Muzzleflash (Resolved)

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steven8
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Muzzleflash (Resolved)

Post by steven8 »

I have searched the forum and read the docs and seen it told repeatedly just how simple it is to make and use your very own muzzleflash effects, and yet have not been able to produce a working one for myself. Also, in the process, I lost the working one I was using. Now it won't show. 8)

I created 3 bitmaps and their alpha counterparts, placed them in the muzzleflash folder, named them in the effects.ini file in the fashion of other working muzzleflash effects, named it a unique name as done by other working muzzleflashes, the called for my custom muzzleflash in my weapon's description in the weapon.ini file. Now, just what the heck is not right with this picture?? I have my weapon, which is a magic wand, but I can't get a muzzleflash to show up.

Most disconcerting.
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metal_head
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Re: Muzzleflash

Post by metal_head »

Check my little tutorial,it's about how to absolutely easy make a muzzle flash using a program for video editing.http://www.realityfactory.info/forum/vi ... f=7&t=3563
I hope it helps :)!

And for the showing up...well if you post the definition in effects.ini and explosion.ini I may be able to help
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steven8
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Re: Muzzleflash

Post by steven8 »

I'll have to do this all when I get home. My stupid zip file program here at work won't let me extract the bmp from your rar archive. Stupid programs. Thanks, metal_head.
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Re: Muzzleflash

Post by metal_head »

OK,but there's a problem in one or two hours I'm going to my vilage and I don't have internet connection there,so I'l' be able to help tomorrow :(
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Re: Muzzleflash

Post by steven8 »

That's okay. I appreciate your help very much.
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steven8
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Re: Muzzleflash

Post by steven8 »

From Effect.ini:

;*************************************************
;sparkle
;*************************************************

[sparkle]
type = sprite
bitmapname = muzzleflash\spark
alphamapname = muzzleflash\a_spark
angles = 0 0 0
colormax = 255 255 255
colormaxalpha = 255
colormin = 255 0 0
colorminalpha = 220
sourcevariance = 1
destvariance = 2
gravity = 0 0 0
maxscale = 0.3
minscale = 0.2
maxspeed = 100
minspeed = 60
maxunitlife = 2
minunitlife = 1
particlecreationrate = 0.05
totallife = 1.5
bounce = false

From weapon.ini:

;
; 1st person
;
viewactor = Weapon\wand.act
viewfillcolor = 255 255 255
viewambientcolor = 255 255 255
viewrotation = -53.8 90.3 3.2
viewoffset = 5.6 -5.3 -23.0
viewscale = .17
viewlaunchoffset = 0 0 5
viewlaunchbone = joint1
viewanimationspeed = 0.5
viewarmanim = idle
viewidleanim = idle
viewattackanim = flick
viewaltattackanim = flick
viewhitanim = flick
viewalthitanim = flick
viewwalkanim = idle
muzzleflash = sparkle
crosshair = crosshair.bmp
crosshairalpha = a_crosshair.bmp
crosshairfixed = false
allowlitcrosshair = true
crosshairlitcolor = 255 0 0
zoomamount = 2
zoomoverlay = zoomlow.bmp
zoomoverlayalpha = a_zoomlow.bmp
allowzoommove = false
recoilamount = 10
recoildecay = 5
bobamount = 10
viewreloadanim = flick
viewkeyreloadanim = flick
viewattackemptyanim = flick
environmentmapping = false
allmaterial = false
percentmapping = 0
percentmaterial = 0

;
; 3rd person
;
playeractor = Weapon\wand.act
playerfillcolor = 128 128 128
playerambientcolor = 128 128 128
playerrotation = -90 180 0
playerscale = 1
playerlaunchoffset = 0 0 25
playerbone = BIP01 R HAND
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Juutis
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Re: Muzzleflash

Post by Juutis »

Have you added an explosion to explosion.ini with the 'sparkle' effect? The muzzleflash you define in weapon.ini is the name of the explosion, not the effect.

And I think each action (idle, shoot, etc..) has to have their own animations. You can use the same animation if you want but you need to export it with a different name and add to the actor.
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Re: Muzzleflash

Post by metal_head »

Add this to explosion.ini and try the muzzle flash again :)

[sparkle]
effect0 = sparkle
delay0 = 0
offset0 = 0 0 0
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Re: Muzzleflash

Post by steven8 »

@ juutis - Yeah, I know about the animations. I was kind of falling asleep late at night trying to get my first weapon ever in game to show my son in the morning. I just did enough to get it in there. :)

@ metal_head - Add that to the explosion.ini. Still no go. :(

Here are my bitmaps:
a_spark0.bmp
Image
a_spark1.bmp
Image
a_spark2.bmp
Image

spark0.bmp
Image
spark1.bmp
Image
spark2.bmp
Image
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Juutis
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Re: Muzzleflash

Post by Juutis »

It may be your effect definition. I just realized you have 'type = sprite' but the rest is a definition of a spray effect.

Spray:

Code: Select all

type = spray
bitmapname =
alphamapname =
angles =
colormax =
colormaxalpha =
colormin =
colorminalpha =
sourcevariance =
destvariance =
gravity =
maxscale =
minscale =
maxspeed =
minspeed =
maxunitlife =
minunitlife =
particlecreationrate =
totallife =
bounce =

Sprite:

Code: Select all

type = sprite
basebitmapname =
basealphamapname =
bitmapcount =
texturerate =
color =
alpha =
alpharate =
scale =
scalerate =
rotation =
rotationrate =
lifetime =
style =
Pain is only psychological.
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steven8
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Re: Muzzleflash

Post by steven8 »

Which should I use? Sprite or Spray?
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Juutis
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Re: Muzzleflash

Post by Juutis »

Spray can only show a single bitmap multiple times. It "sprays" many images of the same bitmap all around. Sprite can show all three bitmaps like an animation. So I guess you'd use sprite here.
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steven8
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Re: Muzzleflash

Post by steven8 »

Oh, that explains the flamethrower muzzleflash. It just looked like it threw a series of the flame bitmaps out there. I'm going to give the true Sprite definition a try this morning. Thanks a bunch, Juutis!!
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steven8
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Re: Muzzleflash

Post by steven8 »

GOT IT!!!!!!!!!!

Image

Not the best screen, but thanks guys!!!!

A little better:

Image
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Re: Muzzleflash (Resolved)

Post by metal_head »

WOW,nice screens!
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