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ofp:modeling:muzzleflash [2007-07-04 18:32] snakeman created muzzleflash initial page |
ofp:modeling:muzzleflash [2007-07-12 22:40] |
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- | ====== Muzzle Flash Bug ====== | ||
- | **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. | ||
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- | **The Solution** | ||
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- | This Problem has two solutions. You may have to do both. | ||
- | |||
- | **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. | ||
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- | 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. | ||
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- | **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: | ||
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- | <code> | ||
- | class CfgModels | ||
- | { | ||
- | class Default {}; | ||
- | class Weapon: Default {}; | ||
- | class MyM16A2: Weapon {}; | ||
- | }; | ||
- | </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. |