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View Full Version : Editing Smoke in Blacksmith Buildings



Wundai
11-04-2008, 10:28
Well title says it all, so far I have tried to adjust my replacement buildings so they would match the height and place of smoke coming out.

But now with the last level (the foundry) I simply cannot make my building this high because the smoke is just too far away (Chimneys in Japanese buildings are made into the roof itself, so therefore I would have to make the building huge,and it doesn't fit in with the rest of the town)

So the question is, can I edit and/or remove the Smoke from chimney's in RTW: BI? Or this is hard-coded?

Thor the Bassist
11-04-2008, 18:22
You can move the smoke places using spot_fx files. You have to put an object in max called "smoke" where you want the smoke to emit from and then save it as a cas file - its then referenced in the descr_building_battle.txt file - there are some examples in the original game. The only problem is I cant find which smoke the game uses originally so you get a wild crazy black smoke.

Wundai
11-04-2008, 19:14
Haha, yes I see what you mean

I tried moving the spot_fx squares from the roman_foundry to a different position and resaving them into the Bi/data/models_building/spot_fx folder, ingame it looked like a warehouse catched on fire or something.

Hmm thats a thinker.

Wundai
11-06-2008, 10:18
Well, yesterday I went through everything the Scriptorium had to offer for my question(s) but no luck unfortunatly.

But Thor for your Osgiliath map, you undoubtly have had to make a Lotr kind of Blacksmith building yourself? How did you solve the problem of the smoke emitting too high?

Thor the Bassist
11-07-2008, 18:33
For osgiliath it was ruined so didn't matter but the other ones I've just been fighting with the rediculous warehouse fire effect.