Difference between revisions of "OBJS"

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|E ||DrawDistance ||float ||[[Draw distance]] in [[unit]]s.
 
|E ||DrawDistance ||float ||[[Draw distance]] in [[unit]]s.
 
|-
 
|-
|F ||Flags ||integer ||Object flags ([[#Object flags|see below]]).
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|F ||Flags ||integer ||[[Item Definition#IDE Flags|Object flags]]
 
|}
 
|}
  
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|E,F ||DrawDistance1, DrawDistance2 ||float[2] ||[[Draw distance]] in [[unit]]s (one for each mesh, only the first is actually used).
 
|E,F ||DrawDistance1, DrawDistance2 ||float[2] ||[[Draw distance]] in [[unit]]s (one for each mesh, only the first is actually used).
 
|-
 
|-
|G ||Flags ||integer ||Object flags ([[#Object flags|see below]]).
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|G ||Flags ||integer ||[[Item Definition#IDE Flags|Object flags]]
 
|}
 
|}
  
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|E,F,G ||DrawDistance1, DrawDistance2, DrawDistance3 ||float[3] ||[[Draw distance]] in [[unit]]s (one for each mesh, only the first is actually used).
 
|E,F,G ||DrawDistance1, DrawDistance2, DrawDistance3 ||float[3] ||[[Draw distance]] in [[unit]]s (one for each mesh, only the first is actually used).
 
|-
 
|-
|H ||Flags ||integer ||Object flags ([[#Object flags|see below]]).
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|H ||Flags ||integer ||[[Item Definition#IDE Flags|Object flags]]
 
|}
 
|}
  
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|D ||DrawDistance ||float ||[[Draw distance]] in [[unit]]s.
 
|D ||DrawDistance ||float ||[[Draw distance]] in [[unit]]s.
 
|-
 
|-
|E ||Flags ||integer ||Object flags ([[#Object flags|see below]]).
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|E ||Flags ||integer ||[[Item Definition#IDE Flags|Object flags]]
 
|}
 
|}
  
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|C ||DrawDistance ||float ||Draw distance in units.
 
|C ||DrawDistance ||float ||Draw distance in units.
 
|-
 
|-
|D ||Flag ||integer ||Object flag (see [[#Object flags|below]]).
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|D ||Flag ||integer ||[[Item Definition#IDE Flags|Object flag]]
 
|-
 
|-
 
|E ||''unknown'' ||float ||Unknown integer (usually 0 but uses other values as high as 32).
 
|E ||''unknown'' ||float ||Unknown integer (usually 0 but uses other values as high as 32).
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[[GTA IV]] stores bounding information inside the ''item definitions'' for better performance. The previous games stored bounding information inside the [[COLL|collision]] files. Also it uses the hashes of the model names as a key of an hash table instead of the ID as an index to the definition array for previous games.
 
[[GTA IV]] stores bounding information inside the ''item definitions'' for better performance. The previous games stored bounding information inside the [[COLL|collision]] files. Also it uses the hashes of the model names as a key of an hash table instead of the ID as an index to the definition array for previous games.
 
== Object flags ==
 
{{Object-Flags}}
 
  
 
== Statistics ==
 
== Statistics ==
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:GTA IV: 24820
 
:GTA IV: 24820
  
{{N|4|SA|VC|3}}
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{{N|4|LCS|SA|VC|3}}
 
[[Category:GTA LCS]]
 
[[Category:GTA LCS]]

Latest revision as of 06:51, 31 May 2019

OBJS (IDE section)
Supported games:GTA III Vice City San Andreas Liberty City Stories GTA IV
Brief description:Defines simple objects
IDE Sections:
2DFX AMAT ANIM CARS HIER HAND MLO OBJS
PATH PEDS TANM TOBJ TREE TXDP WEAP

objs is a section in the item definition file in GTA III, Vice City, San Andreas, Liberty City Stories, and GTA IV. It is used to define simple objects. There are also sections to extend default object definitions:

  • tobj for defining an additional in-game time range the object gets rendered in.
  • anim which links an animation to an object.
  • tanm which does both of the previously mentioned sections.

Format

GTA III – Liberty City Stories

objs
# type 1 (III/VC/SA/LCS)
Id, ModelName, TxdName, MeshCount, DrawDistance, Flags
# type 2 (III/VC/SA/LCS)
Id, ModelName, TxdName, MeshCount, DrawDistance1, DrawDistance2, Flags
# type 3 (III/VC/SA/LCS)
Id, ModelName, TxdName, MeshCount, DrawDistance1, DrawDistance2, DrawDistance3, Flags
# type 4 (SA)
Id, ModelName, TxdName, DrawDistance, Flags
end

Type 1

This is used for non-breakable objects.

GTA III Vice City
San Andreas Liberty City Stories
Identifier Type Description
A Id integer Unique object identifier.
B ModelName string Name of the model file without extension.
C TxdName string Name of the 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

Type 2

This is used for breakable objects.

GTA III Vice City
San Andreas Liberty City Stories
Identifier Type Description
A Id integer Unique object identifier.
B ModelName string Name of the model file without extension.
C TxdName string Name of the 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

Type 3

This is used for complex breakable objects.

GTA III Vice City
San Andreas Liberty City Stories
Identifier Type Description
A Id integer Unique object identifier.
B ModelName string Name of the model file without extension.
C TxdName string Name of the 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

Type 4

This is used for non-breakable objects and behaves equivalently to Type 1.

San Andreas Identifier Type Description
A Id integer Unique object identifier.
B ModelName string Name of the model file without extension.
C TxdName string Name of the texture dictionary without extension.
D DrawDistance float Draw distance in units.
E Flags integer Object flags

GTA IV

objs
ModelName, TxdName, DrawDistance, Flag, unknown, MinX, MinY, MinZ, MaxX, MaxY, MaxZ, SphereX, SphereY, SphereZ, Radius, LODModel
end

Type 1

GTA IV 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 Flag integer Object flag
E unknown float Unknown integer (usually 0 but uses other values as high as 32).
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; otherwise null.

GTA IV stores bounding information inside the item definitions for better performance. The previous games stored bounding information inside the collision files. Also it uses the hashes of the model names as a key of an hash table instead of the ID as an index to the definition array for previous games.

Statistics

Total number of objs entries in:

GTA III: 2908 (max 5000)
Type 1: 2844
Type 2: 63
Type 3: 1
Vice City: 3800 (max 3885)
Type 1: 3761
Type 2: 38
Type 3: 1
San Andreas: 14052
Type 1: 1
Type 4: 14051
GTA IV: 24820