[Help]Conversion to UTF - Dave Synk - 04-20-2017
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
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.
RE: [Help]Converstion to UTF - Sombs - 04-20-2017
Durandal gave me two tools for that, ALE to UTF and UTF to ALE. They should be in the mod pack. If not, I can host them for you.
RE: [Help]Converstion to UTF - Dave Synk - 04-20-2017
Would be great if you could host them quickly Thank you Sombra
PS: I am using the UTFXML/XMLUTF convertors btw
RE: [Help]Converstion to UTF - Sombs - 04-20-2017
UTF -> XML
XML -> UTF
They are rather self-explanatory. Look at it for two minutes and you know how to use them.
RE: [Help]Converstion to UTF - Dave Synk - 04-20-2017
I have the Freelancer XML Project that contains the two files, but apparently I cannot convert the XML file to UTF, even using the program.
PS: "Examined 1 XML File, Created 0 UTF files", I don't get it why..
RE: [Help]Converstion to UTF - Sombs - 04-20-2017
Weird, it works for me though. Play around with it a bit, maybe you find the answer.
RE: [Help]Converstion to UTF - Dave Synk - 04-20-2017
Can you convert the code I posted ?
RE: [Help]Conversion to UTF - Sombs - 04-20-2017
No. Something is wrong with your code.
RE: [Help]Conversion to UTF - Dave Synk - 04-20-2017
(04-20-2017, 12:38 PM)Sombra Hookier Wrote: No. Something is wrong with your code.
Damn I cant figure out what, cuz I've took it directly from the tutorial, line by line, checked it again even..
RE: [Help]Conversion to UTF - Treewyrm - 04-20-2017
Add newline at the end of the file so that the last line in file is empty string.
In short XML-UTF tools are poorly coded and aren't handling XML in a proper way.
|