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Muzzleflash for buildings and vehicles
Posted: Tue Oct 30, 2007 12:11 am
by trainmaster611
Well obviously, when you enter the muzzleflash lines into the armedbuildings and vehicle ODFs, nothing happens. Even when it works for the troops rifles and what not. Is some untold way to apply the muzzleflash to the buildings and vehicles. Theologically and technically, what the difference between vehicle weapons and infantry weapons that prevents you from applying the muzzleflash?
Re: Muzzleflash for buildings and vehicles
Posted: Tue Oct 30, 2007 4:57 pm
by RevanSithLord
I've actually noticed this, and sadly to say, I have no idea about applying it. It would actually be kind of cool if something neat happens...but it doesn't. I would also like an enlightenment on what just the heck this thing is.
Re: Muzzleflash for buildings and vehicles
Posted: Tue Oct 30, 2007 6:16 pm
by AceMastermind
The muzzleflash that soldier weapons use such as:
MuzzleFlash = "small_muzzle_flash"
or
MuzzleFlash = "med_muzzle_flash"
are not found anywhere in the assets which makes me think they may be hardcoded, because if you look further down in some of these same odf's you might see something like:
Discharge = "small_smoke_effect"
or
Discharge = "med_smoke_effect"
which also do not exist in the assets.
But there is another example where the Muzzleflash is an fx that is found in the assets, for example in com_weap_veh_mortar.odf:
MuzzleFlash = "com_sfx_muzzleflash_lg"
when viewed in PE it doesn't look like a muzzleflash but this fx can be edited to look like one, try it out and let us know how it turns out, there is com_sfx_muzzleflash.msh in data_ABC/common/effects that you can use so have at it.
Re: Muzzleflash for buildings and vehicles
Posted: Wed Oct 31, 2007 2:16 am
by Laserblast
I noticed the lack of muzzle flashes, but never thought of a way to get them to work. Smoke effects can probably be done with an invisible missile with customized fx, though.
Re: Muzzleflash for buildings and vehicles
Posted: Wed Oct 31, 2007 3:30 pm
by Xavious
trainmaster611 wrote:Well obviously, when you enter the muzzleflash lines into the armedbuildings and vehicle ODFs, nothing happens. Even when it works for the troops rifles and what not. Is some untold way to apply the muzzleflash to the buildings and vehicles. Theologically and technically, what the difference between vehicle weapons and infantry weapons that prevents you from applying the muzzleflash?
This might be a stupid question, but you're trying to add the muzzle flash through the vehicle/armed building's
weapon's ODF, not the vehicle/armed building's ODF itself, right?
Re: Muzzleflash for buildings and vehicles
Posted: Thu Nov 01, 2007 12:12 am
by trainmaster611
@Xavious: Yes, I am editing it in the weapon ODF.
AceMastermind wrote:The muzzleflash that soldier weapons use such as:
MuzzleFlash = "small_muzzle_flash"
or
MuzzleFlash = "med_muzzle_flash"
are not found anywhere in the assets which makes me think they may be hardcoded, because if you look further down in some of these same odf's you might see something like:
Discharge = "small_smoke_effect"
or
Discharge = "med_smoke_effect"
which also do not exist in the assets.
But there is another example where the Muzzleflash is an fx that is found in the assets, for example in com_weap_veh_mortar.odf:
MuzzleFlash = "com_sfx_muzzleflash_lg"
when viewed in PE it doesn't look like a muzzleflash but this fx can be edited to look like one, try it out and let us know how it turns out, there is com_sfx_muzzleflash.msh in data_ABC/common/effects that you can use so have at it.
Just for the record, I have the small and med smoke effects in my "FX library" (self-explanatory). I'm not sure how I got it, but it is there.
As for the com_sfx_muzzleflash_lg thing, I will look into that. Just change the muzzleflash line right? ok.
But if the sm and md muzzleflashes are hardcoded, wouldn't that mean that the game would still be able to find the effect for the turret even if it wasn't in data_ABC?
Re: Muzzleflash for buildings and vehicles
Posted: Thu Nov 01, 2007 12:49 pm
by AceMastermind
trainmaster611 wrote:
Just for the record, I have the small and med smoke effects in my "FX library" (self-explanatory). I'm not sure how I got it, but it is there.
That's odd, a search of the entire BF2_modtools turned up nothing, you might have a custom effect that you made or something.
trainmaster611 wrote:
But if the sm and md muzzleflashes are hardcoded, wouldn't that mean that the game would still be able to find the effect for the turret even if it wasn't in data_ABC?
Not necessarily, it may be that those were coded to work specifically for weapons that soldiers carry.
Re: Muzzleflash for buildings and vehicles
Posted: Fri Nov 02, 2007 9:08 pm
by trainmaster611
Naw, I've never made a smoke effect before. It might be from the BF1 assets.
I checked into that muzzleflash_lg thing you were talking about. Its only a white smoke discharge. Nothing for a laser emitter thing.
Re: Muzzleflash for buildings and vehicles
Posted: Fri Nov 02, 2007 9:55 pm
by AceMastermind
trainmaster611 wrote:I checked into that muzzleflash_lg thing you were talking about. Its only a white smoke discharge. Nothing for a laser emitter thing.
AceMastermind wrote:when viewed in PE it doesn't look like a muzzleflash but this fx can be edited to look like one...........there is com_sfx_muzzleflash.msh in data_ABC/common/effects that you can use..........
Re: Muzzleflash for buildings and vehicles
Posted: Fri Nov 02, 2007 10:06 pm
by Taivyx
Maybe I'm missing something, but....
Couldn't you just use a flash kind of fx , scaled down, then change the line to that fx file name?
Re: Muzzleflash for buildings and vehicles
Posted: Fri Nov 02, 2007 10:14 pm
by AceMastermind
Try it out and let us know the outcome.
Re: Muzzleflash for buildings and vehicles
Posted: Fri Nov 02, 2007 10:38 pm
by trainmaster611
Wow, i'm really stupid. I'll see if I can get it to look like a teardrop. Probably not though.
He's a pic of that model, it seems to resemble the muzzleflash shape.

Re: Muzzleflash for buildings and vehicles
Posted: Fri Nov 02, 2007 10:49 pm
by AceMastermind
Re: Muzzleflash for buildings and vehicles
Posted: Sat Nov 03, 2007 11:46 am
by trainmaster611
What is that? A modified flash?
Re: Muzzleflash for buildings and vehicles
Posted: Sat Nov 03, 2007 11:51 am
by Caleb1117
I think its the defualt flash fx.
Re: Muzzleflash for buildings and vehicles
Posted: Sat Nov 03, 2007 2:22 pm
by AceMastermind
trainmaster611 wrote:What is that? A modified flash?
It's the com_sfx_muzzleflash.msh shown in PE, the same one you posted a pic of in wireframe.
Re: Muzzleflash for buildings and vehicles
Posted: Sat Nov 03, 2007 2:43 pm
by trainmaster611
That's strange because I did check it in PE and it didn't show anything
What exactly am I supposed to be doing to apply it? Insert the file name into the muzzleflash line? It doesn't specify whether its supposed to be an FX file or anything.
Re: Muzzleflash for buildings and vehicles
Posted: Sat Nov 03, 2007 2:50 pm
by AceMastermind
trainmaster611 wrote:That's strange because I did check it in PE and it didn't show anything
That's because I loaded another effect, then inserted the muzzleflash.msh into it, then stripped away the original fx properties.
trainmaster611 wrote:What exactly am I supposed to be doing to apply it? Insert the file name into the muzzleflash line? It doesn't specify whether its supposed to be an FX file or anything
That's for you to experiment with, if you really want a muzzleflash on your armedbuilding then you'll do whatever it takes to make it work.
Edit
After looking through the ODF parameter doc on psych0fred's site, this is what i've found for muzzleflash's:
Code: Select all
Weapon
MuzzleFlashEffect
MuzzleFlashModel
MuzzleFlash
small_muzzle_flash
med_muzzle_flash
large_muzzle_flash