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FischKopp

Custom Rotor Blur tex

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I´m doing a ch53 and i made a new rotor blur tex ... but although the CfgModels is right, the Blur tex is still visible if i have the engines off. If i uise bis ones i have no probs. I think I have to define the blur tex ... but how?

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You don't need to mark the texture file as a 'blur-file' -

sounds like the model definitions are off:

Velka vrtule - _All_ the rotor parts (basically, everything that

spins round)

Velka vrtule staticka - The parts that are 'hidden' when the

heli is running.

Velka vrtule blur - The 'simple' blur polygons to be used.

(Same for Mala vrtule).

Make sure that the model is derived from Helicopter in CfgModels.

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thx footmunch but like i said itá all right if i replace my with a BIS ones ... the selections are right ... I looked up the BAS chopper and found this

Quote[/b] ]

rotorBig="vrtule_uh_v";

rotorBigBlend="vrtule_uh_v_bl";

rotorSmall="vrtule_uh_m";

rotorSmallBlend="vrtule_uh_m_bl";

They also used a custom one but ... I tried this one in config

rotorBig="vrt_ch53_bl";

rotorBigBlend="vrt_ch53_bl";

rotorSmall="vrt_ch53_sbl";

rotorSmallBlend="vrt_ch53_sbl";

but nothins seems to work ... any solutions

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I haven't had to do this for any custom rotor (or propeller)

blurs I've used.

Is the new texture PAC or PAA? Try the other format?

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I´m doing a ch53 and i made a new rotor blur tex ... but although the CfgModels is right, the Blur tex is still visible if i have the engines off. If i uise bis ones i have no probs. I think I have to define the blur tex ... but how?

Can you provide us with that part of the CPP code, I think you may have missed something, possibly a path to the textures.

DragoFire

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Quote[/b] ]

class CfgPatches

{

class SEF_CH53

{

units[]=

{

SEF_ch53eGreen

};

weapons[] = {};

requiredVersion = 1.3;

};

};

class CfgModels

{

class default {};

class Air: default {};

class Helicopter: Air {};

class UH60: Helicopter{};

class CH53E_Green: UH60

{

sectionsInherit="Vehicle";

sections[]=

{

"velka vrtule staticka",

"velka vrtule blur",

"mala vrtule staticka",

"mala vrtule blur"

};

};

};

class CfgVehicles

{

class All{};

class AllVehicles:All{};

class Air: AllVehicles{};

class Helicopter: Air{};

class UH60: Helicopter{};

class UH60MG: UH60 {};

class SEF_CH53Ebase: UH60MG

{

scope=0;

displayName="CH-53E";

accuracy=0.30;

side=1;

};

class SEF_ch53eGreen: UH60MG

{

side=TWest;

vehicleclass="USMC: Air";

displayName="CH53E Super Staillion (Green)";

model="\SEF_CH53\CH53E_Green.p3d";

nameSound="chopper";

crew="SoldierWPilot";

maxSpeed=280;

armor=100;

scope=2;

soundEngine[]={"\SEF_CH53\Sound\Rotor.wss",0.5,0.5};

hasGunner=true;

gunnerCanSee=31;

driverCanSee=31;

transportSoldier=26;

accuracy=5;

rotorBig="vrt_ch53_bl";

rotorBigBlend="vrt_ch53_bl";

rotorSmall="vrt_ch53_sbl";

rotorSmallBlend="vrt_ch53_sbl";

weapons[]={"FK_M2"};

magazines[]={"FK_M2", "FK_M2"};

simulation=helicopter;

typicalCargo[]={Man};

driverAction = ManActUH60Pilot;

gunnerAction="ManActM113Gunner";

gunnerUsesPilotView=false;

driverIsCommander=true;

type=VAir;

};

};

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You could try:

rotorBig="SEF_CH53\vrt_ch53_bl";

rotorBigBlend="SEF_CH53\vrt_ch53_bl";

rotorSmall="SEF_CH53\vrt_ch53_sbl";

rotorSmallBlend="SEF_CH53\vrt_ch53_sbl";

(if that's where the textures are).

Note _no_ leading "\" - that's the same syntax as the

CfgTextureToMaterial section. If that doesn't work, try it

_with_ a leading "\" -  wink_o.gif

Also, try a CfgModels like this:

class CfgModels

{

      class Helicopter{};

      class CH53E_Green: Helicopter{};

};

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Quote[/b] ]rotorBig="vrt_ch53_bl";

rotorBigBlend="vrt_ch53_bl";

rotorSmall="vrt_ch53_sbl";

rotorSmallBlend="vrt_ch53_sbl";

remove this from cpp

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@scud ... this i added later cos i thought it would help ...

Found the Prob ... it was cos of a empty place after the "blur"

crazy_o.gif  crazy_o.gif

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Can I ask why your put;

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class SEF_CH53Ebase: UH60MG

{

scope=0;

displayName="CH-53E";

accuracy=0.30;

side=1;

};

Into your CfgModels followed by;

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class SEF_ch53eGreen: UH60MG

It'd be better practice to everything into;

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

class SEF_CH53Ebase: UH60MG

{

scope=0;

displayName="CH-53E";

accuracy=0.30;

side=1;

side=TWest;

vehicleclass="USMC: Air";

displayName="CH53E Super Stallion (Green)";

model="\SEF_CH53\CH53E_Green.p3d";

nameSound="chopper";

crew="SoldierWPilot";

maxSpeed=280;

armor=100;

scope=2;

soundEngine[]={"\SEF_CH53\Sound\Rotor.wss",0.5,0.5};

hasGunner=true;

gunnerCanSee=31;

driverCanSee=31;

transportSoldier=26;

accuracy=5;

rotorBig="\SEF_CH53\vrt_ch53_bl";

rotorBigBlend="\SEF_CH53\vrt_ch53_bl";

rotorSmall="\SEF_CH53\vrt_ch53_sbl";

rotorSmallBlend="\SEF_CH53\vrt_ch53_sbl";

weapons[]={"FK_M2"};

magazines[]={"FK_M2", "FK_M2"};

simulation=helicopter;

typicalCargo[]={Man};

driverAction = ManActUH60Pilot;

gunnerAction="ManActM113Gunner";

gunnerUsesPilotView=false;

driverIsCommander=true;

type=VAir;

};

then add the other things like weapons and textures changes from the default class to the secondary class;

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

class SEF_ch53eGreen: SEF_ch53Ebase

Just a better way to keep your configuration file cleaner and easier to added to.

DragoFire

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Found the Prob ... it was cos of a empty place after the "blur"

crazy_o.gif  crazy_o.gif

Niiiiiiiiiiiice. Wouldn't have thought of that in a thousand years.

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@Dragon: this addon is for a mod and i´m a less good config coder ... i use basic things to test the addon only ... the config finally made not by me.

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