We have been experiencing some muzzle flash bugs ever since we've ported Orion from the EP1 SDK to the Orange Box SDK.
They worked perfectly when we were building on top of the HL2 / Episode 1 engine. However, after our port a few months ago to the Orange Box engine they DO NOT appear.
We had one developer in the past that had made one of our weapons (Human LMG) work with muzzle flashes, but it was mostly out of luck.
Here is an example of a .qc compile script with its compiled corresponding model. This weapon DOES NOT display muzzle flashes in game.
If anyone has any knowledge regarding this I would really appreciate it so I can fix it.
If anyone is able to help us re-compile and get all of our muzzles working, that would be even more awesome!
email: david@prassel.com
$attatchment "muzzle" "gun" 0.00 10.40 -108.00 rotate 0 0 0
Try the above. Also these co-ordinates are odd. Try making an extra bone on the reference, parent it to the "gun" and name it "muzzle". If you do that you can make it proeprly in place.
If you make a bone for the muzzle it can be:
$attatchment "muzzle" "muzzle" 0.00 0.00 0.00 rotate 0 0 0
Please check them co-ordinates on the thing, the model viewer should show were the attachment is on the gun It may be creating the muzzle -100 points below the view model so its being created, you just can not see it. I have my mod set to lookup the attachment named "muzzle" so it wont find or use attackment index 0 or 1 etc.
Hope that helps.
You sir, are totally awesome!
trust this. use this. or die.
I heard that muzzleflashes in Orange Box Engine are models, not sprites like in EP1.
Nope, they are either coded sprites, or particle effects created by launching the game with the parameter "-tools".
Dear Praz, I already told you this yesterday... *slapslap* O_o