Difference between revisions of "TOBJ"

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(updating to match OBJS)
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== Format ==
 
== Format ==
=== GTA III, Vice City and San Andreas ===
+
=== GTA III, Vice City, and San Andreas ===
tobj
+
<pre<includeonly></includeonly> style="overflow-x: auto;">
# [[#Type 1|type 1]]
+
tobj
ID, ModelName, TextureName, MeshCount, DrawDistance, Flags, TimeOn, TimeOff
+
# [[#Type 1|type 1]]
# [[#Type 2|type 2]]
+
ID, ModelName, TextureName, MeshCount, DrawDistance, Flags, TimeOn, TimeOff
ID, ModelName, TextureName, MeshCount, DrawDistance1, DrawDistance2, Flags, TimeOn, TimeOff
+
# [[#Type 2|type 2]]
# [[#Type 3|type 3]]
+
ID, ModelName, TextureName, MeshCount, DrawDistance1, DrawDistance2, Flags, TimeOn, TimeOff
ID, ModelName, TextureName, MeshCount, DrawDistance1, DrawDistance2, DrawDistance3, Flags, TimeOn, TimeOff
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# [[#Type 3|type 3]]
end
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ID, ModelName, TextureName, MeshCount, DrawDistance1, DrawDistance2, DrawDistance3, Flags, TimeOn, TimeOff
 +
end
 +
</pre>
  
 
====Type 0====
 
====Type 0====
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=== GTA IV ===
 
=== GTA IV ===
 +
<pre<includeonly></includeonly> style="overflow-x: auto;">
 +
tobj
 +
ModelName, TextureName, DrawDistance, Flags, Unknown, MinX, MinY, MinZ, MaxX, MaxY, MaxZ, SphereX, SphereY, SphereZ, Radius, LODModel, NightFlag
 +
end
 +
</pre>
  
ModelName, TextureName, DrawDistance, Flags, Unknown, MinX, MinY, MinZ, MaxX, MaxY, MaxZ, SphereX, SphereY, SphereZ, Radius, LOD Model, NightFlag
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{|class="wikitable center-col-1 center-col-2" style="width: 100%;"
 
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! style="width: 3em;"| {{Icon|4}}
{|class="wikitable center-col-1" style="width: 100%;"
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! style="width: 12em;"| Identifier
!width="250px"|Identifier
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! style="width: 6em;" | Type
!Description
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! Description
 
|-
 
|-
|ModelName||Name of the <code>.wdr</code> ''model file'' without extension.
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|A ||ModelName ||string ||Name of the <code>.wdr</code> ''model file'' without extension.
 
|-
 
|-
|TextureName||name of the <code>.wtd</code> ''texture dictionary'' without extension.
+
|B ||TextureName ||string ||name of the <code>.wtd</code> ''texture dictionary'' without extension.
 
|-
 
|-
|DrawDistance||''Draw distance'' in ''units''.
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|C ||DrawDistance ||float ||Draw distance in units.
 
|-
 
|-
|Flag1||Object flag (see [[OBJS#Object Flags|below]]).
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|D ||Flags ||integer ||Object flag (see [[OBJS#Object Flags|below]]).
 
|-
 
|-
|Unknown||Unknown integer (0 by default).
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|E ||''unknown'' ||float ||Unknown integer (0 by default).
 
|-
 
|-
|MinX, MinY, MinZ||Lower left corner of the bounding box for the object.
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|F,G,H ||MinX, MinY, MinZ ||float[3] ||Lower left corner of the bounding box for the object.
 
|-
 
|-
|MaxX, MaxY, MaxZ||Upper right corner of the bounding box for the object.
+
|I,J,K ||MaxX, MaxY, MaxZ ||float[3] ||Upper right corner of the bounding box for the object.
 
|-
 
|-
|SphereX, SphereY, SphereZ||Center of the bounding sphere for the object.
+
|L,M,N ||SphereX, SphereY, SphereZ ||float[3] ||Center of the bounding sphere for the object.
 
|-
 
|-
|Radius||Radius of the bounding sphere into all dimensions.
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|O ||Radius ||float ||Radius of the bounding sphere into all dimensions.
 
|-
 
|-
|LOD Model||Name of the <code>.[[wdd]]</code> file that contains the ''lod model'' for the defined modelname.
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|P ||LODModel||string ||Name of the <code>.[[wdd]]</code> file that contains the ''lod model'' for the defined modelname.
 
|-
 
|-
|NightFlag||If enabled (1) the object only shows at nighttime, otherwise the object gets only rendered at daytime. Day- and nighttimes are [[hardcoded]].
+
|Q ||NightFlag||integer ||If enabled (1) the object only shows at nighttime, otherwise the object gets only rendered at daytime. Day- and nighttimes are [[hardcoded]].
 
|}
 
|}
 
For more information read the definition of [[OBJS#GTA_IV|Standart map files]].
 
  
 
== Object flags ==
 
== Object flags ==
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== See also ==
 
== See also ==
* [[OBJS]]
+
* [[OBJS]], a similar section in the item definition file independent of time
 
* [[TANM]]
 
* [[TANM]]
  
 
{{N|4|SA|VC|3}}
 
{{N|4|SA|VC|3}}

Revision as of 00:13, 6 August 2015

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

TOBJ is a section in the item definition file. It is used to define standard map objects similar to the OBJS section with an additional in-game time range defining when the object gets rendered. GTA IV also support time controlled objects linked to animations through the TANM section. Most, if not all, time objects use the object flag 2 to prevent them from fading into and out of view at those times.

Format

GTA III, Vice City, and San Andreas

tobj
# type 1
ID, ModelName, TextureName, MeshCount, DrawDistance, Flags, TimeOn, TimeOff
# type 2
ID, ModelName, TextureName, MeshCount, DrawDistance1, DrawDistance2, Flags, TimeOn, TimeOff
# type 3
ID, ModelName, TextureName, MeshCount, DrawDistance1, DrawDistance2, DrawDistance3, Flags, TimeOn, TimeOff
end

Type 0

This type should never be used but it is still considered valid. It is documented here for sake of completion.

GTA III Vice City San Andreas Identifier Type Description
A ID integer Unique object ID.
B ModelName string Name of the .dff model file without extension.
C TextureName string Name of the .txd texture dictionary without extension.
D unknown integer unknown

Type 1

This is used for non-breakable objects.

GTA III Vice City San Andreas Identifier Type Description
A ID integer Unique object ID.
B ModelName string Name of the .dff model file without extension.
C TextureName string Name of the .txd texture dictionary without extension.
D MeshCount integer Number of meshes. 1 for this type.
E DrawDistance float Draw distance in units.
F Flags integer Object flags (see below).
G TimeOn integer Hour to appear
H TimeOff integer Hour to disappear

Type 2

This is used for breakable objects.

GTA III Vice City San Andreas Identifier Type Description
A ID integer Unique object ID.
B ModelName string Name of the .dff model file without extension.
C TextureName string Name of the .txd texture dictionary without extension.
D MeshCount integer Number of meshes. 2 for this type.
E,F DrawDistance1, DrawDistance2 float[2] Draw distance in units (one for each mesh, only the first is actually used).
G Flags integer Object flags (see below).
H TimeOn integer Hour to appear
I TimeOff integer Hour to disappear

Type 3

This is used for complex breakable objects.

GTA III Vice City San Andreas Identifier Type Description
A ID integer Unique object ID.
B ModelName string Name of the .dff model file without extension.
C TextureName string Name of the .txd texture dictionary without extension.
D MeshCount integer Number of meshes. 3 for this type.
E,F,G DrawDistance1, DrawDistance2, DrawDistance3 float[3] Draw distance in units (one for each mesh, only the first is actually used).
H Flags integer Object flags (see below).
I TimeOn integer Hour to appear
J TimeOff integer Hour to disappear

GTA IV

tobj
ModelName, TextureName, DrawDistance, Flags, Unknown, MinX, MinY, MinZ, MaxX, MaxY, MaxZ, SphereX, SphereY, SphereZ, Radius, LODModel, NightFlag
end
GTA IV Identifier Type Description
A ModelName string Name of the .wdr model file without extension.
B TextureName string name of the .wtd texture dictionary without extension.
C DrawDistance float Draw distance in units.
D Flags integer Object flag (see below).
E unknown float Unknown integer (0 by default).
F,G,H MinX, MinY, MinZ float[3] Lower left corner of the bounding box for the object.
I,J,K MaxX, MaxY, MaxZ float[3] Upper right corner of the bounding box for the object.
L,M,N SphereX, SphereY, SphereZ float[3] Center of the bounding sphere for the object.
O Radius float Radius of the bounding sphere into all dimensions.
P LODModel string Name of the .wdd file that contains the lod model for the defined modelname.
Q NightFlag integer If enabled (1) the object only shows at nighttime, otherwise the object gets only rendered at daytime. Day- and nighttimes are hardcoded.

Object flags

Flags are used to specify the behaviour of objects. They are signed 32-bit integer values where each bit describes a boolean value of an special aspect.

Flag Supported games Binary Description
-1 1111 1111 1111 1111 1111 1111 Enables all flags.[a] Never used by default.
1 GTA III Vice City San Andreas GTA IV 0000 0000 0000 0000 0000 0001 Wet effect (objects appear darker).
2 GTA III Vice City San Andreas GTA IV 0000 0000 0000 0000 0000 0010 Do not fade the object when it is being loaded into or out of view.
4 GTA III Vice City San Andreas GTA IV 0000 0000 0000 0000 0000 0100 Allow transparencies of other objects to be visible through this object.
8 GTA III Vice City San Andreas GTA IV 0000 0000 0000 0000 0000 1000 Alpha transparency 2
16 GTA III Vice City San Andreas GTA IV 0000 0000 0000 0000 0001 0000 Opposite to flag 2
32 GTA III Vice City San Andreas GTA IV 0000 0000 0000 0000 0010 0000 Indicates an object to be used inside an interior.
64 GTA III Vice City San Andreas GTA IV 0000 0000 0000 0000 0100 0000 Disables the shadow mesh to project a shadow; allow transparencies of other objects, shadows, and lights to be visible through this object.
128 Vice City San Andreas GTA IV 0000 0000 0000 0000 1000 0000 Object surface will not be culled.
256 Vice City San Andreas GTA IV 0000 0000 0000 0001 0000 0000 Disables draw distance (Only used for LOD objects with an LOD value greater than 299).
512 Vice City San Andreas GTA IV 0000 0000 0000 0010 0000 0000 Object is breakable (like glass – additional parameters defined inside the object.dat file, otherwise there is no effect).
1024 Vice City San Andreas GTA IV 0000 0000 0000 0100 0000 0000 Similar to flag 512: object first cracks on a strong collision, then it breaks (does also require object.dat registration).
2048 San Andreas GTA IV 0000 0000 0000 1000 0000 0000 Indicates an object as an garage door (for more information see GRGE – requires object.dat registration).
4096 San Andreas GTA IV 0000 0000 0001 0000 0000 0000 Indicates a multi mesh object (Object switches from mesh 2 to mesh 1 after collision – requires object.dat registration).
16384 San Andreas 0000 0000 0100 0000 0000 0000 Indicates a vegetation object (Object moves in wind).
32768 San Andreas GTA IV 0000 0000 1000 0000 0000 0000 Uses object brightness from the current weather definition (See timecyc.datPoleShd).
65536 San Andreas GTA IV 0000 0001 0000 0000 0000 0000 Object explodes after getting hit (requires object.dat registration).
131072 San Andreas 0000 0010 0000 0000 0000 0000 Unknown – apparently some flag for the Script.
262144 San Andreas 0000 0100 0000 0000 0000 0000 Unknown – only used 1 time in San Andreas.
1048576 San Andreas 0000 1000 0000 0000 0000 0000 Object will switch from mesh 2 to mesh 1 after getting sprayed by the player (graffity flag).
2097152 San Andreas 0001 0000 0000 0000 0000 0000 Disables backface culling – as an result the texture will be drawed on both sides of the model (Always enabled for GTA III and Vice City)
4194304 San Andreas 0010 0000 0000 0000 0000 0000 Unknown – apparently related into physics.
edit

Statistics

Total number of TOBJ entries in:

GTA III: 24 (max 30)
Vice City: 342 (max 385)
San Andreas: 160

See also

  • OBJS, a similar section in the item definition file independent of time
  • TANM