How To Trun Off Muzzleflash Sprite ?

Jimmy_NSJimmy_NS Join Date: 2004-08-10 Member: 30513Members
<div class="IPBDescription">when i gun firing i cant see anything!</div> someone please teach me how to ture off my <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> muzzleflash sprite , my weapon skins's fire too strong for me but it is beautiful skin ! how can i keep this skin and trun off muzzleflash at the same time? Thanks a lot!
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Comments

  • Dark_SoulDark_Soul Hive King Join Date: 2003-11-11 Member: 22527Members
    edited August 2004
    install a blank muzzleflash sprite dummie
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    thats exploiting. The large muzzleflash is there for a reason
  • Jimmy_NSJimmy_NS Join Date: 2004-08-10 Member: 30513Members
    <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> but still not too clear how to do it would someone tell me more detail please !thanks!
  • BAshhBAshh Join Date: 2003-08-26 Member: 20222Members, NS1 Playtester, Contributor
    make it smaller, it'll look better:

    decompile it, then open the .qc file.

    In the shoot sequence line, there'll be something like

    {5001 0 "30"} behind it. the number in the ""'s are the scale at which the sprite is shown. just lower it to like 18 and you'll be good to go; save it and then recompile it. There ya go!
  • Jimmy_NSJimmy_NS Join Date: 2004-08-10 Member: 30513Members
    where is the .qc file ?please tell me !
  • BAshhBAshh Join Date: 2003-08-26 Member: 20222Members, NS1 Playtester, Contributor
    decompile in milkshape, then tools -> hl model tools -> open .qc file

    should be v_whateverthegunwas.qc
  • Jimmy_NSJimmy_NS Join Date: 2004-08-10 Member: 30513Members
    so where can i download milkshape?sorry i am just newbie in NS not that good as u guys!
  • BAshhBAshh Join Date: 2003-08-26 Member: 20222Members, NS1 Playtester, Contributor
    most would tell you to look in the stickies in the other sub forums:

    <a href='http://www.milkshape3d.com' target='_blank'>http://www.milkshape3d.com</a>
  • RatonetwothreetwooneRatonetwothreetwoone Join Date: 2004-03-23 Member: 27504Members
    google is your friend

    <a href='http://www.swissquake.ch/chumbalum-soft/' target='_blank'>http://www.swissquake.ch/chumbalum-soft/</a>
  • Jimmy_NSJimmy_NS Join Date: 2004-08-10 Member: 30513Members
    Thanks a lot man ! now i gonna to try what u teach me b4 ! Have nice day!
  • cryptcrypt Join Date: 2004-04-22 Member: 28091Members, Constellation
    Why so compicatet? Just delete your muzzelflash.spr, create a copie of blank.spr and rename the copie to muzzleflash.spr.

    Btw, these files will be checked by mp_contesisty in b5
  • BAshhBAshh Join Date: 2003-08-26 Member: 20222Members, NS1 Playtester, Contributor
    <!--QuoteBegin-crypt+Aug 10 2004, 02:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (crypt @ Aug 10 2004, 02:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Why so compicatet? Just delete your muzzelflash.spr, create a copie of blank.spr and rename the copie to muzzleflash.spr.

    Btw, these files will be checked by mp_contesisty in b5 <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    one reason: Exploit. You're not allowed to, or not supposed to have no mf. Some skins i'd assume were made by people not quite sure about the muzzle flash however, and it's possible that they're too big. That's why this .qc file fix is the way to go.
  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members
    <!--QuoteBegin-BAshh+Aug 10 2004, 09:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BAshh @ Aug 10 2004, 09:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> one reason: Exploit. You're not allowed to, or not supposed to have no mf. Some skins i'd assume were made by people not quite sure about the muzzle flash however, and it's possible that they're too big. That's why this .qc file fix is the way to go. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    yep... and no MF is *imo* cheating so... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    <!--QuoteBegin-crypt+Aug 10 2004, 02:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (crypt @ Aug 10 2004, 02:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Btw, these files will be checked by mp_contesisty in b5 <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    that my good friend is correct...

    not that finding a server with consistency off will be hard (it's off by default)
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    Just because something is easier to do does not mean its cheating. Thats why we have cars and people dont yell at drivers "cheaters" when we're on our way to pick up summat good ta eat!
  • NessNess Join Date: 2002-12-17 Member: 10935Members, Reinforced - Onos
    Oh man..that was just horrible.
  • BrigadierWolfBrigadierWolf Join Date: 2003-05-30 Member: 16876Members, Contributor
    It is most definately considered an exploit. And please, No one try to gimmie the excuse that the muzzleflash causes slowdown. If 1 sprite causes slowdown on you're machine... shoot yourself.
    The Main problem with this in particular is that theres no decent way to prevent someone from removing a muzzleflash that wouldnt at the same time prevent someone from making new muzzle flashes. Hopefully this issue will soon be resolved.
  • InvaznInvazn Join Date: 2004-03-04 Member: 27142Members
    The muzzleflash isnt that big. How come so many people say it covers most of their screen?
  • CaptainPanakaCaptainPanaka Join Date: 2002-11-02 Member: 4718Members
    <!--QuoteBegin-Invazn+Aug 11 2004, 11:14 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Invazn @ Aug 11 2004, 11:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The muzzleflash isnt that big. How come so many people say it covers most of their screen? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    well... you can change the size of the muzzleflash in the qc before comping a model. and it seems like that some modellers scaled it bigger than default because they included a custom muzzleflash that isn't as big as the standard NS one. Now if someone uses the custom model with the standard NS muzzleflash it's bigger than normal... possible, but happened quite seldom compared to the amount of released models as far as I noticed <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • ZeroByteZeroByte Join Date: 2002-11-01 Member: 3057Members
    <!--QuoteBegin-Delarosa+Aug 11 2004, 02:11 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Delarosa @ Aug 11 2004, 02:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-crypt+Aug 10 2004, 02:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (crypt @ Aug 10 2004, 02:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Btw, these files will be checked by mp_contesisty in b5 <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    that my good friend is correct...

    not that finding a server with consistency off will be hard (it's off by default) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    how about a server side variable that checks only the muzzle flash then? Or modify mp_consistency to be selective about what it checks.

    mp_consistency 0 is all checks are off.
    mp_consistency 1 checks only muzzle flash sprites and skulk/lerk v_model (and whatever other v_models are supposed to block the players view)
    mp_consistency 2 checks everything.

    Then the server files could be shipped with flash/v_model check on by default.

    Or maybe full check and muzzleflash/v_model check should switch numbers. People may see that a server has mp_consistency as 1 and may not want to play in that server if they have custom models, but may try to join a server if the consistency number is something other than 1.
  • VeetsVeets Join Date: 2004-02-05 Member: 26089Members
    That would be excessive, unnecessary and overly complicated <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    The consistancy option exists to make sure that every player is using exactly the same files as the server and thus are at least grounded *that* much before gameplay begins. Servers can choose to have it on (assumed competitive play) or off (assumed public play where it doesn't exactly matter so much). By providing extra switches that allow *some* but deny others, you're providing just a slightly less level of "exploit" (call it what you will) as in a server with no checking and thus defeating any point in having more than "on" or "off".

    It works as intended, if you can't see with the muzzleflash on I'd turn up the resolution or question the model you're using <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • BAshhBAshh Join Date: 2003-08-26 Member: 20222Members, NS1 Playtester, Contributor
    I see people still talking about removing the muzzle flash, we've already established, and told the guy that it is an exploit.

    Yes the default of whatever weapon he has replaced has a decent muzzle flash. As most modellers know you can change the size of it in the qc file. I bet that there's at least one where it's at 30+ scalled size, which would be difficult to see around. The muzzleflash on my USX LMG is set at 18. I told him to set his to 18. This is about the same size as whats on the normal LMG. Please, stop talking about it as unfair or an exploit. We're off the 'taking off the muzzleflash' topic, and onto the more realistic possibility that his skin sucked, and having a large muzzleflash. Which i find very possible, and 18 scale is a decent size for the muzzle flash. KTHNX PEOPLE.
  • DEATH_BRINGERDEATH_BRINGER Join Date: 2004-07-09 Member: 29821Members
    muzzle flash dont stop me any <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo--> in from of my <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> will die
  • MausMaus Join Date: 2002-11-03 Member: 5599Members
    <!--QuoteBegin-BrigadierWolf+Aug 11 2004, 10:10 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BrigadierWolf @ Aug 11 2004, 10:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The Main problem with this in particular is that theres no decent way to prevent someone from removing a muzzleflash that wouldnt at the same time prevent someone from making new muzzle flashes. Hopefully this issue will soon be resolved. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I guess you could include a muzzleflash in the actual model, as a couple of polys that appear in the firing anim. They'd still be easily removable, but it would involve more work than simply deleting a sprite.
  • Wolf_KahlerWolf_Kahler Join Date: 2002-11-29 Member: 10252Members
    You'd have to move those couple of polies way far away for them to appear during the firing anim without appearing to move into position. Something that far might cause problems with hitboxes or bounding boxes or somesuch. I remember there were problems with the M.A.L.I.C.E. when people were trying to figure out how to get rid of the P_models that were also being used for light marines [the M.A.L.I.C.E. had its own built-in weapon systems that looked nothing like the light marine weapons, for anyone who doesn't remember the discussion].

    One of the options had been to move the connection point for the P_models down below the player model so far that it would be outside the map and invisible.

    How far would the polies for a muzzleflash have to go?
  • antifreezeantifreeze The guy with the goods&#33; Join Date: 2003-05-12 Member: 16232Members, Constellation
    <!--QuoteBegin-Ha.ze+Aug 11 2004, 07:15 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ha.ze @ Aug 11 2004, 07:15 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Just because something is easier to do does not mean its cheating. Thats why we have cars and people dont yell at drivers "cheaters" when we're on our way to pick up summat good ta eat! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    i cannot explain how stupid that sounds. Anyway...

    The large muzzle flash is there for a reason to obscure the view. Just like when a skulk bites it obscures the view. There is no debate in this, it is an exploit and is classed as cheating. As voogru has said they are working to prevent this, why, because its an exploit.

    The Link: <a href='http://www.unknownworlds.com/forums/index.php?showtopic=77527' target='_blank'>http://www.unknownworlds.com/forums/in...showtopic=77527</a>

    I'd now appriciate a <span style='color:red'>***Locked***</span>
  • RhaALRhaAL Join Date: 2003-11-11 Member: 22491Members
    the bigger the mussleflash the better, if ur mussleflash is to obstuctive for u, u should give up fps games
  • ObstObst Join Date: 2003-03-12 Member: 14436Members, Constellation
    edited August 2004
    I think I'll show you my HMG muzzleflash in some minutes....

    How do you find this? It almost blocks even the crosshair...
  • Fox_OneFox_One Join Date: 2003-01-15 Member: 12310Members
    edited August 2004
    <!--QuoteBegin-=DD=Wolf Kahler+Aug 11 2004, 02:02 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (=DD=Wolf Kahler @ Aug 11 2004, 02:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How far would the polies for a muzzleflash have to go? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Muzzleflashes are sprites, not models. They don't have polygons, they're simple 2D images. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • CoolCookieCooksCoolCookieCooks Pretty Girl Join Date: 2003-05-18 Member: 16446Members, NS1 Playtester, Contributor, Constellation
    they CAN be modelled in <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
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