Mobile Phone and 2DFX: Difference between pages

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{{also|:''"Phone" redirects here. See also: [[Public Telephone]], [[Pager]] or [[PDA]]''}}
{{IdeSection
[[File:Mobilephone-GTAIV-Badger.jpg|thumb|Badger phone in GTA IV, without the Badger logo.]]
| game        = {{Icon-square|3}} {{Icon-square|vc}} {{Icon-square|4}}
| description = Places 2D effects and ped behaviors on objects
}}
'''<code>2dfx</code>''' is a section in the item definition file in [[Grand Theft Auto III]], [[Grand Theft Auto: Vice City]], and [[Grand Theft Auto IV]]. It is used to place 2D effects (like lights and particles) and ped behaviors on objects. This section is somewhat unique compared to other sections because it needs to be attached to an existing object rather than defining itself. If too many effects are loaded or drawn in the game, some of the effects will load in and out or won't appear at all.


The '''mobile phone''', also known as  the '''cellphone''' and '''cell phone''', is a recurring portable [[communication]] device that has been carried by [[protagonist]]s in various [[Grand Theft Auto]] games. Prior to [[Grand Theft Auto IV]], the phone was essentially cosmetic, and could not be used by the player to make calls at will; the functionality of mobile phones is greatly expanded in the [[HD Universe]].
== GTA III and GTA Vice City ==
{{Pre|
2dfx
# [[#Type 0: Lights|type 0: lights]] (III/VC)
Id, X, Y, Z, R, G, B, unknown, Type, "Corona", "Shadow", Distance, OuterRange, Size, InnerRange, ShadowIntensity, Flash, Wet, Flare, Flags
# [[#Type 1: Particles|type 1: particles]] (III/VC)
Id, X, Y, Z, R, G, B, unknown, Type, Particle, StrengthX, StrengthY, StrengthZ, Scale
# [[#Type 2|type 2]] (III/VC)
Id, X, Y, Z, R, G, B, unknown, Type, unknown, unk1, unk2, unk3, unknown
# [[#Type 3: Peds|type 3: peds]] (VC)
Id, X, Y, Z, R, G, B, unknown, Type, Behavior, unk1, unk2, unk3, RotX, RotY, RotZ
# [[#Type 4: Sun Reflections|type 4: sun reflections]] (VC)
Id, X, Y, Z, R, G, B, unknown, Type
end
}}


== Description ==
=== Type 0: Lights ===
=== GTA 1 Era ===
This can create a complex light source on an object. If the object has a sub object, the light will disappear when the main object changes into the sub object (like when lampposts are knocked).
In [[Grand Theft Auto 1]], mobile phones technically function identically to [[pager]]s, delivering messages (often one-way) to the player at the bottom of the screen, representing verbal communication instead of the pager's text messages. Much like the pager, messages delivered via a mobile phone are displayed in text form beside the graphical representation of the phone.


The mobile phone is also present in the [[Grand Theft Auto: London]] mission packs and functions identically to GTA 1's mobile phone, but is refashioned into a [[wp:walkie-talkie|walkie-talkie]] as modern mobile phones were not available in the 1960s.
{|class="wikitable center-col-1 center-col-2" style="width: 100%;"
!style="width: 3em;" |{{Icon-square|3}} {{Icon-square|vc}}
!style="width: 12em;" |Identifier
!style="width: 6em;" |Type
!Description
|-
|A ||Id ||integer ||associated to existing model index defined in <code>[[OBJS|objs]]</code> or <code>[[TOBJ|tobj]]</code> section
|-
|B,C,D ||X, Y, Z ||float[3] ||X, Y, and Z coordinates relative to the center of the object
|-
|E,F,G ||R, G, B ||integer[3] ||color of the light and everything associated with it in RGB format, also affects the intensity of the light so that darker the color the dimmer the light (meaning black (0,0,0) will yield a light so dim that it's not visible)
|-
|H ||''unknown'' ||integer ||usually 0 or 200
|-
|I ||Type ||integer ||always 0 for lights
|-
|J ||Corona ||string ||corona texture associated to the light, texture defined in <code>particle.txd</code>, usually "coronastar" for lights
|-
|K ||Shadow ||string ||light texture that is cast on the ground, texture defined in <code>particle.txd</code>, usually "shad_exp" for lights
|-
|L ||Distance ||float ||view distance of the light, is limited by the draw distance of the host object
|-
|M ||OuterRange ||float ||the range the light can cast on objects, cars, and peds
|-
|N ||Size ||float ||the size of the corona, can be a float or integer, size 0 means no visible corona but effect of light still visible
|-
|O ||InnerRange ||float ||the range the light can cast on the ground (shadow)
|-
|P ||ShadowIntensity ||integer ||shadow intensity (0 - 255), usually 40
|-
|Q ||Flash ||integer ||sets the type of flashing ([[#Types of Flashes|see below]])
|-
|R ||Wet ||integer ||sets the particle to be "reflective" on wet grounds, will only work if the ground around the light is set to wet when raining<br>0 - not reflective when wet, 1 - reflective when wet
|-
|S ||Flare ||integer ||sets the particle to create a lens flare on the screen, similar to what the sun does<br>0 - no lens flare, 1 - yellow lens flare, 2 - white lens flare
|-
|T ||Flags ||integer ||bit 0 - disable z-test for corona, bits 1-2 - fog (dust) type
|}


<gallery width="auto" perrow="2" style="font-size:95%; padding:0; text-align:left" widths="160">
====Types of Flashes====
Mobilephone-GTA1.png|The mobile phone in GTA 1. Spoken text is displayed to the right of its image.
{|class="wikitable center-col-1"
Mobilephone-GTAL.png|The mobile phone/walkie-talkie in GTA London, which relays message the same way as in GTA 1.
!{{Icon-square|3}} ||{{Icon-square|vc}} ||Description
</gallery>
|-
|colspan="2" |0 ||constantly lit all time
|-
|colspan="2" |1 ||constantly lit at night
|-
|colspan="2" |2 ||occasional flicker all time
|-
|colspan="2" |3 ||occasional flicker at night
|-
|colspan="2" |4 ||1.02 seconds flashes
|-
|colspan="2" |5 ||1.02 seconds flashes at night
|-
|colspan="2" |6 ||2.04 seconds flashes
|-
|colspan="2" |7 ||2.04 seconds flashes at night
|-
|colspan="2" |8 ||4.08 seconds flashes
|-
|colspan="2" |9 ||4.08 seconds flashes at night
|-
|colspan="2" |10 ||random flicker
|-
|colspan="2" |11 ||random flicker at night
|-
|colspan="2" |12 ||hardcoded traffic lights properties
|-
| - ||13 ||1.02 seconds flashes only during [[Shoreside Lift Bridge|lift bridge]]'s alarm
|-
| - ||14 ||unused, flashes only during lift bridge's alarm
|}
All night flashes occur between 19:00 and 7:00. Type 12 is involved in hardcoded properties of traffic lights. It is mainly used to position the lights on the traffic light. A traffic light without a 2DFX entry will crash the game when the traffic light is loading.


=== GTA III Era ===
===Type 1: Particles===
[[Grand Theft Auto: Vice City]] marked a return of the mobile phone after being absent in [[Grand Theft Auto 2]] and [[Grand Theft Auto III]]. The mobile phone's role remains unchanged as it is often used between missions and important events, but primarily complements face-to-face interactions between characters.
This can create simple particles on an object


Since GTA Vice City, players can choose to answer a ringing mobile phone; failing to answer a call will usually lead to the phone repeatedly ringing between a period of silence until the player answers it, or after the effects of not answering the phone is activated (i.e. A drop in [[Girlfriends in GTA San Andreas|the player's relationship with a girlfriend]]). During a verbal exchange on the phone, the player's mobility is reduced while the player holds the phone, being incapable of jumping, sprinting, or holding and shooting a weapon until the call ends. Players may also have the option to skip an in-between-mission phonecall.
{|class="wikitable center-col-1 center-col-2" style="width: 100%;"
!style="width: 3em;" |{{Icon-square|3}} {{Icon-square|vc}}
!style="width: 12em;" |Identifier
!style="width: 6em;" |Type
!Description
|-
|A ||Id ||integer ||associated to existing model index defined in <code>[[OBJS|objs]]</code> or <code>[[TOBJ|tobj]]</code> section
|-
|B,C,D ||X, Y, Z ||float[3] ||X, Y, and Z coordinates relative to the center of the object
|-
|E,F,G ||R, G, B ||integer[3] ||useless values
|-
|H ||''unknown'' ||integer ||usually 63 or 200
|-
|I ||Type ||integer ||always 1 for particles
|-
|J ||Particle ||integer ||particle type ([[#Types of Particles|see below]])
|-
|K,L,M ||StrengthX, StrengthY, StrengthZ ||float[3] ||X, Y, and Z strength representing the direction and length of movement of the particle
|-
|N ||Scale ||float ||scale of the particle
|}


In GTA Vice City, [[Tommy Vercetti]] retrieves a phone from [[Leo Teal]] during "[[Back Alley Brawl]]", allowing him to receive calls from in-game characters about missions or other topics. The phone's design is based on early commercial mobile phones from the 1980s.
====Types of Particles====
{|class="wikitable center-col-1"
!{{Icon-square|3}} ||{{Icon-square|vc}} ||Name ||Description
|-
|colspan="2" |0 ||POBJECT_<wbr>PAVEMENT_<wbr>STEAM ||small white smoke
|-
|colspan="2" |1 ||POBJECT_<wbr>WALL_<wbr>STEAM ||small white smoke
|-
|colspan="2" |2 ||POBJECT_<wbr>DRY_<wbr>ICE ||larger white smoke
|-
|colspan="2" |3 ||POBJECT_<wbr>SMALL_<wbr>FIRE ||fire (start new game to see)
|-
|colspan="2" |4 ||POBJECT_<wbr>DARK_<wbr>SMOKE ||black smoke
|-
| - || style="text-align: center;" |5 ||POBJECT_<wbr>WATER_<wbr>FOUNTAIN_<wbr>VERT ||water fountain (will spray water droplets on the screen)
|-
| - || style="text-align: center;" |6 ||POBJECT_<wbr>WATER_<wbr>FOUNTAIN_<wbr>HORIZ ||water spray (will spray water droplets on the screen)
|}


In [[Grand Theft Auto: San Andreas]], [[Carl Johnson]] has a phone which he uses to make and receive calls. Again, these may be about missions, they may relate to the general story, they may be tips from other characters, or they may serve no particular purpose — for example, the prank calls CJ receives from [[Catalina]]. The phone's design is that of an early [[wp:Flip (form)|flip-phone]], with a small LCD display for numbers.
===Type 2===
This causes peds to investigate interesting spots.<ref>[https://www.youtube.com/watch?v=zcQvqQlIYTM Video demonstration of type 2], by Nick007J</ref> This type was never used in GTA Vice City but it can be used.


In [[Grand Theft Auto: Liberty City Stories]], Toni Cipriani retrieves a phone from a deceased Sindacco member in "[[Snuff]]". This phone is presumably the phone he uses from then on, as Toni originally called using a pay phone in "[[Home Sweet Home]]". The phone's function is similar to those in GTA Vice City and GTA San Andreas, but is depicted as a late-1990s [[wp:Flip (form)|clamshell phone]].
{|class="wikitable center-col-1 center-col-2" style="width: 100%;"
!style="width: 3em;" |{{Icon-square|3}} {{Icon-square|vc}}
!style="width: 12em;" |Identifier
!style="width: 6em;" |Type
!Description
|-
|A ||Id ||integer ||
|-
|B,C,D ||X, Y, Z ||float[3] ||
|-
|E,F,G ||R, G, B ||integer[3] ||
|-
|H ||''unknown'' ||integer ||usually 63 or 200
|-
|I ||Type ||integer ||always 2
|-
|J ||''unknown'' ||integer ||
|-
|K,L,M ||''unk1'', ''unk2'', ''unk3'' ||float[3] ||
|-
|N ||''unknown'' ||integer ||
|}


<gallery width="auto" perrow="4" style="font-size:95%; padding:0; text-align:left" widths="160">
===Type 3: Peds===
Mobilephone-GTAVC.jpg|The mobile phone in GTA Vice City.
This can make a ped have simple behaviors around the object.
Mobilephone-GTASA.jpg|The mobile phone in GTA San Andreas.
Mobilephone-GTASA-ingame.jpg|Since GTA Vice City, the player has limited mobility while on the phone, only retaining the ability to run or walk. Players can also skip phone calls since GTA Vice City.
Mobilephone-GTALCS.png|The mobile phone as a pickup in GTA Liberty City Stories.
</gallery>


=== GTA IV Era ===
{|class="wikitable center-col-1 center-col-2" style="width: 100%;"
The use of the phone is greatly expanded in [[Grand Theft Auto IV]], [[The Lost and Damned]] and [[The Ballad of Gay Tony]], featuring a multitude of features, including the ability to:
!style="width: 3em;" |{{Icon-square|vc}}
!style="width: 12em;" |Identifier
!style="width: 6em;" |Type
!Description
|-
|A ||Id ||integer ||associated to existing model index defined in <code>[[OBJS|objs]]</code> or <code>[[TOBJ|tobj]]</code> section
|-
|B,C,D ||X, Y, Z ||float[3] ||X, Y, and Z coordinates relative to the center of the object
|-
|E,F,G ||R, G, B ||integer[3] ||useless values
|-
|H ||''unknown'' ||integer ||usually 0 or 200
|-
|I ||Type ||integer ||always 3 for peds
|-
|J ||Behavior ||integer ||behavior type ([[#Types of Behaviors|see below]])
|-
|K,L,M ||''unk1'', ''unk2'', ''unk3'' ||float[3] ||unknown, useless values?
|-
|N,O,P ||RotX, RotY, RotZ ||float[3] ||rotation of ped when animation is playing
|}


* Call various characters, including storyline-relevant contacts, or [[Friendships in GTA IV|friends]] and [[Girlfriends in GTA IV|girlfriends]] for outings; use of the phone can also trigger some missions, like "[[The Holland Play]]", preemptively calling some characters may trigger story-related dialogue quicker;
====Types of Behaviors====
* receive text and picture messages from people;
{|class="wikitable center-col-1"
* access [[Cheats in GTA IV|cheats]];
!{{Icon-square|vc}} ||Description
* access [[Multiplayer in GTA IV|multiplayer]];
|-
* call emergency vehicles (like [[Police Car|police cars]], [[ambulance]]s, and [[Fire Truck|fire trucks]]) for assistance; and
|0 ||walks to the coordinates to use an ATM then walks away
* customize the phone's ringtone and text size.
|-
** The player can change the text size in the phone with the "Text Size" in the options menu; for the console versions of the game, this is only available if the resolution is set to 1080i.
|1 ||walks to the coordinates to sit down for a while then stand back up and walks away
|-
|2 ||walks to the coordinates to wait for a bus; additional peds will line up behind each other
|-
|3 ||walks to the coordinates, stands for a very short while, then leave (like window shopping)
|-
|4 ||runs to shelter from rain<ref>[https://www.youtube.com/watch?v=DjEPUpccqx0 Video demonstration of type 3, behavior 4], by Nick007J</ref>
|}


In GTA IV, the player starts out with a basic "[[Badger]]" phone (given to [[Niko Bellic]] by his cousin [[Roman Bellic|Roman]] during the [[It's Your Call|second mission]]) which features a monochrome display as well as limited functionalities (listed above). During "[[Photo Shoot]]", the player character is given an upgraded replacement, a "[[Whiz]]" phone equipped with:
===Type 4: Sun Reflections===
This can create a sun "reflection" exactly and behaving like the ones seen on cars.


* A [[Camera|digital camera]] used in certain missions but otherwise has little practical use other than to see in first person view, as camera shots outside relevant missions are not saved; and
{|class="wikitable center-col-1 center-col-2" style="width: 100%;"
* support for advanced polyphonic ringtones and animated phone's wallpapers (known as "themes" in the game).
!style="width: 3em;" |{{Icon-square|vc}}
!style="width: 12em;" |Identifier
!style="width: 6em;" |Type
!Description
|-
|A ||Id ||integer ||associated to existing model index defined in <code>[[OBJS|objs]]</code> or <code>[[TOBJ|tobj]]</code> section
|-
|B,C,D ||X, Y, Z ||float[3] ||X, Y, and Z coordinates relative to the center of the object
|-
|E,F,G ||R, G, B ||integer[3] ||useless values
|-
|H ||''unknown'' ||integer ||usually 120
|-
|I ||Type ||integer ||always 4 for sun reflections
|}


Themes and advanced ringtones of the phone can be purchased via a [[Vipluxuryringtones.com|website]] on the in-game [[Internet in GTA IV|internet]]. Access to vipluxuryringtones.com is initially unavailable in GTA IV until the second model of the phone is acquired.
== GTA IV ==
GTA IV 2DFX Category doesn't have all Types description. More description about 2dfx types will be added later.


In [[The Lost and Damned]] and [[The Ballad of Gay Tony]], the player's phones are practically identical to Niko's second phone but with cosmetic changes. Johnny and Luis each have a unique theme for their phones; as Johnny's phone assumes a more hardy appearance with a black plastic/leather phonecase and has a unique "Lost MC" theme featuring [[The Lost Brotherhood|The Lost Motorcycle Club]]'s patch, while [[Luis Fernando Lopez|Luis Fernando Lopez']] phone appears to be more high-end than Niko and Johnny's phones and is round, similar to Johnny's, and has a glowing blue keypad and a unique "Club" theme.
=== Type 0: Lights ===


As an exclusive feature in [[The Ballad of Gay Tony]], the player can replay any of his accomplished [[Missions in The Ballad of Gay Tony|missions]] via his phone in order to be able to get a better score on them.
Type ''Lights'' ignore by the game. GTA IV using light in .wdr/wft models


<gallery width="auto" perrow="3" style="font-size:95%; padding:0; text-align:left" widths="180">
=== Type 1: Particles ===
File:Mobilephone-GTAIV.jpg|The mobile phone in GTA IV renders its screen and keypad into a display on the lower right of the screen; this is replicated on the "actual" phone Niko holds, as seen here.
{|class="wikitable center-col-1 center-col-2" style="width: 100%;"
File:Mobilephone-TLAD.png|[[Johnny Klebitz|Johnny Klebitz']] phone in The Lost and Damned.
!style="width: 3em;" |{{Icon-square|4}}
File:Mobilephone-TBOGT.png|[[Luis Fernando Lopez|Luis Fernando Lopez']] phone in The Ballad of Gay Tony.
!style="width: 12em;" |Identifier
</gallery>
!style="width: 6em;" |Type
!Description
|-
|A ||Id ||string ||associated to existing model name defined in <code>[[OBJS|objs]]</code> or <code>[[TOBJ|tobj]]</code> section
|-
|B,C,D ||X, Y, Z ||float[3] ||X, Y, and Z coordinates relative to the center of the object
|-
|E ||Type ||integer ||always 1
|-
|F,G,H,I ||RX, RY, RZ, RW ||float[4] ||Rotation in quaternion
|-
|J ||Name ||string ||particle name, defined in <code>common\data\effects\</code>
|-
|K || ||integer ||stages of destruction? (between 0 and 4)
|-
|L || ||integer ||?
|-
|M ||Size ||float ||size of particle
|-
|N ||Draw distance ||integer ||draw distance
|-
|O || ||integer ||? (between 0 and 5)
|-
|P,Q,R ||Color ||integer[3] ||RGB color when applicable
|}


==== Exploits ====
=== Type 2: Explosion ===
If the player has damaged a vehicle to the point where the engine won't start, the phone can be used to "jumpstart" it by calling any number or contact — the engine will spontaneously function again, although no damage will be repaired. For convenience's sake, one can cancel the phone call as soon as "Calling..." is seen on the phone's display — the engine comes back to life as soon as the call is initiated.
{|class="wikitable center-col-1 center-col-2" style="width: 100%;"
!style="width: 3em;" |{{Icon-square|4}}
!style="width: 12em;" |Identifier
!style="width: 6em;" |Type
!Description
|-
|A ||Id ||string ||associated to existing model name defined in <code>[[OBJS|objs]]</code> or <code>[[TOBJ|tobj]]</code> section
|-
|B,C,D ||X, Y, Z ||float[3] ||X, Y, and Z coordinates relative to the center of the object
|-
|E ||Type ||integer ||always 2
|-
|F,G,H,I ||RX, RY, RZ, RW ||float[4] ||rotation in quaternion
|-
|J || ||integer ||
|-
|K || ||integer  ||
|-
|L || ||integer ||
|-
|M || ||integer ||
|}


In the console versions of the game, the phone can also be used as a kind of "super handbrake", to instantly stop any vehicle, no matter the speed. Initiating the camera while driving will instantly stop the car — the player can leave the phone open to the "Camera" menu option, and then press X (on PS3) or A (on Xbox 360) when they want to stop. This is presumably a bug, and was fixed in the PC version — activating the phone camera while driving on PC will merely change the game camera to the "hood cam" perspective, and activate the phone camera as normal. As this exploit requires a camera function, it can only be performed once the player has acquired the second model of phone.
=== Type 10: Escalator ===


==== Platform-exclusive features ====
GTA SA Using Escalator attribute in .dff models, GTA IV has the Escalator Attribute too, but all parameters are unknown and possible section maybe call the game crash.  
In the PS3 version, an additional option is available in the phone. It is a SIXAXIS tutorial that teaches the player on how to use the SIXAXIS controller in the game. Selecting SIXAXIS tutorial (disabled during missions or when having a wanted level) in the PS3 version will place the player at the runway of [[Francis International Airport in GTA IV Era|Francis International Airport]].


In the PC version, the [[Video Editor]] is an option in the phone which will prompt the player to leave gameplay when selected with all unsaved progress lost.
=== Type 12: Proc Object ===


===GTA V Era===
=== Type 13: WorldPoint ===
The mobile phone concept is preserved in [[Grand Theft Auto V]], but it will be used in a bit different way. The player won't be getting as many phone calls from friends as it was in GTA IV, since many features are moved onto the map in order to make it easier for players to find their way to some activities. The phone does, however also have some new functions, such as accessing the [[Internet]] and receiving in-game e-mails. The player can now save their progress at any time off-mission using the "Quick Save" option.


The camera is linked to the [[Snapmatic]] app. Snapmatic can be used to save in-game screenshots to the player's [[Social Club]] account, and the player can also share in-game images with friends on [http://www.facebook.com Facebook] and [http://www.twitter.com Twitter].
=== Type 14: Ladder ===


==See also==
{|class="wikitable center-col-1 center-col-2" style="width: 100%;"
*[[Phone Calls]]
!width="40px"|{{Icon-square|4}}
!style="width: 12em;"|Identifier
!style="width: 6em;" |Type
!Description
|-
|A ||Name ||string ||Model name, who using Ladder Section
|-
|B,C,D ||X, Y, Z ||float[3] ||X, Y, and Z coordinates
|-
|E ||Type ||Integer ||This is 2DFX Type. Always use the value 14 for Ladder
|-
|F,G,H,I ||RX, RY, RZ, RW ||float[4] ||Rotation in quaternion
|-
|J,K,L ||StartX,StartY,StartZ ||float[3] ||Start Ladder Position (When player start to climb)
|-
|M,N,O ||EndX,EndY,EndZ ||float[3] ||End Ladder Position (When player finished to climb)
|-
|P,Q,R ||ClimbDirectionX, ClimbDirectionY, ClimbDirectionZ ||float[3] ||Climb Direction Position
|-
|S ||Flag ||Integer ||Unknown Flag, Always(?) using value 1
|}


== Trivia ==
=== Type 15: Audio ===
* In GTA San Andreas, if the player has dual pistols wielded and gets a phone call, CJ will pull out two phones.
* Almost each phone resembles a real-life phone:
** In GTA Vice City, Tommy's phone resembles a [[wp:Motorola DynaTAC|Motorola DynaTAC]].
** In GTA San Andreas, CJ's phone sort of resembles a [[wp:Motorola MicroTAC|Motorola MicroTAC]] with a green display (similar to Honolulu Cellular MicroTACs).
** In GTA Liberty City Stories, Toni's phone resembles a [[wp:Motorola StarTAC|Motorola StarTAC]].
** In GTA IV, Niko's phone sort of resembles a [[wp:Sony Ericsson|Sony Ericsson W302]] without directional buttons. 
** In The Lost and Damned, Johnny's phone nearly identical to Niko's phone, but given it comes covered in a phonecase, it looks more rounded than Niko Bellic's rectangular phone and the numbers on the keypad are more separated due to each number being on a separate button, whereas the numbers on Niko's phone use a "key strip" layout used on phones like the [[wp:Motorola Razr|Motorola Razr]].
** In The Ballad of Gay Tony Luis' phone resembles an [[wp:HTC Desire|HTC Desire]], but with a traditional keypad instead of Desire's touchscreen.
** In GTA V, the mobile phones of the three playable protagonist's are based on different models, in the [[Prologue (GTA V)|prologue]], set in 2004, protagonist [[Michael De Santa]] used a [[Celltowa]] mobile phone instead of the iFruit as smartphones were not prevalent and the iFruit's real-life counterpart was not released until 2007. In 2013, Michael uses the iFruit smartphone as his current phone. [[Franklin Clinton]], the second protagonist, uses a mobile phone that is a cross between a [[wp:Samsung Galaxy|Samsung Galaxy]] phone with characteristics from [[wp:BlackBerry Ltd|BlackBerry]] with an interface based on the [[wp:Android (operating system)|Android]] operating system. [[Trevor Philips]], the third protagonist, uses a mobile phone modeled on the [[wp:Lumia series|Nokia Lumia]] with a [[wp:Windows Phone 8|Windows Phone 8]]-style interface.
* In GTA IV the second model of the phone can be customized with themes and ringtones from websites. On the streets of the Liberty City random pedestrians will sometimes take out their phones to receive a call. If the player looks closely, pedestrians will have the same theme applied on their phones as the player.
* Advertisements of phones in GTA IV and its episodes depicts a battery meter on the phone, yet the phones the player uses never run out of battery. Phones in GTA V also have the same quirk.
* In GTA IV, the ringtone "Pager" comes from the Grand Theft Auto III's [[pager]] ringtone.


[[Category:Communications]]
=== Type 17: SpawnPoint ===
[[Category:Features in GTA 1]]
{|class="wikitable center-col-1 center-col-2" style="width: 100%;"
[[Category:Features in GTA Vice City]]
!style="width: 3em;"|{{Icon-square|4}}
[[Category:Features in GTA San Andreas]]
!style="width: 12em;"|Identifier
[[Category:Features in GTA Liberty City Stories]]
!style="width: 6em;" |Type
[[Category:Features in GTA IV]]
!Description
[[Category:Features in The Lost and Damned]]
|-
[[Category:Features in The Ballad of Gay Tony]]
|A ||Id ||string ||associated to existing model name defined in <code>[[OBJS|objs]]</code> or <code>[[TOBJ|tobj]]</code> section
[[Category:Features in GTA V]]
|-
|B,C,D ||X, Y, Z ||float[3] ||X, Y, and Z coordinates relative to the center of the object
|-
|E ||Type ||integer ||Always 17
|-
|F,G,H,I ||RX, RY, RZ, RW ||float[4] ||Rotation in quaternion
|-
|J,K,L,M ||||integer[4] ||Flags
|}
 
=== Type 18: LightShaft ===
 
=== Type 19: ScrollBar ===
 
=== Type 21: SwayableAttr ===
 
=== Type 22: BouyancyAttr ===
 
=== Type 23: WalkDontWalkAttr ===
 
== Statistics ==
Total number of <code>2dfx</code> entries in:
:GTA III: 927 (max 2000)
::Type 0: 859
::Type 1: 53
::Type 2: 15
 
:GTA Vice City: 1069 (max 1210)
::Type 0: 834
::Type 1: 63
::Type 2: 0
::Type 3: 162
::Type 4: 10
 
:GTA IV: 17043
::Type 0: 13831
::Type 1: 2385
::Type 2: 23
::Type 12: 60
::Type 14: 103
::Type 15: 246
::Type 17: 117
::Type 18: 204
::Type 19: 34
::Type 21: 11
::Type 22: 10
::Type 23: 19
 
== References ==
<references />
 
{{fdl}}

Revision as of 03:12, 6 July 2018

2DFX (IDE section)
Supported games:GTA III GTA Vice City GTA IV
Short description:Places 2D effects and ped behaviors on objects
IDE Sections:
2DFX AMAT ANIM CARS HIER MLO OBJS
PATH PEDS TANM TOBJ TREE TXDP WEAP

2dfx is a section in the item definition file in Grand Theft Auto III, Grand Theft Auto: Vice City, and Grand Theft Auto IV. It is used to place 2D effects (like lights and particles) and ped behaviors on objects. This section is somewhat unique compared to other sections because it needs to be attached to an existing object rather than defining itself. If too many effects are loaded or drawn in the game, some of the effects will load in and out or won't appear at all.

GTA III and GTA Vice City

2dfx
# type 0: lights (III/VC)
Id, X, Y, Z, R, G, B, unknown, Type, "Corona", "Shadow", Distance, OuterRange, Size, InnerRange, ShadowIntensity, Flash, Wet, Flare, Flags
# type 1: particles (III/VC)
Id, X, Y, Z, R, G, B, unknown, Type, Particle, StrengthX, StrengthY, StrengthZ, Scale
# type 2 (III/VC)
Id, X, Y, Z, R, G, B, unknown, Type, unknown, unk1, unk2, unk3, unknown
# type 3: peds (VC)
Id, X, Y, Z, R, G, B, unknown, Type, Behavior, unk1, unk2, unk3, RotX, RotY, RotZ
# type 4: sun reflections (VC)
Id, X, Y, Z, R, G, B, unknown, Type
end

Type 0: Lights

This can create a complex light source on an object. If the object has a sub object, the light will disappear when the main object changes into the sub object (like when lampposts are knocked).

GTA III GTA Vice City Identifier Type Description
A Id integer associated to existing model index defined in objs or tobj section
B,C,D X, Y, Z float[3] X, Y, and Z coordinates relative to the center of the object
E,F,G R, G, B integer[3] color of the light and everything associated with it in RGB format, also affects the intensity of the light so that darker the color the dimmer the light (meaning black (0,0,0) will yield a light so dim that it's not visible)
H unknown integer usually 0 or 200
I Type integer always 0 for lights
J Corona string corona texture associated to the light, texture defined in particle.txd, usually "coronastar" for lights
K Shadow string light texture that is cast on the ground, texture defined in particle.txd, usually "shad_exp" for lights
L Distance float view distance of the light, is limited by the draw distance of the host object
M OuterRange float the range the light can cast on objects, cars, and peds
N Size float the size of the corona, can be a float or integer, size 0 means no visible corona but effect of light still visible
O InnerRange float the range the light can cast on the ground (shadow)
P ShadowIntensity integer shadow intensity (0 - 255), usually 40
Q Flash integer sets the type of flashing (see below)
R Wet integer sets the particle to be "reflective" on wet grounds, will only work if the ground around the light is set to wet when raining
0 - not reflective when wet, 1 - reflective when wet
S Flare integer sets the particle to create a lens flare on the screen, similar to what the sun does
0 - no lens flare, 1 - yellow lens flare, 2 - white lens flare
T Flags integer bit 0 - disable z-test for corona, bits 1-2 - fog (dust) type

Types of Flashes

GTA III GTA Vice City Description
0 constantly lit all time
1 constantly lit at night
2 occasional flicker all time
3 occasional flicker at night
4 1.02 seconds flashes
5 1.02 seconds flashes at night
6 2.04 seconds flashes
7 2.04 seconds flashes at night
8 4.08 seconds flashes
9 4.08 seconds flashes at night
10 random flicker
11 random flicker at night
12 hardcoded traffic lights properties
- 13 1.02 seconds flashes only during lift bridge's alarm
- 14 unused, flashes only during lift bridge's alarm

All night flashes occur between 19:00 and 7:00. Type 12 is involved in hardcoded properties of traffic lights. It is mainly used to position the lights on the traffic light. A traffic light without a 2DFX entry will crash the game when the traffic light is loading.

Type 1: Particles

This can create simple particles on an object

GTA III GTA Vice City Identifier Type Description
A Id integer associated to existing model index defined in objs or tobj section
B,C,D X, Y, Z float[3] X, Y, and Z coordinates relative to the center of the object
E,F,G R, G, B integer[3] useless values
H unknown integer usually 63 or 200
I Type integer always 1 for particles
J Particle integer particle type (see below)
K,L,M StrengthX, StrengthY, StrengthZ float[3] X, Y, and Z strength representing the direction and length of movement of the particle
N Scale float scale of the particle

Types of Particles

GTA III GTA Vice City Name Description
0 POBJECT_PAVEMENT_STEAM small white smoke
1 POBJECT_WALL_STEAM small white smoke
2 POBJECT_DRY_ICE larger white smoke
3 POBJECT_SMALL_FIRE fire (start new game to see)
4 POBJECT_DARK_SMOKE black smoke
- 5 POBJECT_WATER_FOUNTAIN_VERT water fountain (will spray water droplets on the screen)
- 6 POBJECT_WATER_FOUNTAIN_HORIZ water spray (will spray water droplets on the screen)

Type 2

This causes peds to investigate interesting spots.[1] This type was never used in GTA Vice City but it can be used.

GTA III GTA Vice City Identifier Type Description
A Id integer
B,C,D X, Y, Z float[3]
E,F,G R, G, B integer[3]
H unknown integer usually 63 or 200
I Type integer always 2
J unknown integer
K,L,M unk1, unk2, unk3 float[3]
N unknown integer

Type 3: Peds

This can make a ped have simple behaviors around the object.

GTA Vice City Identifier Type Description
A Id integer associated to existing model index defined in objs or tobj section
B,C,D X, Y, Z float[3] X, Y, and Z coordinates relative to the center of the object
E,F,G R, G, B integer[3] useless values
H unknown integer usually 0 or 200
I Type integer always 3 for peds
J Behavior integer behavior type (see below)
K,L,M unk1, unk2, unk3 float[3] unknown, useless values?
N,O,P RotX, RotY, RotZ float[3] rotation of ped when animation is playing

Types of Behaviors

GTA Vice City Description
0 walks to the coordinates to use an ATM then walks away
1 walks to the coordinates to sit down for a while then stand back up and walks away
2 walks to the coordinates to wait for a bus; additional peds will line up behind each other
3 walks to the coordinates, stands for a very short while, then leave (like window shopping)
4 runs to shelter from rain[2]

Type 4: Sun Reflections

This can create a sun "reflection" exactly and behaving like the ones seen on cars.

GTA Vice City Identifier Type Description
A Id integer associated to existing model index defined in objs or tobj section
B,C,D X, Y, Z float[3] X, Y, and Z coordinates relative to the center of the object
E,F,G R, G, B integer[3] useless values
H unknown integer usually 120
I Type integer always 4 for sun reflections

GTA IV

GTA IV 2DFX Category doesn't have all Types description. More description about 2dfx types will be added later.

Type 0: Lights

Type Lights ignore by the game. GTA IV using light in .wdr/wft models

Type 1: Particles

GTA IV Identifier Type Description
A Id string associated to existing model name defined in objs or tobj section
B,C,D X, Y, Z float[3] X, Y, and Z coordinates relative to the center of the object
E Type integer always 1
F,G,H,I RX, RY, RZ, RW float[4] Rotation in quaternion
J Name string particle name, defined in common\data\effects\
K integer stages of destruction? (between 0 and 4)
L integer ?
M Size float size of particle
N Draw distance integer draw distance
O integer ? (between 0 and 5)
P,Q,R Color integer[3] RGB color when applicable

Type 2: Explosion

GTA IV Identifier Type Description
A Id string associated to existing model name defined in objs or tobj section
B,C,D X, Y, Z float[3] X, Y, and Z coordinates relative to the center of the object
E Type integer always 2
F,G,H,I RX, RY, RZ, RW float[4] rotation in quaternion
J integer
K integer
L integer
M integer

Type 10: Escalator

GTA SA Using Escalator attribute in .dff models, GTA IV has the Escalator Attribute too, but all parameters are unknown and possible section maybe call the game crash.

Type 12: Proc Object

Type 13: WorldPoint

Type 14: Ladder

GTA IV Identifier Type Description
A Name string Model name, who using Ladder Section
B,C,D X, Y, Z float[3] X, Y, and Z coordinates
E Type Integer This is 2DFX Type. Always use the value 14 for Ladder
F,G,H,I RX, RY, RZ, RW float[4] Rotation in quaternion
J,K,L StartX,StartY,StartZ float[3] Start Ladder Position (When player start to climb)
M,N,O EndX,EndY,EndZ float[3] End Ladder Position (When player finished to climb)
P,Q,R ClimbDirectionX, ClimbDirectionY, ClimbDirectionZ float[3] Climb Direction Position
S Flag Integer Unknown Flag, Always(?) using value 1

Type 15: Audio

Type 17: SpawnPoint

GTA IV Identifier Type Description
A Id string associated to existing model name defined in objs or tobj section
B,C,D X, Y, Z float[3] X, Y, and Z coordinates relative to the center of the object
E Type integer Always 17
F,G,H,I RX, RY, RZ, RW float[4] Rotation in quaternion
J,K,L,M integer[4] Flags

Type 18: LightShaft

Type 19: ScrollBar

Type 21: SwayableAttr

Type 22: BouyancyAttr

Type 23: WalkDontWalkAttr

Statistics

Total number of 2dfx entries in:

GTA III: 927 (max 2000)
Type 0: 859
Type 1: 53
Type 2: 15
GTA Vice City: 1069 (max 1210)
Type 0: 834
Type 1: 63
Type 2: 0
Type 3: 162
Type 4: 10
GTA IV: 17043
Type 0: 13831
Type 1: 2385
Type 2: 23
Type 12: 60
Type 14: 103
Type 15: 246
Type 17: 117
Type 18: 204
Type 19: 34
Type 21: 11
Type 22: 10
Type 23: 19

References

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