Game Development Community

.eff files are gibberish/unreadable

by Tyler Slabinski · in Torque Game Builder · 08/11/2010 (4:45 am) · 4 replies

I remember particle files (.eff) being human readable and in TorqueScript. Though when I tried to duplicate an emitter by changing the script, I found a problem with that. This is what my saved particle was like:

EDIT: Code won't appear because of odd symbols...

#1
08/11/2010 (4:49 am)
Particle Effects and Tile Layers for TGB are binary files and not human readable.

On the other hand, Torque X uses Xml for these file types, which may be where you were getting confused.
#2
08/11/2010 (5:14 am)
I never used TX or any XNA engine. It's strange, because I also remembered Tilemaps to be in TS.
#3
08/11/2010 (2:08 pm)
The objects that display them are TorqueScript, but as Phillip said the actual data is binary.

Not long ago I was toying with implementing a human readable version of the particle through XML. Would only load the binary version when running an iTorque game on a device. I'm not sure if it would be useful enough to spend my time on, but never polled the community.

It would only be a couple days worth of work, but at the time I was slammed with the documentation project for Torque 3D.
#4
08/11/2010 (3:11 pm)
Ehh, don't worry about it Michael. It's not too important since everything can be done in the editor.