Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Models and Media / muzzleflash positioning

Author
Message
maho76
15
Years of Service
User Offline
Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 7th Jan 2012 20:04
hi guys,

i got the gunconcept of my game to work properly to animation, but i cant see my muzzleflash. now i wanna ask what alignx/y/z uses as coordinates (relative 0,0,0? to the gun/bone etc.), because whatever coordinates i use, it doesnt show up.

i am new to this so could be that i messed something up in blender if muzzleflash-position has something to do with the model (gunsound is heared like a too fast firerate, dont know why. also the model is mirrored for some reason).

can someone help me get that fixed? would be very nice.

wipthread and gun-concept: http://forum.thegamecreators.com/?m=forum_view&t=190278&b=25
SpaceWurm
14
Years of Service
User Offline
Joined: 11th Nov 2011
Playing:
Posted: 8th Jan 2012 09:47
Wrt Muzzleflash: In your model there must be a bone called "FIRESPOT" The muzzleflash will appear where the FIRESPOT bone is in the model.

Ps. Blender rocks

Artrift.com - Digital Art Community | MyPixelbox.net - My Creative Blog
maho76
15
Years of Service
User Offline
Joined: 31st May 2011
Location: universe-hub, playing the flute
Posted: 8th Jan 2012 14:45
aah, i knew i must have done something wrong in blender, and naming is the thing. so the muzzleflash doesnt appear when the bone is not named? thank you, landman.
SpaceWurm
14
Years of Service
User Offline
Joined: 11th Nov 2011
Playing:
Posted: 8th Jan 2012 20:09
Exactly. I had this exact same problem today. Glad I could help. If you are using blender 2.6 you may have a problem because it renames the bones to "Armaturename_bonename". To fix it, I downloaded the free version of Fragmotion, imported the .x file, renamed the bones in Fragmotion and then exported to .x. That should fix it.

Artrift.com - Digital Art Community | MyPixelbox.net - My Creative Blog
Errant AI
19
Years of Service
User Offline
Joined: 24th Aug 2006
Location:
Posted: 9th Jan 2012 19:22 Edited at: 9th Jan 2012 19:24
You need to inclide the limb but HUD weapons don't reference the position of the firespot (unlike VWEAPs). It goes solely on the alignx/y/z values for position. SMOKE and BRASS, however, do reference the position.
SpaceWurm
14
Years of Service
User Offline
Joined: 11th Nov 2011
Playing:
Posted: 9th Jan 2012 21:46
Errant, how would I make a hud weapon with double muzzle flash. as If I the player was holding a dual pistol? Ive tried using FIRESPOT and FIRESPOT2 but it only displays a single muzzle flash? I know you have a script for dual wielding but I have created a mech hud, which is the HUD.X and I would like to get 2 muzzle flashes to show up on the left and right. If it comes to my last resort could I email you the HUD.X to take a look at please? I completely suck at modelling but we all have to start somewhere. I am quite stoked how the mech hud came out though.

Artrift.com - Digital Art Community | MyPixelbox.net - My Creative Blog

Login to post a reply

Server time is: 2026-07-05 15:23:07
Your offset time is: 2026-07-05 15:23:07