1) I've not tried the muzzle flashes myself - I know Karpov has been working on them, and has something working. One of the newer FOHuman files (which is probably the same one you mentioned) has weapon effects on layer 11. I've not studied this myself, but however it works, Karpov's done all the difficult stuff, so it's just a matter of writing a couple of words in a fo3d file somewhere. You know as much as I do on this one at the moment.
2) I'm having difficulty remembering, but I
think it's the following : In client_main.fos, there's a bit saying to load 3d files :
#ifdef PLAYERS_3D
[...]
// Critters
Load3dFile("VbFemaleFat.fo3d" , PT_ART_CRITTERS);
Load3dFile("VbFemaleNormal.fo3d" , PT_ART_CRITTERS);
Load3dFile("VbFemaleStrong.fo3d" , PT_ART_CRITTERS);
Load3dFile("VbFemaleWiry.fo3d" , PT_ART_CRITTERS);
Load3dFile("VbFemaleSkeleton.fo3d", PT_ART_CRITTERS);
Load3dFile("VbMaleFat.fo3d" , PT_ART_CRITTERS);
Load3dFile("VbMaleNormal.fo3d" , PT_ART_CRITTERS);
Load3dFile("VbMaleStrong.fo3d" , PT_ART_CRITTERS);
Load3dFile("VbMaleWiry.fo3d" , PT_ART_CRITTERS);
Load3dFile("VbMaleSkeleton.fo3d" , PT_ART_CRITTERS);
#endif
Those files will be loaded. It also may be from the reference in server\data\CritterTypes.cfg, which has stuff like this :
# Van Buren 3d critters
# Name Alias MH 3d Walk Run Aim Armor Rotate A B C D E F G H I J K L M N O P Q R S T Walk Run Walk steps Sound name
@ 290 VbMaleNormal 290 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 1 0 0 400 200 0 0 0 0 3dMale
@ 291 VbMaleWiry 290 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 1 0 0 400 200 0 0 0 0 3dMale
@ 292 VbMaleStrong 290 0 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 1 0 0 400 200 0 0 0 0
I think it's one or both of those (possibly something somewhere else too?) - anyway, that will link to the chosen model's fo3d file.
In turn, VbMaleStrong.fo3d should contain something suchlike :
Model CR_HumanMaleStrong.x
Include _FOHuman.fo3d anim_file CR_HumanMaleStrong.x anim male atr malestr
The "Include _FOHuman.fo3d" is the important bit there.
That should mean the game gives us VbMaleStrong as a selectable character, and it uses the CR_HumanMaleStrong.x 3d model, and loads data from the _FOHuman.fo3d. Newer versions of our 3D stuff may have these as "FOMaleStrong" instead.
I think that's how it worked anyway.
3) I know you didn't ask a 3, but I just wanted to add that it's good that you're asking all these questions - it means all this info is available on the internet, instead of just in a few people's brains. All these little bits eventually add up to enough information to put together little wiki articles and tutorials and saving lots of people a lot of time