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Gummi

Muzzleflash in shadow!

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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 tounge.gif

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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

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It's config.cpp mistake you have to define CfgModel inside it.

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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.

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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

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</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).

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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'>

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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'>

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i made a hmmwv model and placed a MG turret on it. does the name of the gun have to be the same as the name of the car model inside the PBO? are you saying that?

if u want the whole 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;

};

};

class CfgVehicles

{

class All {};

class AllVehicles: All {};

class Land: AllVehicles {};

class LandVehicle: Land {};

class Car: LandVehicle {};

class HMMWV: Car {};

class JeepMG: HMMWV {};

class GMI_odes_hmw: JeepMG

{

displayName="GMI HMMWV (w MG/open)";

model= \GMI_OpenHumrDes\openhmw;

side=1;

crew="SoldierWB";

maxSpeed=150;

picture=\humr\ihmmwv.paa;

transportSoldier=3;

hasGunner=1;

driverAction="ManActJeepDriver";

gunnerAction="ManActM113Gunner";

cargoAction[]={"ManActJeepCoDriver","ManActJeepCoDriverBack"};

typicalCargo[]={Soldier, SoldierM60, SoldierLAW, Officer};

castGunnerShadow=1;

castDriverShadow=1;

driverIsCommander=1;

hideUnitInfo=0;

armor = 80;

type=VArmor;

cost=100000;

dammageHalf[]=

{

jeep4x4_glass.paa,jeep4x4_glassB.paa,

jeep_kab_sklo1.paa,jeep_kab_sklo1B.paa,

jeep_kab_sklo2.paa,jeep_kab_sklo2B.paa,

scud_sklo.paa,scud_skloB.paa,

scud_sklo2.paa,scud_sklo2B.paa,

scud_sklo3.paa,scud_sklo3B.paa,

scud_sklo4.paa,scud_sklo4B.paa

};

dammageFull[]=

{

jeep4x4_glass.paa,jeep4x4_glassB.paa,

jeep_kab_sklo1.paa,jeep_kab_sklo1B.paa,

jeep_kab_sklo2.paa,jeep_kab_sklo2B.paa,

scud_sklo.paa,scud_skloB.paa,

scud_sklo2.paa,scud_sklo2B.paa,

scud_sklo3.paa,scud_sklo3B.paa,

scud_sklo4.paa,scud_sklo4B.paa

};

armorGlass=0.5;

armorWheels=0.1;

turnCoef=3.200000;

nightVision=1;

soundEngine[]={\humr\HMMWVengine,db-25,1.25};

scope=2;

weapons[]={"Browning_hmwo"};

magazines[]={"Browning_hmwo"};

gunnerOpticsModel="optika_empty";

class Reflectors

{

class Left

{

color[]={0.800000,0.800000,1.000000,1.000000};

ambient[]={0.070000,0.070000,0.070000,1.000000};

position = "L svetlo";

direction = "Konec L svetla";

hitpoint = "L svetlo";

selection = "L svetlo";

size = 0.7;

brightness = 0.43;

};

class Right

{

color[]={0.800000,0.800000,1.000000,1.000000};

ambient[]={0.070000,0.070000,0.070000,1.000000};

position = "P svetlo";

direction = "Konec P svetla";

hitpoint = "P svetlo";

selection = "P svetlo";

size = 0.7;

brightness = 0.43;

};

};

class TransportWeapons

{

class M16_wp_1

{

weapon="M16";

count=6;

};

};

class TransportMagazines

{

class M16_am_1

{

magazine="M16";

count=24;

};

};

class TurretBase

{

gunAxis="osa hlavne";

turretAxis="osa veze";

soundServo[]={};

gunBeg="usti hlavne";

gunEnd="konec hlavne";

minElev=-18;

maxElev=35;

minTurn=-360;

maxTurn=360;

body="OtocVez";

gun="OtocHlaven";

};

class Turret: TurretBase

{

};

};

};

<span id='postcolor'>

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wow.gif4--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Gummi @ Mar. 16 2003,02wow.gif4)</td></tr><tr><td id="QUOTE">i made a hmmwv model and placed a MG turret on it. does the name of the gun have to be the same as the name of the car model inside the PBO? are you saying that ?<span id='postcolor'>

Ok it's not by script...

first I saw that you have put the wrong class for JeepMG look in my last post. You have to corect that in first and make class turret in place of turretbase (forget turretbase).

In the lod that you using for shadow clear the zasleh selection and planes.

and work a little with your eyes and your brain... wink.gif  

the cfg models for JeepMG is :

</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

{

sections[]={};

sectionsInherit="";

};

class Vehicle : Default

{

sections[]={"cislo","grupa","side","sektor","clan","podsvit pristroju","poskozeni","L svetlo","P svetlo","zasleh"};

};

class Car : Vehicle

{

sectionsInherit="Vehicle";

sections[]={"ammo","sklo predni p","sklo predni l","zadni svetlo","brzdove svetlo"};

};

class jeep_mg : Car

{

};

};

<span id='postcolor'>

Now you have all that you want.

The weapon is not defined on cfgmodels... Like a Tank or Plane. smile.gif

I hope you give me a credit for your car tounge.gif

tell me when you've finished your work.

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im going nuts, this is just not working. final it will maybe work if you would post a whole config like you think it has to be. wink.gif

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this is the original cpp for JeepMG :

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

// some basic defines

#define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

#define true 1

#define false 0

// type scope

#define private 0

#define protected 1

#define public 2

class CfgModels

{

class Default{};

class Vehicle : Default{};

class Car : Vehicle{};

class jeep_mg : Car{};

class VH_XXXXXXX : jeep_mg{}; //model name (without ".p3d") **must be the same of your pbo too**

};

class CfgPatches

{

class VH_XXXXXXX //name of your model and your ".pbo"

{

units[] = {VH_XXXXXXX}; //name of class cfgvehicles for yours and for the model and ".pbo"

weapons[] = {MG_XXXX}; //name of class weapons for yours

requiredVersion = 1.75;

requiredAddons[] = {BIS_Resistance};

};

};

class CfgWeapons

{

class Default{};

class MGun : Default

class MachineGun7_6 : MGun{};

class MachineGun12_7 : MachineGun7_6{};

class Browning : MachineGun12_7{};

class MG_XXXX : Browning //weapons name (and magazine if you dont make an other one)

{

ammo="Bullet12_7";

sound[]={"Weapons\m2-50-loop",31.622778,1};

};

};

class cfgvehicles

{

class JeepMG : Jeep

class XXXXXX : JeepMG

{

displayName="XXXXXXXXX"; //name of vehicle in game

model="VH_XXXXXXX.p3d"; //name of your model

picture="XXXXXXX.paa"; //picture of your vehicle in game

gunnerAction="ManActJeepGunner";

hasGunner=1;

castGunnerShadow=1;

ejectDeadGunner=1;

castDriverShadow=1;

driverIsCommander=1;

scope=2;

weapons[]={"MG_XXXX"}; //name of class weapon used like : MG_XXXX

magazines[]={"MG_XXXXmag"}; //name of class weapon magazine used like : MG_XXXXmag

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

{

};

};

class CfgNonAIVehicles

{

class ProxyCrew{};

class ProxyDriver : ProxyCrew{};

class ProxyGunner : ProxyCrew{};

class ProxyCargo : ProxyCrew{};

class ProxyXXXXX : ProxyDriver{}; //XXXXX = proxy for driver in your model (.p3d)

class ProxyXXXXX : ProxyGunner{}; //XXXXX = proxy for gunner in your model (.p3d)

class ProxyXXXXX : ProxyCargo{}; //XXXXX = proxy for Co-driver soldier in your model (.p3d)

class ProxyXXXXX : ProxyCargo{}; //XXXXX = proxy for Cargo soldiers in your model (.p3d)

};

<span id='postcolor'>

just copy and past and change it for your model.

If it's doesnt work it's inside your model, for solve that look on upper posts for solution confused.gif

after that you have to work a little biggrin.gif

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i sure will give you credits if it works, thx  tounge.gif

added: it worked great smile.gif thx m8

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*sigh*

cfgModels has been known and documented for months now. It's sad how few people actually do forum searches and visit the OFPEC tutorials section.

confused.gif

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