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ofp:modeling:muzzleflash [2007/07/10 09:52] – external edit 127.0.0.1ofp:modeling:muzzleflash [2024/07/31 16:08] (current) – links added. snakeman
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-====== Muzzle Flash Bug ======+====== OFP Muzzle Flash Bug ====== 
 + 
 +[[https://www.pmctactical.org/forum/viewforum.php?f=43|OFP Forum]], [[:ofp|OFP Home]], [[ofp:file_formats|OFP File Formats]], [[ofp:tools|OFP Tools]], [[ofp:missions|OFP Missions]], [[ofp:modeling|OFP 3D Modeling]], [[ofp:terrain|OFP Terrain]] 
 + 
 +**Operation Flashpoint (OFP)** aka ArmA: Cold War Assault (CWA)
  
 **The Problem** **The Problem**
  
-This problem may occur for addonmakers in the form of the muzzle flash of a weapon model is visible at all times ingame, and does not simply flash when fired.+This problem may occur for addon makers in the form of the muzzle flash of a weapon model is visible at all times in-game, and does not simply flash when fired.
  
 **The Solution** **The Solution**
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 **A)** **A)**
-Open your model in Oxygen 2 and make sure that the selection zasleh does infact highlight the model part of the muzzle flash on your weapon. Do this in all the LODs.+Open your model in [[ofp:tools:oxygen2|Oxygen 2]] and make sure that the selection //zasleh// does in fact highlight the model part of the muzzle flash on your weapon. Do this in all the [[ofp:modeling:lod|LOD]]s.
  
-If in some LOD the muzzle flash selection does not highlight when clicking the zasleh selection, select it on your model, rightclick zasleh in the selections window and select redefine selection.+If in some LOD the muzzle flash selection does not highlight when clicking the zasleh selection, select it on your model, right-click zasleh in the selections window and select **Redefine selection**.
  
 **B)** **B)**
-In your config.cpp (or in some cases, config.bin), you should include (or already have) a CfgModels class, which includes the weapon name as classes. For instance, your weapon model is named "MyM16A2.p3d", then the CfgModels section should look as following:+In your [[ofp:modeling:config.cpp|config.cpp]] (or in some cases, [[ofp:modeling:config.bin|config.bin]]), you should include (or already have) a CfgModels class, which includes the weapon name as classes. For instance, your weapon model is named "MyM16A2.p3d", then the CfgModels section should look as following:
  
 <code> <code>
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 </code> </code>
  
-This should be inserted into your config.cpp before your CfgVehicles or CfgWeapons sections and you have to put it in there before binarizing the model.+This should be inserted into your config.cpp before your CfgVehicles or CfgWeapons sections and you have to put it in there before [[ofp:tools:binarize|binarizing]] the model. 
 + 
 +====== Muzzle Flash Shadow ====== 
 + 
 +You need to remove the muzzle flash shadow from your weapons, unless you specific want to have it there. 
 + 
 +You need to select a LOD (check through all lods), click //zasleh// on selections, and then make the side view for example active and press **E** key. This brings up the **Face Properties**. Now click **Select All**, then click **Enable shadow** until it's //completely un-ticked//, and then just click **Apply** and **OK**. 
 + 
 +If your weapons muzzle flash is not "lit up" on the shadows, only in the sunlight, you need to make sure the "User: 1" is changed to "**User: 0**" and in **Vertex Properties** have **Lighting: Shining** selected. 
ofp/modeling/muzzleflash.1184061152.txt.gz · Last modified: 2007/07/12 22:40 (external edit)

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