[wip] Muzzle Flash
Cs42886
Join Date: 2003-12-16 Member: 24451Members
<div class="IPBDescription">New sprite.</div> Heres a pic of my latest work in progress. Its not much really. I making some more for the different guns. Just tell me what you think. Thanks. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Cs42886
<img src='http://home.comcast.net/~cs42886/muztest.jpg' border='0' alt='user posted image'>
Cs42886
<img src='http://home.comcast.net/~cs42886/muztest.jpg' border='0' alt='user posted image'>
Comments
looks way better then those silly standard ones
j/k you already know what i think <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
All Marine weapons use muzzleflash1. (different sprites for different guns will <b>not</b> work)
Both Marine turrets use muzzleflash2.
p.s love ur muzzle and blood sprites for dod...sadly i dont play that game nemore. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
besides, muzzleflashes are rare in real life
maybe you could make the sprite like, 3 frames: the normal one and 2 blank ones
so you won't see the muzz as much <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
(but i'm afraid not everyone will like that)
Anyways, the pistol will use the muzzleflash the LMG and HMG uses, and it will be double in size.
Imagine that muzzleflash doubled.
All Marine weapons use muzzleflash1. (different sprites for different guns will <b>not</b> work)
Both Marine turrets use muzzleflash2. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Actually it can work.
Just by tweaking the EVENT part in the .qc file of the gun:
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
{event <#> <frame> <options>} Animation events. These vary quite a bit, but are the most fun. Events can call either a sound, sprite, map trigger, or a programming code event that can do whatever you'd like.
example 1: { event 5004 1 "weapons\shoot.wav" }
Event 5004 plays this sound on frame 1. Include the path starting from your mod folder.
example 2: { event 5001 1 "20" }
Events 5001, 5011 and 5021 are for sprites, particularly muzzleflashes for weapons. This example plays the mp5 sprite, muzzleflash1.spr on frame 1. "20" indicates that sprite # 0 is scaled 2 times larger than normal. Below is a chart of muzzleflash sprites with the number that they are assigned to and what they're used for:
This is for HL... pretty sure that NS hasn't changed that:
sprite number: name - use
0: muzzleflash1.spr - mp5
1: muzzleflash2.spr - shotgun, pistols
2: muzzleflash3.spr - hornetgun
An attachment point needs to be defined for these to show up in Half-Life. Event 5001 has it's origin at $attachment 0, 5011's origin is at $attachment 1, and 5021's origin is at $attachment 2.
example 3: { event 5002 10 "5" }
Event 5002 is for sparks. Here it plays on frame 10 and is scaled up 5 times. It's origin is the lowest attachment number, zero, unless you don't define zero. Then it will be at $attachment 1.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
now how do I edit a qc file?