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m
Completing import, removed: {{N|4|SA}}
m (1 revision: Imported from gtamodding.com - under GNU FDL)
m (Completing import, removed: {{N|4|SA}})
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  end
  end


===[[OBJS]]===
===OBJS===
Used to define standard static map objects.
Used to define standard static map objects.


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  ID, ModelName, TextureName, ObjectCount, DrawDist, [DrawDist2, ...], Flags
  ID, ModelName, TextureName, ObjectCount, DrawDist, [DrawDist2, ...], Flags


{|{{Prettytable}} width="100%" class="collapsible collapsed"
{|{{subst:Prettytable}} width="100%" class="collapsible collapsed"
!width="250px"|Identifier
!width="250px"|Identifier
!Description
!Description
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Note that GTA IV does not use any unique object ID numbers
Note that GTA IV does not use any unique object ID numbers


{|{{Prettytable}} width="100%" class="collapsible collapsed"
{|{{subst:Prettytable}} width="100%" class="collapsible collapsed"
!width="250px"|Identifier
!width="250px"|Identifier
!Description
!Description
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|}
|}


===[[TOBJ]]===
===TOBJ===
Used to define timed map objects. All but the last two columns are the same as the OBJS section.
Used to define timed map objects. All but the last two columns are the same as the OBJS section.


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  ID, ModelName, TextureName, ObjectCount, DrawDist, [DrawDist2, ...], Flags, TimeOn, TimeOff
  ID, ModelName, TextureName, ObjectCount, DrawDist, [DrawDist2, ...], Flags, TimeOn, TimeOff


{|{{Prettytable}} width="100%" class="collapsible collapsed"
{|{{subst:Prettytable}} width="100%" class="collapsible collapsed"
!width="250px"|Identifier
!width="250px"|Identifier
!Description
!Description
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Note that GTA IV does not use any unique object ID numbers.
Note that GTA IV does not use any unique object ID numbers.


{|{{Prettytable}} width="100%" class="collapsible collapsed"
{|{{subst:Prettytable}} width="100%" class="collapsible collapsed"
!width="250px"|Identifier
!width="250px"|Identifier
!Description
!Description
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;Wad: name of the (.wad) animation archive, without extension (string)
;Wad: name of the (.wad) animation archive, without extension (string)


===[[PEDS]]===
===PEDS===
Used to define characters and pedestrians
Used to define characters and pedestrians


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  ID, ModelName, TxdName, Threat, Behavior, AnimationType, VehClass
  ID, ModelName, TxdName, Threat, Behavior, AnimationType, VehClass


{|{{Prettytable}} width="100%" class="collapsible collapsed"
{|{{subst:Prettytable}} width="100%" class="collapsible collapsed"
!width="250px"|Identifier
!width="250px"|Identifier
!Description
!Description
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  ID, ModelName, TxdName, Threat, Behavior, AnimationType, VehClass, StartAnimation?, Radio1, Radio2
  ID, ModelName, TxdName, Threat, Behavior, AnimationType, VehClass, StartAnimation?, Radio1, Radio2


{|{{Prettytable}} width="100%" class="collapsible collapsed"
{|{{subst:Prettytable}} width="100%" class="collapsible collapsed"
!width="250px"|Identifier
!width="250px"|Identifier
!Description
!Description
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;Animation: From ped.ifp, animation used to wield and shoot the weapon
;Animation: From ped.ifp, animation used to wield and shoot the weapon


===[[CARS (IDE Section)|CARS]]===
===CARS===
Used to define vehicles
Used to define vehicles


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  ID, ModelName, TxdName, Type, HandlingID, GameName, Class, Frequency, Level, Comprules, LODModel
  ID, ModelName, TxdName, Type, HandlingID, GameName, Class, Frequency, Level, Comprules, LODModel


{|{{Prettytable}} width="100%" class="collapsible collapsed"
{|{{subst:Prettytable}} width="100%" class="collapsible collapsed"
!width="250px"|Identifier
!width="250px"|Identifier
!Description
!Description
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  ID, ModelName, TxdName, Type, HandlingID, GameName, Anims, Class, Frequency, Level, Comprules, LODModel
  ID, ModelName, TxdName, Type, HandlingID, GameName, Anims, Class, Frequency, Level, Comprules, LODModel


{|{{Prettytable}} width="100%" class="collapsible collapsed"
{|{{subst:Prettytable}} width="100%" class="collapsible collapsed"
!width="250px"|Identifier
!width="250px"|Identifier
!Description
!Description
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Both parameters are names of texture archives (<code>.txd</code>). The second archive (the "parent") virtually extends the first one. Practically, the game looks up a texture in the primary archive, and if it's not there and a parent txd has been assigned, it checks for the texture in the parent archive. This way shared archives can be created, which contain often used textures, without the need to create duplicates or split up a model just for that purpose.
Both parameters are names of texture archives (<code>.txd</code>). The second archive (the "parent") virtually extends the first one. Practically, the game looks up a texture in the primary archive, and if it's not there and a parent txd has been assigned, it checks for the texture in the parent archive. This way shared archives can be created, which contain often used textures, without the need to create duplicates or split up a model just for that purpose.


===[[2DFX]]===
===2DFX===
Used to place lights, particles, and ped behaviors on objects
Used to place lights, particles, and ped behaviors on objects


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  ID, X, Y, Z, R, G, B, unknown (0 or 200), 1, Corona, Shadow, Distance, Outer range, Size, Inner range, IDE flag, Wet, Flare, Dust
  ID, X, Y, Z, R, G, B, unknown (0 or 200), 1, Corona, Shadow, Distance, Outer range, Size, Inner range, IDE flag, Wet, Flare, Dust


{|{{Prettytable}} width="100%" class="collapsible collapsed"
{|{{subst:Prettytable}} width="100%" class="collapsible collapsed"
!width="250px"|Identifier
!width="250px"|Identifier
!Description
!Description
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  ID, X, Y, Z, R, G, B, unknown (63 or 200), 2, Particle, unk1, unk2, unk3, Size
  ID, X, Y, Z, R, G, B, unknown (63 or 200), 2, Particle, unk1, unk2, unk3, Size


{|{{Prettytable}} width="100%" class="collapsible collapsed"
{|{{subst:Prettytable}} width="100%" class="collapsible collapsed"
!width="250px"|Identifier
!width="250px"|Identifier
!Description
!Description
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  ID, X, Y, Z, R, G, B, unknown (200), 3, Behavior, unk1, unk2, unk3, RotX, RotY, RotZ
  ID, X, Y, Z, R, G, B, unknown (200), 3, Behavior, unk1, unk2, unk3, RotX, RotY, RotZ


{|{{Prettytable}} width="100%" class="collapsible collapsed"
{|{{subst:Prettytable}} width="100%" class="collapsible collapsed"
!width="250px"|Identifier
!width="250px"|Identifier
!Description
!Description
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  ID, X, Y, Z, R, G, B, unknown (120), 4
  ID, X, Y, Z, R, G, B, unknown (120), 4


{|{{Prettytable}} width="100%" class="collapsible collapsed"
{|{{subst:Prettytable}} width="100%" class="collapsible collapsed"
!width="250px"|Identifier
!width="250px"|Identifier
!Description
!Description
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* [http://www.aschratt.com/fileview.php?file=1004 FlagValue Calculator] - By {{U|Aschratt}} - Calculates all Flagvalues (even those unknown)
* [http://www.aschratt.com/fileview.php?file=1004 FlagValue Calculator] - By {{U|Aschratt}} - Calculates all Flagvalues (even those unknown)


==External Links==
==External links==
* {{GTAF|102833|GTAVC IDE Definitions}} - topic by {{U|ODIE}} covering specific details of IDE files in GTA VC
* {{GTAF|102833|GTAVC IDE Definitions}} - topic by {{U|ODIE}} covering specific details of IDE files in GTA VC
* {{GTAF|118193|GTA3/VC Map File Documentation and Troubleshooting}} - topic by {{U|Opius}} covering general features of IDE files in GTA3 and GTA VC
* {{GTAF|118193|GTA3/VC Map File Documentation and Troubleshooting}} - topic by {{U|Opius}} covering general features of IDE files in GTA3 and GTA VC
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* [http://gta-worldmods.t-n-network.de/forum/thread.php?threadid=3382 ID Flagvalue Decoding Project] - project to decode all missing flag values
* [http://gta-worldmods.t-n-network.de/forum/thread.php?threadid=3382 ID Flagvalue Decoding Project] - project to decode all missing flag values


{{N|4|SA}}
 


[[Category:Map Formats]][[Category:GTA 3]][[Category:GTA VC]][[Category:GTA SA]][[Category:GTA 4]]{{fdl}}
[[Category:Map Formats]][[Category:GTA 3]][[Category:GTA VC]][[Category:GTA SA]][[Category:GTA 4]]{{fdl}}
[[Category:Modifications]]
25,470

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