OBJS: Difference between revisions

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{{Research}}
{{Research}}
{{IdeSection
{{IdeSection
| game        = [[GTA III]], [[GTA VC]], [[GTA SA]], [[GTA IV]]
| game        = [[Grand Theft Auto III|GTA III]], [[Grand Theft Auto: Vice City|GTA VC]], [[Grand Theft Auto: San Andreas|GTA SA]], [[Grand Theft Auto IV|GTA IV]]
| description = Used to define standard static map objects
| description = Used to define standard static map objects
}}
}}
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{{fdl}}
{{fdl}}
{{modding}}
[[Category:GTA III Modifications]]
[[Category:GTA III Modifications]]
[[Category:GTA Vice City]]
[[Category:GTA Vice City]]
[[Category:Modifications]]
[[Category:Modifications]]
{{modding}}

Revision as of 23:01, 9 September 2010

OBJS (IDE section)
Supported games:GTA III, GTA VC, GTA SA, GTA IV
Short description:Used to define standard static map objects
IDE Sections:
2DFX AMAT ANIM CARS HIER MLO OBJS
PATH PEDS TANM TOBJ TREE TXDP WEAP

OBJS is a section in the item definition file. It is used to define standard static map objects.

GTA III - San Andreas

Format

ID, ModelName, TextureName, ObjectCount, DrawDist, [DrawDist2, ...], Flags
Identifier Description
ID
unique object ID (integer)
ModelName
name of the .dff model file, without extension (string)
TextureName
name of the .txd texture dictionary, without extension (string)
ObjectCount
amount of sub objects, e.g. damaged parts, usually 1 (integer) - optional for SA, default 1
DrawDist
draw distance in units, one for each sub object (float)
Flags
object flags, defining special behavior, default 0 (integer)

Object Flags

Object Flags in SA are text formatted UInt32-Values (Like nearly all other Flags). To understand them better you have to calculate them to binary numbers. Then You will get the Bitsets of the Flags. 1 means Enabled, 0 disabled.

List of all known flags for San Andreas:

* If there's no Interior the Texture behind the object changes to black (=> IPL | Interior-value)
** Objects needs to be activated using Object.dat
(?) Not 100 % known

To connect different flags you have to add the bit which belongs to the flag. Its the same as adding one value to another..

1 + 2 + 16 = 19
1  +  2 = 3

GTA IV

ModelName, TextureName, DrawDistance, Flag1, Flag2, (Bounds min)X,Y,Z, (Bounds max)X,Y,Z, (Bounds Sphere)X, Y, Z, Radius, WDD

Note that GTA IV does not use any unique object ID numbers

Identifier Description
ModelName
name of the .wdr model file, without extension (string)
TextureName
name of the .wtd texture dictionary, without extension (string)
DrawDistance
draw distance in units, one for each sub object (float)
Flag1
object flag, defining special behavior
Flag2
object flag, defining special behavior, default 0 (integer)
Bounds Min
Lower Left vertex local position of a model bounding box
Bounds Max
Upper Right vertex local position of a model bounding box
Radius
Radius dimensions of the bounding Sphere
WDD
the model dictionary file that contains the LOD model for the defined Modelname
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