Difference between revisions of "TOBJ"
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{{IdeSection | {{IdeSection | ||
− | | game = | + | | game = {{Icon|t}} {{Icon|4}} |
| description = Used to define timed map objects | | description = Used to define timed map objects | ||
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− | '''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 flags|object flag]] 2 to prevent them from fading into and out of view at those times. | + | '''TOBJ''' is a section in the [[item definition]] file in [[GTA III]], [[Vice City]], [[San Andreas]], and [[GTA IV]]. 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 flags|object flag]] 2 to prevent them from fading into and out of view at those times. |
== Format == | == Format == |
Revision as of 17:59, 5 December 2015
Supported games: | ||||||||||||||||
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Brief description: | Used to define timed map objects | |||||||||||||||
IDE Sections:
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TOBJ is a section in the item definition file in GTA III, Vice City, San Andreas, and GTA IV. 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.
Contents
Format
GTA III, Vice City, and San Andreas
tobj # type 1 (III/VC/SA) Id, ModelName, TxdName, MeshCount, DrawDistance, Flags, TimeOn, TimeOff # type 2 (III/VC/SA) Id, ModelName, TxdName, MeshCount, DrawDistance1, DrawDistance2, Flags, TimeOn, TimeOff # type 3 (III/VC/SA) Id, ModelName, TxdName, MeshCount, DrawDistance1, DrawDistance2, DrawDistance3, Flags, TimeOn, TimeOff # type 4 (SA) Id, ModelName, TxdName, DrawDistance, 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.
Identifier | Type | Description | |
---|---|---|---|
A | Id | integer | Unique object ID. |
B | ModelName | string | Name of the .dff model file without extension.
|
C | TxdName | string | Name of the .txd texture dictionary without extension.
|
D | unknown | integer | unknown |
Type 1
This is used for non-breakable objects.
Identifier | Type | Description | |
---|---|---|---|
A | Id | integer | Unique object ID. |
B | ModelName | string | Name of the .dff model file without extension.
|
C | TxdName | 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.
Identifier | Type | Description | |
---|---|---|---|
A | Id | integer | Unique object ID. |
B | ModelName | string | Name of the .dff model file without extension.
|
C | TxdName | 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.
Identifier | Type | Description | |
---|---|---|---|
A | Id | integer | Unique object ID. |
B | ModelName | string | Name of the .dff model file without extension.
|
C | TxdName | 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 |
Type 4
This is used for non-breakable objects and behaves equivalently to Type 1.
Identifier | Type | Description | |
---|---|---|---|
A | Id | integer | Unique object ID. |
B | ModelName | string | Name of the .dff model file without extension.
|
C | TxdName | string | Name of the .txd texture dictionary without extension.
|
D | DrawDistance | float | Draw distance in units. |
E | Flags | integer | Object flags (see below). |
F | TimeOn | integer | Hour to appear |
G | TimeOff | integer | Hour to disappear |
GTA IV
tobj ModelName, TxdName, DrawDistance, Flags, Unknown, MinX, MinY, MinZ, MaxX, MaxY, MaxZ, SphereX, SphereY, SphereZ, Radius, LODModel, NightFlag end
Identifier | Type | Description | |
---|---|---|---|
A | ModelName | string | Name of the .wdr model file without extension.
|
B | TxdName | 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 | 0000 0000 0000 0000 0000 0001 |
Wet effect (objects appear darker). | |
2 | 0000 0000 0000 0000 0000 0010 |
Do not fade the object when it is being loaded into or out of view. | |
4 | 0000 0000 0000 0000 0000 0100 |
Allow transparencies of other objects to be visible through this object. | |
8 | 0000 0000 0000 0000 0000 1000 |
Alpha transparency 2 | |
16 | 0000 0000 0000 0000 0001 0000 |
Opposite to flag 2 | |
32 | 0000 0000 0000 0000 0010 0000 |
Indicates an object to be used inside an interior. | |
64 | 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 | 0000 0000 0000 0000 1000 0000 |
Object surface will not be culled. | |
256 | 0000 0000 0000 0001 0000 0000 |
Disables draw distance (Only used for LOD objects with an LOD value greater than 299). | |
512 | 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 | 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 | 0000 0000 0000 1000 0000 0000 |
Indicates an object as an garage door (for more information see GRGE – requires object.dat registration). | |
4096 | 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 | 0000 0000 0100 0000 0000 0000 |
Indicates a vegetation object (Object moves in wind). | |
32768 | 0000 0000 1000 0000 0000 0000 |
Uses object brightness from the current weather definition (See timecyc.dat – PoleShd). | |
65536 | 0000 0001 0000 0000 0000 0000 |
Object explodes after getting hit (requires object.dat registration). | |
131072 | 0000 0010 0000 0000 0000 0000 |
Unknown – apparently some flag for the Script. | |
262144 | 0000 0100 0000 0000 0000 0000 |
Unknown – only used 1 time in San Andreas. | |
1048576 | 0000 1000 0000 0000 0000 0000 |
Object will switch from mesh 2 to mesh 1 after getting sprayed by the player (graffity flag). | |
2097152 | 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 | 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
Grand Theft Auto IV | |
---|---|
File Formats | .dat • .gxt • .ide • .img • .ipl • .nod • .sco • .rpf • .rrr • .wad • .wbd/.wbn • .wdd • .wdr • .wft • .whm • .wpl • .wtd |
Documentation | Audio • Bink Video • Cryptography • Cutscenes • GXT Text • Image listing • Keycodes • Map Listing • Native functions • Paths • Radar Blips • Radio Stations • Saves • Scenarios • VTable • Weapons |
Tools | ASI Loader • ENBSeries • G-Texture • GIMS IV • Ingame WPL Editor • IV Needle • OpenIV • SparkIV • XLiveLess • WPL Manager • X Mod Installer Alice • C++ Script Hook • .NET Script Hook • Scocl |
Tutorials | Importing Textures with OpenIV • Importing Textures with SparkIV |
Modifications | GTA Connected • Gostown IV • Four Multiplayer • IV Multiplayer • CitizenMP:IV Reloaded |
Useful links | Community portal • Discussion forums • Modding forums • Mods on GTAGarage.com |