
Originally Posted by
HellSniper
Look at mansion or any fire object and use your brain to figure out how it works.
Besides it having being explained once before around here how the core mechanic behind fire works ...
Anyways, smoke, like most other things, are dummys that have additional information in the user defined object properties.
Don't be a dick Nagi.

Originally Posted by
trunksx
some guide how to use smoke.xml and how to add in 3d max.
Thanks you.
Instead of adding a dummy like Hellsniper said, I would simply edit XMLs personally. To add it in you would first add DUMMY's to your RS.xml. Example:
Code:
<DUMMY name="smk_st_01">
<POSITION>590.4176025 -72.6968231 62.7235985</POSITION>
<DIRECTION>0.0000000 -0.5000001 0.8660253</DIRECTION>
</DUMMY>
<DUMMY name="smk_st_02">
<POSITION>191.1392975 -72.6968231 154.2745361</POSITION>
<DIRECTION>0.0000000 -0.7071066 -0.7071068</DIRECTION>
</DUMMY>
<DUMMY name="smk_st_03">
<POSITION>-209.0900879 -72.6968231 18.0695171</POSITION>
<DIRECTION>0.0000000 -0.5000001 0.8660253</DIRECTION>
</DUMMY>
<DUMMY name="smk_st_04">
<POSITION>417.0073547 0.0000000 472.3074951</POSITION>
<DIRECTION>0.0000000 0.0000000 0.9999999</DIRECTION>
</DUMMY>
Then you will create the smoke xml file (smoke.xml).
Example:
Code:
<?xml version="1.0" encoding="UTF-8"?>
<XML>
<SMOKE NAME="smk_st_01.elu" DIRECTION="90" POWER="100.0" DELAY="50" SIZE="20.0" LIFE="0.699" TOGGLEMINTIME="3.0"> </SMOKE>
<SMOKE NAME="smk_st_02.elu" DIRECTION="90" POWER="100.0" DELAY="50" SIZE="10.0" LIFE="0.800" TOGGLEMINTIME="5.0"> </SMOKE>
<SMOKE NAME="smk_st_03.elu" DIRECTION="90" POWER="100.0" DELAY="50" SIZE="30.0" LIFE="0.699" TOGGLEMINTIME="4.0"> </SMOKE>
<SMOKE NAME="smk_st_04.elu" DIRECTION="90" POWER="100.0" DELAY="100" SIZE="20.0" LIFE="1.0" TOGGLEMINTIME="0.0"> </SMOKE>
</XML>
No ELU needs to be added to the map's folder, simply add these XML edits and it will display correctly seeing it is an effect, not an asset.

Originally Posted by
Olrac
Sorry I don't see what you are pointing at.