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Author Topic: SHADOWS!!!  (Read 1408 times)

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Spanky

  • Guest
SHADOWS!!!
« on: 30 Nov 2004, 08:26:19 »
I've created the model, have the code in the config, works great in game....untill i look at the shadow!!! The muzzle flash is visible in the shadow even when the gun isn't firing!?!? how do i get rid of this...what have i done wrong??

I've searched the forums, but cant find anything....

Thanks

Offline oyman

  • Members
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  • king of pings
Re:SHADOWS!!!
« Reply #1 on: 30 Nov 2004, 20:00:13 »
do you have a CFG models part in the config?

Spanky

  • Guest
Re:SHADOWS!!!
« Reply #2 on: 01 Dec 2004, 09:39:49 »
yep...heres the cfg code:

class CfgPatches
{
   class meh_akm   
   {

      weapons[] =
      {
         "meh_akm"
      };
      units[] = {};
      requiredVersion = 1.91;
      requiredAddons[]= {};
   };
};


//---------------------------------------------------------------------------------------

class CfgModels
{
   class Default{};
   class Weapon: Default{};
   class mehakm: Weapon{};
};

//---------------------------------------------------------------------------------------
class CfgRecoils
{
   akmR[]= {0.0165,0.030,0.018, 0.042,0,-0.00095, 0.003,0,-0.00095, 0.0045,0,0};
   akmFullR[]= {0.0350,0.018,0.018, 0.042,0,-0.00095, 0.003,0,-0.00095, 0.0045,0,0};
};
class CfgAmmo
{
   class Default {};
   class BulletSingle : Default{};
   class BulletBurst: BulletSingle {};
   class BulletFullAuto: BulletBurst {};
   class akm_Single_Bulletr: BulletSingle
   {
      hit=9;
      indirectHit=2;
      indirectHitRange=0.1;
      
      visibleFire=16;
      audibleFire=16;
      visibleFireTime=3;

      minRange=0.5;
      minRangeProbab=0.10;
      midRange=50;
      midRangeProbab=0.38;
      maxRange=250;
      maxRangeProbab=0.04;
      tracerColor[]={0.000000,0.000000,0.000000,0.000000};
      tracerColorR[]={0.000000,0.000000,0.000000,0.000000};

      cost = 2.1;   
   };
   class akm_Auto_Bulletr:  BulletFullAuto
   {
      hit=9;
      indirectHit=2;
      indirectHitRange=0.1;
      
      visibleFire=16;
      audibleFire=16;
      visibleFireTime=3;

      minRange=0.5;
      minRangeProbab=0.10;
      midRange=50;
      midRangeProbab=0.38;
      maxRange=250;
      maxRangeProbab=0.04;
      tracerColor[]={0.000000,0.000000,0.000000,0.000000};
      tracerColorR[]={0.000000,0.000000,0.000000,0.000000};

      cost = 2.1;   
   };
};   

class CfgWeapons
{
   class Default {};
   class MGun : Default {};
   class Riffle : MGun {};
   class meh_akmmag : riffle
   {
         scopeWeapon=0;
         scopeMagazine=2;
      valueWeapon=0;
      valueMagazine=1;
         modelOptics="\meh_akm\optic_akm.p3d";
      picture="\meh_akm\gear2.paa";
         displayName="AK74m";
         displayNameMagazine="AK74m Mag";
         shortNameMagazine="AK74m Mag";
       reloadMagazineSound[]={"\meh_akm\sounds\FamasReload.wav",0.5,1};
         drySound[]={"weapons\m16dry",0.000316,1};
         optics=1;
         opticsZoomMin=0.35;
         opticsZoomMax=0.35;
      distanceZoomMin=300;
      distanceZoomMax=300;
         initSpeed=930;
      count=30;
         dexterity=1.02;
         modes[]={"Single","FullAuto"};
         class Single
         {
               ammo="akm_Single_Bulletr";
               multiplier=1;
               burst=1;
               displayName="Single";
               dispersion=0.0007;
         sound[]={"\meh_akm\sounds\Famas.wav",db+200,1};
               soundContinuous=0;
               reloadTime=0.15;
         recoil=famasR;
               ffCount=1;
               autoFire=0;
               aiRateOfFire=5.0;
               aiRateOfFireDistance=500;
               useAction=0;
               useActionTitle="";
      };
        
      class FullAuto
         {
               ammo="akm_Auto_Bulletr";
               multiplier=1;
               burst=1;
               displayName="Auto";
               dispersion=0.0007;
         sound[]={"\meh_akm\sounds\Famas.wav",db+200,1};
               soundContinuous=0;
               reloadTime=0.06;
               ffCount=25;
         recoil=famasFullR;
               autoFire=1;
               aiRateOfFire=0.5;
               aiRateOfFireDistance=300;
               useAction=0;
               useActionTitle="";
         };

   };
   class meh_akm : meh_akmmag
   {
         scopeWeapon=2;
         scopeMagazine=0;
      weaponType = WeaponSlotPrimary;
      displayName="AK74M";
         model="\meh_akm\mehakm.p3d";
      modelOptics="\meh_akm\optic_akm.p3d";
         picture="\meh_akm\w_aks74u.paa";
      //uiPicture="";
         magazines[]={"meh_akmmag"};
   };

its really strange....i dont know how to get rid of it??

DeadMeatXM2

  • Guest
Re:SHADOWS!!!
« Reply #3 on: 01 Dec 2004, 12:49:56 »
Select the muzzle flash part of the model.

Press 'E'

Make sure the box that says "Enable Shadow" is NOT checked.

Save, and enjoy.

Spanky

  • Guest
Re:SHADOWS!!!
« Reply #4 on: 01 Dec 2004, 13:53:58 »
Thanks!! Can't belive i missed that ;)

now i have another problem.....i took a copy of the working model now and added a scope...now the new model works in the game but has no shadow at all!!!  ???  

DeadMeatXM2

  • Guest
Re:SHADOWS!!!
« Reply #5 on: 02 Dec 2004, 10:49:13 »
The model probably has too many faces.

The shadow will only display if you have a low-detail LoD with fewer than ~350 polys, and more than that and it will not display a shadow.