Advanced smoke types

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Lobby
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Advanced smoke types

Post by Lobby » 21 Feb 2017, 19:08

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.
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Bearbear76
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Re: Advanced smoke types

Post by Bearbear76 » 28 Sep 2017, 09:11

Lancaster Kingdom wrote: 27 Sep 2017, 22:55 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
Just my opinion
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AntarcticTreay
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Re: Advanced smoke types

Post by AntarcticTreay » 20 Jan 2020, 04:21

Can smoke be added to a train?
If the short answer is yes, what would it be like?
STEAM 1.png
Smoke:
smoke04.png
CykaTrainSuit.json
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Bearbear76
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Re: Advanced smoke types

Post by Bearbear76 » 20 Jan 2020, 08:43

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

Post by CERRERA » 09 Jul 2023, 09:42

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

Post by JustAnyone » 09 Jul 2023, 22:05

No, you should use animations for that.
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Re: Advanced smoke types

Post by spoidyjan » 21 Jan 2025, 13:50

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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Re: Advanced smoke types

Post by S.S.C.A.F » 05 Apr 2026, 23:32

I'm starting using smoke. I made some plugins with it and they work. I tried to create a plugin with three types of smoke but only one is working.
These are the positions:
"smoke":[{"id":"$smoke00","x":95,"y":-109}],
"smoke":[{"id":"$smoke00","x":143,"y":-85}],
"smoke":[{"id":"$smoke00","x":20,"y":-64}]
For knowing the positions immediately I used animation dev tool.
I thought that I had to use the same smoke but It didn't work.
How can I make functional the other two smokes? The only one that is working is: x20,y-64 (I obtained this position using the lights of animation dev tool and then writing the numbers. Thank you for your help
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