FischKopp 0 Posted October 11, 2004 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? Share this post Link to post Share on other sites
Footmunch 0 Posted October 11, 2004 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. Share this post Link to post Share on other sites
FischKopp 0 Posted October 11, 2004 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 Share this post Link to post Share on other sites
Footmunch 0 Posted October 11, 2004 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? Share this post Link to post Share on other sites
DragoFire 0 Posted October 12, 2004 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 Share this post Link to post Share on other sites
FischKopp 0 Posted October 12, 2004 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; }; }; Share this post Link to post Share on other sites
Footmunch 0 Posted October 12, 2004 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 "\" - Â Also, try a CfgModels like this: class CfgModels { Â Â Â class Helicopter{}; Â Â Â class CH53E_Green: Helicopter{}; }; Share this post Link to post Share on other sites
FischKopp 0 Posted October 12, 2004 @Footmunch ... it do not solve the Prob Share this post Link to post Share on other sites
Scud 0 Posted October 12, 2004 Quote[/b] ]rotorBig="vrt_ch53_bl";rotorBigBlend="vrt_ch53_bl"; rotorSmall="vrt_ch53_sbl"; rotorSmallBlend="vrt_ch53_sbl"; remove this from cpp Share this post Link to post Share on other sites
FischKopp 0 Posted October 12, 2004 @scud ... this i added later cos i thought it would help ... Found the Prob ... it was cos of a empty place after the "blur" Â Share this post Link to post Share on other sites
DragoFire 0 Posted October 13, 2004 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 Share this post Link to post Share on other sites
Footmunch 0 Posted October 13, 2004 Found the Prob ... it was cos of a empty place after the "blur" Â Niiiiiiiiiiiice. Wouldn't have thought of that in a thousand years. Share this post Link to post Share on other sites
FischKopp 0 Posted October 13, 2004 @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. Share this post Link to post Share on other sites