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[Help]Conversion to UTF

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[Help]Conversion to UTF
Offline Dave Synk
04-20-2017, 11:55 AM, (This post was last modified: 04-20-2017, 12:35 PM by Dave Synk.)
#1
Jumper
Posts: 928
Threads: 84
Joined: Feb 2010

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.

Rudimentary creatures of blood and flesh, you touch my mind, fumbling in ignorance, incapable of understanding.
- Sovereign
Reply  
Offline Sombs
04-20-2017, 11:57 AM,
#2
Three orange cats in a mech
Posts: 6,811
Threads: 502
Joined: Feb 2014

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.




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Offline Dave Synk
04-20-2017, 11:58 AM, (This post was last modified: 04-20-2017, 11:58 AM by Dave Synk.)
#3
Jumper
Posts: 928
Threads: 84
Joined: Feb 2010

Would be great if you could host them quickly Big Grin Thank you Sombra

PS: I am using the UTFXML/XMLUTF convertors btw

Rudimentary creatures of blood and flesh, you touch my mind, fumbling in ignorance, incapable of understanding.
- Sovereign
Reply  
Offline Sombs
04-20-2017, 11:59 AM, (This post was last modified: 04-20-2017, 11:59 AM by Sombs.)
#4
Three orange cats in a mech
Posts: 6,811
Threads: 502
Joined: Feb 2014

UTF -> XML

XML -> UTF

They are rather self-explanatory. Look at it for two minutes and you know how to use them.




Uncharted System Stories: 18 | 32 | 34 | 37 | 38 | 85

Templates: Character | Transmissions

Alternative Soundtracks


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Offline Dave Synk
04-20-2017, 12:05 PM, (This post was last modified: 04-20-2017, 12:07 PM by Dave Synk.)
#5
Jumper
Posts: 928
Threads: 84
Joined: Feb 2010

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..

Rudimentary creatures of blood and flesh, you touch my mind, fumbling in ignorance, incapable of understanding.
- Sovereign
Reply  
Offline Sombs
04-20-2017, 12:10 PM,
#6
Three orange cats in a mech
Posts: 6,811
Threads: 502
Joined: Feb 2014

Weird, it works for me though. Play around with it a bit, maybe you find the answer. Big Grin




Uncharted System Stories: 18 | 32 | 34 | 37 | 38 | 85

Templates: Character | Transmissions

Alternative Soundtracks


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Offline Dave Synk
04-20-2017, 12:14 PM,
#7
Jumper
Posts: 928
Threads: 84
Joined: Feb 2010

Can you convert the code I posted ?

Rudimentary creatures of blood and flesh, you touch my mind, fumbling in ignorance, incapable of understanding.
- Sovereign
Reply  
Offline Sombs
04-20-2017, 12:38 PM,
#8
Three orange cats in a mech
Posts: 6,811
Threads: 502
Joined: Feb 2014

No. Something is wrong with your code.




Uncharted System Stories: 18 | 32 | 34 | 37 | 38 | 85

Templates: Character | Transmissions

Alternative Soundtracks


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Offline Dave Synk
04-20-2017, 12:46 PM,
#9
Jumper
Posts: 928
Threads: 84
Joined: Feb 2010

(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..

Rudimentary creatures of blood and flesh, you touch my mind, fumbling in ignorance, incapable of understanding.
- Sovereign
Reply  
Offline Treewyrm
04-20-2017, 01:00 PM,
#10
Alchemist
Posts: 2,084
Threads: 61
Joined: Jul 2007

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.
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