Reskinable Chimney!

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This works for Thief 1 and Thief 2.

There are no textures included in this zip because the model uses default textures. The chimney is 13 units high if it is not scaled.

INSTRUCTIONS
**Creating the object:
(There are no surprises here, so if you're familiar with custom objects you can ignore this)

1) Extract 'chimney.bin' to the obj folder in your Thief directory (e.g. Thief2\obj\ ) (If the obj folder doesn't already exist then create it).

2) Open Dromed, and find an object that has similar properties to what will be needed for the chimney. You need to consider whether or not the AI and/or the player will be able to reach the chimney. Some objects (e.g. Terrain Like > Rooftops) do not affect pathfinding, so they would be an ideal base if the AI cannot reach it.

3a) If you plan on only using a small number of these, or you really don't want to use a custom Gamesys:
*Create the 'similar object' in the world.
*Open up the Properties and Add: Shape > Model Name and enter 'chimney' (without quotes).

3b) If using a custom Gamesys isn't a problem (Find out how to use a custom Gamesys if you haven't already - it's quite easy really):
*Select the 'similar object', and Click on the Add button. You'll be asked for a New Object Name. What you choose is up to you. Then click OK.
*There should now be a new entry in the Hierarchy. Select it and click on the Edit button.
*Add: Shape > Model Name and enter 'chimney' (without quotes).
*Click on Done, then Close.
*Save your Gamesys. You'll also need to use the set_gamesys command if the mission is currently using Dark.gam.


**Texturing the object:
If you use an object texture then it has to be from the obj\txt folder (i.e. it has to use the original Thief palette) [e.g. The numbered buttons used for the combination locks in Shipping and Receiving].

If you use a terrain texture [e.g. The secret doors in Casing the Joint or Masks] then that texture should exist on at least one face of a terrain brush so it stays in your levels texture palette, otherwise the colours will not appear correctly.

To add textures, modify the properties: Shape > TexRepl r0 and TexRepl r1. r0 is the 'bottom' part, and r1 is the 'middle'.

**Adding smoke
A little bit of smoke rising from the chimney is a good way to make the place feel a bit more 'alive'.
I've created a vhot at the top of the model so you can easily attach a particle effect. If you already know how to add particle effects, all you need to know is that the vhot is number '1'.
How to add the smoke:
Find an object in the SFX branch of the Object Heirarcy that is already a bit smokey (FireFX -> FireParticleFX -> FirePlaceSmoke is a good one to start with) and create it in the world (or create a new archtype under it in the Heirarchy). At the very least, you should modify the SFX > ParticleLaunchInfo property of the smoke so that the smoke appears to start at the top of the chimney and not a foot or two above. The Z values of 'Box Min' and 'Box Max' should help (If you need more info about particle effects you should do a search on one of the Dromed forums).
If there is meant to be any wind in the area, you can adjust the X and Y fields of 'gravity vector' in the Particles property to make the particles travel at an angle.

If you created a new archetype, you will need to create that in the world once you've modified the properties.

Now you need to create a link from the smoke to the chimney, with a flavour of ParticleAttachment. Set the Data to Type: vhot, and vhot #: 1. The remaining two fields can be ignored.

The particle may initially appear in the centre of the object rather than the top.
To fix this, select the smoke and click on the update button at the bottom of the Dromed window, then select the chimney and again, click on Update. Thanks to 'sluggs' for mentioning this.

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R Soul