Gummi 0 Posted March 1, 2003 When I try my gun ingame everything works good, but the shadow is messed up, the muzzleflash always shows up on it. How can i fix that? the LodNoShadow property is in LOD 0.35 0.7 and view pilot. thx Share this post Link to post Share on other sites
SelectThis 0 Posted March 6, 2003 Select the muzzle flash faces and go to Face Properties in O2, make sure the "no shadow" box is totally unchecked (it may be black or greyed, so just keep clicking until it's empty). Do this for all the lods... *grumbles to self about missing a lod in the BAS M240*... SelectThis Share this post Link to post Share on other sites
PicVert 0 Posted March 13, 2003 It's config.cpp mistake you have to define CfgModel inside it. Share this post Link to post Share on other sites
Tanelorn 0 Posted March 14, 2003 PicVert, I don't think that's the problem or he would have complained about the muzzle flash being visible on the gun itself. I think your cfgModels section is correct. I've never messed with the special face properties other than setting damage material values, so sorry I can't confirm a correct answer. Share this post Link to post Share on other sites
Gummi 0 Posted March 15, 2003 the shadow thing is not a problem anymore, but can u tell me why the muzzleflash on the gun on my car always shows and the lights of the car also. im trying to make a hmmwv with MG but these are my proglems. thx Share this post Link to post Share on other sites
PicVert 0 Posted March 15, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Tanelorn @ Mar. 15 2003,01:41)</td></tr><tr><td id="QUOTE">PicVert, I don't think that's the problem or he would have complained about the muzzle flash being visible on the gun itself.<span id='postcolor'> I assume your right, it's inside the model... You have put your flash inside le Lod of your shadow ... It's a limitation of OFP you can't have shadow for muzzle flash. look in original M16 you don't have shadow for flash. if you have all : flash and shadow viewed in game do that : for shdow see in top of post and for the flash it's in cfgModel you have to make cfgModel like that : </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgModels { class Default{}; class Weapon: Default{}; class Your_model0 : Weapon{}; class Your_model1 : Weapon{}; class Your_model2 : Weapon{}; class Your_model3 : Weapon{}; }; <span id='postcolor'> Your_model0 is the name of you p3d file for your weapon, then 1 and 2 and 3 is for your other one (if you have). Share this post Link to post Share on other sites
Gummi 0 Posted March 15, 2003 the flash is always on. here is a part of config: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgPatches { class Gummis_GMI_odes_hmw { units[] = {GMI_odes_hmw}; weapons[] = {Browning_hmwo}; requiredVersion = 1.75; }; }; class CfgModels { class default {}; class Weapon: Default{}; class Browning_hmwo : Weapon{}; class Vehicle: default {}; class Car: Vehicle {}; class HMMWV: Car {}; class JeepMG: HMMWV {}; class GMI_odes_hmw: JeepMG {}; }; class CfgWeapons { class Default{} class MGun: Default{}; class MachineGun7_6: MGun{}; class MachineGun12_7: MachineGun7_6{}; class Browning_hmwo: MachineGun12_7 { ammo="Bullet12_7"; sound[]={"Weapons\M60mgun",3.162278,1}; count=750; opticsZoomMin=0.3000; opticsZoomMax=0.3000; }; }; <span id='postcolor'> Share this post Link to post Share on other sites
PicVert 0 Posted March 15, 2003 it's your model or original one ? with scrpting for mounting MG on HHMW ? the name of class XXXX: weapon{}; in cfg model must is the same of your XXX.p3d inside of your XXX.pbo this is the original cfgvehicles for MGjeep : </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class JeepMG : Jeep { displayName="$STR_DN_JEEP_MG"; model="Jeep_mg.p3d"; picture="ijeepmg.paa"; gunnerAction="ManActJeepGunner"; hasGunner=1; castGunnerShadow=1; ejectDeadGunner=1; castDriverShadow=1; driverIsCommander=1; scope=2; weapons[]={"Browning"}; magazines[]={"Browning"}; gunnerOpticsModel="optika_empty"; unitInfoType=unitinfosoldier; transportSoldier=1; class Turret { gunAxis="OsaHlavne"; turretAxis="OsaVeze"; soundServo[]={}; gunBeg="usti hlavne"; gunEnd="konec hlavne"; minElev=-5; maxElev=40; minTurn=-360; maxTurn=360; body="OtocVez"; gun="OtocHlaven"; }; class ViewGunner { initAngleX=5; minAngleX=-30; maxAngleX=30; initAngleY=0; minAngleY=0; maxAngleY=0; initFov=0.700000; minFov=0.420000; maxFov=0.850000; }; class MGunClouds : WeaponCloudsMGun { }; }; <span id='postcolor'> Share this post Link to post Share on other sites