void BuildingAdder::createVisualForBuilding(Game *game, Building *building)
  {
    // another quick haxor

    // maybe should check that the visual does not already exist

    //VisualObjectModel *vom = new VisualObjectModel(building->getModelFilename());
		VisualObjectModel *vom = game->visualObjectModelStorage->getVisualObjectModel(building->getModelFilename());

    VisualObject *vo = vom->getNewObjectInstance();
    building->setVisualObject(vo);
    vo->setInScene(true);
    vo->setDataObject(building);

		// disable collision to "firethrough" collision layer...
		IStorm3D_Model *model = vo->getStormModel();
		if(model)
		{
			const VC3 &sunDir = game->getGameUI()->getTerrain()->getSunDirection();
			model->SetDirectional(sunDir, 1.f);
		}

		Iterator<IStorm3D_Model_Object *> *objectIterator;
		for(objectIterator = model->ITObject->Begin(); !objectIterator->IsEnd(); objectIterator->Next())
		{
			IStorm3D_Model_Object *object = objectIterator->GetCurrent();

			const char *name = object->GetName();

			if (strstr(name, "FireThrough") != NULL)
			{
				object->SetNoCollision(true);
			}
		}

		delete objectIterator;

		// add building for self-illum (lightmap brightness) changes...
		game->gameUI->getLightManager()->getSelfIlluminationChanger()->addModel(vo->getStormModel());
  }