This shows you the differences between two versions of the page.
Next revision | Previous revision | ||
ofp:modeling:muzzleflash [2007-07-04 18:32] snakeman created muzzleflash initial page |
ofp:modeling:muzzleflash [2007-07-12 22:40] (current) |
||
---|---|---|---|
Line 10: | Line 10: | ||
**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 infact 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> | ||
Line 26: | Line 26: | ||
</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. |