Advanced smoke types

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Lobby
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Advanced smoke types

#1

Post by Lobby »

As mentioned here you can add one or multiple smoke sources to your plugin. The definition to use smoke might look like

Code: Select all

"smoke":[{"id":"$smoke07","x":13,"y":-14}]
Where tags x and y define the relative position of the smoke source. Tag id defines which smoke object to use. We also defined the following smoke objects for you:
  • $smoke00
    Image
  • $smoke01
    Image
  • $smoke02
    Image
  • $smoke03
    Image
  • $smoke04
    Image
  • $smoke05
    Image
  • $smoke06
    Image
  • $smoke07
    Image
  • $watervapor00
    Image
  • $qualm00
    Image
The preview is just for impression. The animated version in the game might differ in size and frame count. Most of the smokes don't make sense for a chimney on a normal house. We encourage you to use either $smoke06 or $smoke07 for this purpose.
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Bearbear76
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Re: Advanced smoke types

#2

Post by Bearbear76 »

Lancaster Kingdom wrote: 28 Sep 2017, 00:55 Can you explain more about x and y? How do I get the smoke in the bottom of the building that's possible? I'm reading all the tutorials. :)
This thread should help you
http://www.theotown.com/forum/viewtopic.php?f=42&t=4147
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AntarcticTreay
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Re: Advanced smoke types

#3

Post by AntarcticTreay »

Can smoke be added to a train?
If the short answer is yes, what would it be like?
Train texture
Train texture
STEAM 1.png (1.33 KiB) Viewed 15889 times
Smoke:
smoke04.png
smoke04.png (1.9 KiB) Viewed 15889 times
CykaTrainSuit.json
(1.4 KiB) Downloaded 564 times
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Bearbear76
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Re: Advanced smoke types

#4

Post by Bearbear76 »

Never tried it but I think you might be able to add it normally via animation.
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TheFennekin
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Re: Advanced smoke types

#5

Post by TheFennekin »

@Naufhal yes and also cars or trams :)
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CERRERA
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Re: Advanced smoke types

#6

Post by CERRERA »

Lobby wrote: 21 Feb 2017, 21:08 As mentioned here you can add one or multiple smoke sources to your plugin. The definition to use smoke might look like

Code: Select all

"smoke":[{"id":"$smoke07","x":13,"y":-14}]
Where tags x and y define the relative position of the smoke source. Tag id defines which smoke object to use. We also defined the following smoke objects for you:
  • $smoke00
    Image
  • $smoke01
    Image
  • $smoke02
    Image
  • $smoke03
    Image
  • $smoke04
    Image
  • $smoke05
    Image
  • $smoke06
    Image
  • $smoke07
    Image
  • $watervapor00
    Image
  • $qualm00
    Image
The preview is just for impression. The animated version in the game might differ in size and frame count. Most of the smokes don't make sense for a chimney on a normal house. We encourage you to use either $smoke06 or $smoke07 for this purpose.

Smoke animation are supported by rotation?

Code: Select all    Reset

[ {"id":"$smoke01","x":45,"y":-50,"frame":0}, {"id":"$smoke01","x":45,"y":-50,"frame":1},{"id":"$smoke01","x":45,"y":-50,"frame":2}, {"id":"$smoke01","x":45,"y":-50,"frame":3} ]
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JustAnyone
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Re: Advanced smoke types

#7

Post by JustAnyone »

No, you should use animations for that.
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Вениамин Кузьминов
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как делать дым

#8

Post by Вениамин Кузьминов »

Извините, а как вообще делать дым в плагин, если я создаю сам плагин в PDF? :?: :D
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CommanderABab
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Re: как делать дым

#9

Post by CommanderABab »

Вениамин Кузьминов wrote: 26 Feb 2024, 18:06 Извините, а как вообще делать дым в плагин, если я создаю сам плагин в PDF? :?: :D
Follow the example in the first post to use smoke. PDF is the wrong type of file to create a plugin with.
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space_guy
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Re: Advanced smoke types

#10

Post by space_guy »

What do i write if i dont want to add any smoke? I wrote [{}] because i dont need any.
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dnswodn
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Re: Advanced smoke types

#11

Post by dnswodn »

space_guy wrote: 30 Dec 2024, 13:44 What do i write if i dont want to add any smoke? I wrote [{}] because i dont need any.
Just don't add smoke to your JSON code, it is not a integral option.
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spoidyjan
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Re: Advanced smoke types

#12

Post by spoidyjan »

If we want to use unique smoke textures, is there any recommended resolution or format for custom images? Also, can we use tools to optimize these textures for better performance in the game?
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