Editing Smoke in Blacksmith Buildings
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?
Re: Editing Smoke in Blacksmith Buildings
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.
Re: Editing Smoke in Blacksmith Buildings
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.
Re: Editing Smoke in Blacksmith Buildings
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?
Re: Editing Smoke in Blacksmith Buildings
For osgiliath it was ruined so didn't matter but the other ones I've just been fighting with the rediculous warehouse fire effect.