Muzzleflash on integrated weapons?

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Rekubot
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Muzzleflash on integrated weapons?

Post by Rekubot »

Basically what I want to do is be able to add a muzzleflash to integrated weapons like the vehicles, droidekas and SBD blasters. The trouble is that when I add the muzzleflash lines into the vehicle/SBD/droideka ODF the muzzleflash doesn't show up. (The SBD has a class parent of com_weap_inf_rifle anyway, so the muzzleflash ought to be showing up anyway if it worked.) So what I want to know is, is there anyway around this? I searched for a topic like this one and I saw Penguin mentioning that you need a seperate mesh. If that's true, would it be possible to just create a null under dummyroot, export it, and use that null as a firepoint? That way it wouldn't have a solid object floating in front of the wrist blaster or whatever, but the null wouldn't be attached to the vehicle/SBD/droideka. I apologise if that didn't make any sense at all.

Thanks in advance!
Murdocr

RE: Muzzleflash on integrated weapons?

Post by Murdocr »

Which odf are you adding the lines to, the vehicle, or the weapon odf? From your post it seems you are putting it in the vehicle odf. Try adding it to the weapon odf. In cis_inf_repeater (the droideka's weapon) it actually has a muzzleflash line, which is left blank. Try adding something in there.
Rekubot
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Post by Rekubot »

Darn, I knew I'd misspoken somewhere, LoL. I did add it to the weapons ODF, but there was no change, though now I think of it the muzzleflash lines could be put into the vehicle ODF, as it is there where the weapon is defined. Thanks for the cis_inf_repeater tip, I'll have a look.

Edit: Nope, didn't work. I think I'll try out my null/dummyroot idea tomorrow and see if that does anything, though if someone already knows if it works or not then please tell me.
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Post by Penguin »

you need to make a new msh for the weapon, thats what i have done to get muzzle flashes working
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Post by t551 »

What does this mesh contain? Just DummyRoot and hp_fire?
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Post by Penguin »

it needs a mesh other wise you'll get erros, just make a simple box, about 0.005

just move it below the dummy root and move it back. so that in the next step it will be in the hand

then you just need a .option file, which contains this

-scale 0.0005 ((so its so small its hidden in the hand))
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Post by t551 »

Well, instead of messing around with scaling, couldn't you just hide the mesh? The game recognizes what was hidden in XSI, if the object is render invisible, then it will not be seen in-game.
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