it's playing...







Here is an example from my mod, notice the circular rotation.

Posted on: 2010/6/29 5:24
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Re: Next! .. getting started with ale from a to z..
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Oh trust me I am sh*tting bricks right now playing with this new discovery. I think I may finally have my solution to roboteching missiles here. Well, I'm faking it, but still.

Why didn't anyone tell me about this before?!

[Edit] Now my problem is that I need to somehow make the emitter have a random starting rotation on its axis. Right now when a missile comes out of the launcher, the rotation of that missile is random (sort of). However the faster you go, the bigger a vector you have in one direction, and then the randomization pretty much disappears at 200 m/s. At 200 m/s all your missiles come out of the tube straight up. This causes all my missiles to Robotech in the same directions.

[Edit] Or just find some other way to randomize their locations.

[Edit] One alternative is to change the missile launcher to have multiple HpFires each with their own orientation. That would give the appearance of random orientations.

[Edit] Turns out that idea has no effect. The missiles rotation on launch is independent of any initial variables other than velocity.

Posted on: 2010/6/29 5:34
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Re: Next! .. getting started with ale from a to z..
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so, but why does it work adding a third header for position and why does it rotate by 90° in that case? why have these position and orientation and scalation offsets do have multiple floats and how do they interact, if it has sense that they are there?

Posted on: 2010/6/29 7:09
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