Renegade Public Forums
C&C: Renegade --> Dying since 2003™, resurrected in 2024!
Home » Renegade Discussions » Mod Forum » Muzzleflash
Muzzleflash [message #475684] Sun, 07 October 2012 14:43 Go to next message
LR01 is currently offline  LR01
Messages: 842
Registered: April 2006
Location: The Netherlands
Karma: 0
Colonel
Hello,

I'm wanting to add smoke to the muzzleflash (custom vehicle). I tried to adding a emitter to the muzzleA0 bone but the emitter always shows up.
Eventhough the muzzleflash as mesh works fine.
I tried calling a other w3d, mz_v_gdi_humvee.w3d, it works whit that. But what emitter does that file call? I can't find it and w3d viewer doesn't even show a emitter.
If I make my own mz_v_gdi_humvee.w3d it shows the mesh but no emitter.
How does it work? (I like to add my own emitter to the muzzleflash.)


Moding can be real Fun...
Re: Muzzleflash [message #475710 is a reply to message #475684] Tue, 09 October 2012 11:46 Go to previous messageGo to next message
NACHO-ARG is currently offline  NACHO-ARG
Messages: 397
Registered: October 2010
Karma: 0
Commander
hmm, try this:
create a box, name it same as the emitter, go to w3d tools, unchek "export transfor bone", check export geometry and in geometry options check agregate, then export your muzzleflash and see if it works.
Re: Muzzleflash [message #475713 is a reply to message #475710] Tue, 09 October 2012 12:13 Go to previous messageGo to next message
LR01 is currently offline  LR01
Messages: 842
Registered: April 2006
Location: The Netherlands
Karma: 0
Colonel
NACHO-ARG wrote on Tue, 09 October 2012 20:46

hmm, try this:
create a box, name it same as the emitter, go to w3d tools, unchek "export transfor bone", check export geometry and in geometry options check agregate, then export your muzzleflash and see if it works.


That sorts of works. However the emitter is always on.

Seems like method WW uses does work but has a big problem.
If you call a other w3d that calls a emitter it works... However the emitter only shows up when the vehicle shoots fast (like the humvee).
It won't work for a vehicle like the medium tank since it shoots slow.

Weird thing you need a extra w3d file for it work.


Moding can be real Fun...

[Updated on: Tue, 09 October 2012 13:33]

Report message to a moderator

Re: Muzzleflash [message #475717 is a reply to message #475684] Tue, 09 October 2012 14:59 Go to previous messageGo to next message
NACHO-ARG is currently offline  NACHO-ARG
Messages: 397
Registered: October 2010
Karma: 0
Commander
that is because, some stuf like emiters and muzzleflashes dont work well with a framerate higer than 60, turn on fraps and check if the flash shows how it is suposed to.
Re: Muzzleflash [message #475729 is a reply to message #475717] Wed, 10 October 2012 03:15 Go to previous messageGo to next message
LR01 is currently offline  LR01
Messages: 842
Registered: April 2006
Location: The Netherlands
Karma: 0
Colonel
The flash shows up fine. I wonder why there are 2 muzzle flashes though. One is linked directly to the MuzzleA0 bone and the other is in the mz_v_xxx_vehicle.

When I use the medium tank the emitter won't show up while the flash does. It works without fraps.


Moding can be real Fun...
Re: Muzzleflash [message #475756 is a reply to message #475684] Wed, 10 October 2012 18:42 Go to previous message
NACHO-ARG is currently offline  NACHO-ARG
Messages: 397
Registered: October 2010
Karma: 0
Commander
i dont have much experience working with vehicles, so i am out of ideas now lol.
Previous Topic: Dazzle
Next Topic: St0rm public release
Goto Forum:
  


Current Time: Sun Nov 24 11:09:36 MST 2024

Total time taken to generate the page: 0.00745 seconds