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Flash bug is finally fixed

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We have made our Mcmillan .50 cal sniper rifle with absolutely no flash problems in 1.46 or 1.86 and it is useable in both versions just by putting it in 1.46 add ons folder. It works whether you run Direct3d or Direct3d HW TL. The key is to use Binarize tool to optimize the model and then we used Amalfi's cpp2bin to bin the cpp. We deleted the cpp from the model folder and pbo'ed it with the bin file. Now there are no problems at all with flash and it is useable in both versions. Thanks to BIS for Binarize. I recommend all add ons be done this way to avoid problems with flash bug. Thanks to Rastavovich for  his cpp help also. Make sure to put the cfgmodels in the cpp. We put it like this.

class CfgModels

{

class Default

{

sections[] = {};

sectionsInherit="";

};

class Weapon: Default{};

class CAF_Mcmillan: Weapon

{

sections[] = {"zasleh"};

};

};

Anyway flash bug is no more  smile.gif

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Good job guys, this should make all 1.46 users happy smile.gif. Btw this fix should also work for other addons suffering from flash bug (cars, choppers etc.).

For example config lines for soldier addon:

class CfgModels

{

class Default

{

sections[] = {};

sectionsInherit="";

};

class Man: Default{};

class MySoldier: Man

{

sections[] = {"medic"};

};

};

And if you don't know what to put into that "MySoldier" or "CAF_Mcmillan" line; you must put the NAME of the p3d model you have made.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">what if it has two p3d files<span id='postcolor'>

Then you must put both p3d-names to CfgModels section:

class CfgModels

{

class Default

{

sections[] = {};

sectionsInherit="";

};

class Weapon: Default{};

class MyWeapon1: Weapon

class MyWeapon2: Weapon

{

sections[] = {"zasleh"};

};

};

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Yes, Norsu is correct, if you have multi p3d's you can run them all in a string in the cfgmodels, they will all be binarized. Sometimes although an add on with just a cpp can be pboed and will work it may not be able to be binarized without tweaking. Bin files are fussy, everything has to be perfect. config.cpp's are far more forgiving.

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Also I dont think any retextured soldiers have to be binarized as BIS's p3d's are already binarized. I am not certain if you would have to add them to the cfgmodels unless it was a self created p3d.

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ok but what if its not a weapon, would i say

};

class airplane: Default{};

class planep3d1: p3dname

class planep3d2: p3dname

{

and also what about weapons with an optika p3d, i have never been able to fix the muzzle flash for them and ive tried naming them both or only the acuall weapon model

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Yes, items with optica.p3d can be binarized and fixed. Say you had gun1.p3d, gun2.p3d and optika.p3d, the string would look like this

class CfgModels

{

class Default

{

sections[] = {};

sectionsInherit="";

};

class Weapon: Default{};

class gun1: Weapon{};

class gun2: Weapon{};

class optika: Weapon

{

sections[] = {"zasleh"};

};

};

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I´ve been trying to modify vipersheart's famas. There are 2 files .p3d, one of them is famasoptika.p3d, and the other one is famas.p3d. When I put famasoptika, I get flash bug, and when I put the famas one, the gun just disappear. I did this copying cfc models and using binarize and Amalfi's

cpp2bin, as you explained above. Does any of you know why this is not working? Tnxs. smile.gifsmile.gif

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Try this:

class CfgModels

{

class Default

{

sections[] = {};

sectionsInherit="";

};

class Weapon: Default{};

class famas: Weapon{};

class famasoptika: Weapon

{

sections[] = {"zasleh"};

};

};

Make sure both models are in the folder.

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The flash does not work at all when I run an animation with the firing of a weapon..  ie smoke or flares animation.  This normal ?

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