04-20-2017, 11:55 AM
So I've got my nose into alchemy stuff, but I ran into a problem while I cannot conver the xml file. I poked on the chatbox too, the suggestion was perhaps something with the file is but I'll put the code below and maybe something I missed. This is the test code from the Tutorial section of the alchemy guide
The XML file is saved as "my_test_engine.ale.xml(this being the actual format)" I've tried without the .ale in the name but the effect is the same. There is something in the code maybe that I'm missing. Please, gimme a hint if you see it.
Code:
<?xml version="1.0" encoding="ISO-8859-1"?>
<UTFXML filename="my_test_engine.ale" path="DATA\FX\ENGINE">
<UTF_ROOT>
<ALEffectLib>
<ALEffectLib type="ALEffectLib" version="1.1">
<effect name="my_test_engine">
<fx>
1, 32768, 1, 0xEE223B51
2, 1, 0, my_test_engine_fire.emt
3, 1, 0, my_test_engine_fire.app
</fx>
<pairs>
2, 3
</pairs>
</effect>
</ALEffectLib>
</ALEffectLib>
<AlchemyNodeLibrary>
<AlchemyNodeLibrary type="AlchemyNodeLibrary" version="1.1">
<node name="FxCubeEmitter">
<effect type="0x103" name="Node_Name">my_test_engine_fire.emt</effect>
<effect type="0x003" name="Node_LifeSpan">Infinite</effect>
<effect type="0x105" name="Node_Transform">0x435</effect>
<effect type="0x200" name="Emitter_LODCurve">
<float_header type="4">
0:
<float type="4">
0: 1
</float>
</float_header>
<effect type="0x002" name="Emitter_InitialParticles">0</effect>
<effect type="0x202" name="Emitter_Frequency">
<single type="4">
0: 30
</single>
</effect>
<effect type="0x202" name="Emitter_MaxParticles">
<single type="4">
0: 10000
</single>
</effect>
<effect type="0x202" name="Emitter_EmitCount">
<single type="4">
0: 0
</single>
</effect>
<effect type="0x202" name="Emitter_InitLifeSpan">
<single type="4">
0: 2
</single>
</effect>
<effect type="0x202" name="Emitter_Pressure">
<single type="4">
0: 4
</single>
</effect>
<effect type="0x202" name="Emitter_VelocityApproach">
<single type="4">
0: 0
</single>
</effect>
<effect type="0x202" name="CubeEmitter_Width">
<single type="4">
0: 0.5
</single>
</effect>
<effect type="0x202" name="CubeEmitter_Height">
<single type="4">
0: 0.5
</single>
</effect>
<effect type="0x202" name="CubeEmitter_Depth">
<single type="4">
0: 0.5
</single>
</effect>
<effect type="0x202" name="CubeEmitter_MinSpread">
<single type="4">
0: 0
</single>
</effect>
<effect type="0x202" name="CubeEmitter_MaxSpread">
<single type="4">
0: 5
</single>
</effect>
</node>
<node name="FxBasicAppearance">
<effect type="0x103" name="Node_Name">my_test_engine_fire.app</effect>
<effect type="0x003" name="Node_LifeSpan">Infinite</effect>
<effect type="0x105" name="Node_Transform">0x435</effect>
<effect type="0x200" name="Appearance_LODCurve">
<float_header type="4">
0:
<float_type="4">
0: 1
</float>
</float_header>
</effect>
<effect type="0x001" name="BasicApp_TriTexture">false</effect>
<effect type="0x001" name="BasicApp_QuadTexture">true</effect>
<effect type="0x001" name="BasicApp_MotionBlur">false</effect>
<effect type="0x201" name="BasicApp_Color">
<rgb_header type="4">
0:
<rgb type="4">
0.0: 0.4, 0.6, 1.0
0.5: 0.2, 0.8, 0.6
</rgb>
</rgb_header>
</effect>
<effect type="0x200" name="BasicApp_Alpha">
<float_header type="4">
0:
<float type="1">
0.00: 0
0.05: 1
0.75: 1
1.00: 0
</float>
</float_header>
</effect>
<effect type="0x200" name="BasicApp_Size">
<float_header type="4">
0:
<float type="4">
0.00: 0.4
0.05: 0.65
0.25: 0.5
1.00: 0
</float>
</float_header>
</effect>
<effect type="0x200" name="BasicApp_HToVAspect">
<float_header type="4">
0:
<float type="4">
0: 1
</float>
</float_header>
</effect>
<effect type="0x200" name="BasicApp_Rotate">
<float_header type="4">
0:
<float type="4">
0: 0
</float>
</float_header>
</effect>
<effect type="0x103" name="BasicApp_TexName">soft-flare</effect>
<effect type="0x104" name="BasicApp_BlendInfo">5, 2</effect>
<effect type="0x001" name="BasicApp_UseCommonTexFrame">false</effect>
<effect type="0x200" name="BasicApp_TexFrame">
<float_header type="4">
0:
<float type="1">
0: 1
</float>
</float_header>
</effect>
<effect type="0x202" name="BasicApp_CommonTexFrame">
<single type="4">
0: 0
</single>
</effect>
<effect type="0x001" name="BasicApp_FlipTexU">false</effect>
<effect type="0x001" name="BasicApp_FlipTexV">false</effect>
</node>
</AlchemyNodeLibrary>
</AlchemyNodeLibrary>
</UTF_ROOT>
</UTFXML>
The XML file is saved as "my_test_engine.ale.xml(this being the actual format)" I've tried without the .ale in the name but the effect is the same. There is something in the code maybe that I'm missing. Please, gimme a hint if you see it.