Difference between revisions of "Object.dat"
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m (Switched to alternative names for optional break info) |
m (Forgot to change FX info names too) |
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|colspan="2" |K ||Camera to avoid this object ||integer || Boolean (written as 1 or 0, not true/false) that controls whether the camera should move around the object. | |colspan="2" |K ||Camera to avoid this object ||integer || Boolean (written as 1 or 0, not true/false) that controls whether the camera should move around the object. | ||
|- | |- | ||
− | | ||L ||{{a|c}} |Causes Explosion ||integer || If not 0, | + | | ||L ||{{a|c}} |Causes Explosion ||integer || If not 0, ''Name of FxSystem'' should be a valid effect name. 0 if no explosion effect should occur. |
|- | |- | ||
− | | ||M ||{{a|c}} | | + | | ||M ||{{a|c}} |Type of FxSystem ||integer ||When the explosion effect should be played. Values: |
:<code>0</code> = No effect | :<code>0</code> = No effect | ||
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|- | |- | ||
− | | ||N,O,P ||{{a|c}} | | + | | ||N,O,P ||{{a|c}} |Offset of FxSystem ||float[3] ||3D vector. Offset of the effect system from the pivot of the object. If <code>x == -999.0</code>, the game plays the effect at the point of collision. |
|- | |- | ||
− | | ||Q ||{{a|c}} | | + | | ||Q ||{{a|c}} |Name of FxSystem ||string || The name of the effect to play. If there is no effect, <code>none</code> should be used. (The file says it should be <code>noname</code>, but <code>none</code> is used instead. <code>noname</code> is never used.) |
|- | |- | ||
|colspan="5" |<h3>Extra breakable object information</h3> | |colspan="5" |<h3>Extra breakable object information</h3> | ||
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| ||U ||{{a|c}} |Break Velocity Z ||float ||Offset velocity on Z axis. | | ||U ||{{a|c}} |Break Velocity Z ||float ||Offset velocity on Z axis. | ||
|- | |- | ||
− | | ||V ||{{a|c}} |Break Velocity Rand ||float ||The maximum deviation from the | + | | ||V ||{{a|c}} |Break Velocity Rand ||float ||The maximum deviation from the velocity X/Y/Z values due to randomness. |
|- | |- | ||
| ||W ||{{a|c}} |Gun Break Mode ||integer || Object behaviour when shot with a gun. Values: | | ||W ||{{a|c}} |Gun Break Mode ||integer || Object behaviour when shot with a gun. Values: |
Latest revision as of 14:13, 21 August 2020
The object.dat
file is located in the /data
directory of GTA III, Vice City, and San Andreas, or the /common/data
directory of GTA IV. It defines the physical aspects of objects defined in IDE files.
Format
Name in file | Data type | Description | ||
---|---|---|---|---|
A | Object name | string | Object name. Maximum of 256 characters in length. | |
B | Mass | float | 1 to 50000 inclusive. Unit is kilograms. | |
C | TurnMass | float | The description within the file says kg m^3 or some such dimension, but kg/m3 is actually the unit of density. However, kg/m2 is the unit of rotational inertia, which is sometimes referred to as "rotational mass" (and could be what "TurnMass" is referring to). | |
D | Air Resistance | float | Normalised between 1 and 0. 0 means complete air resistance, 1 means no air resistance. Most objects have a value of 0.99 for this attribute. | |
E | Elasticity | float | How much the object bounces when it collides with something. Normalised. 0 is the least bouncy, 1 is the most. | |
F | Percent Submerged | float | 10 to 120. Most objects have a value of 50.0 for this attribute. | |
G | Uproot Force | float | The magnitude of the force vector that must be applied to the object to remove it from the ground. Possibly Newtons, but no units given. | |
H | Collision Damage Multiplier | float | Controls how much damage a collision with this object should do to vehicles. "0.1 - 5.0 ish" according to the file. | |
I | Collision Damage Effect | integer | What happens to the object when it is collided with. Values:
If either | |
J | Special Collision Response Cases | integer | Specifies if the game has a custom response for collisions with this object, and what the response should be if there is one. Values:
| |
K | Camera to avoid this object | integer | Boolean (written as 1 or 0, not true/false) that controls whether the camera should move around the object. | |
L | Causes Explosion | integer | If not 0, Name of FxSystem should be a valid effect name. 0 if no explosion effect should occur. | |
M | Type of FxSystem | integer | When the explosion effect should be played. Values:
| |
N,O,P | Offset of FxSystem | float[3] | 3D vector. Offset of the effect system from the pivot of the object. If x == -999.0 , the game plays the effect at the point of collision.
| |
Q | Name of FxSystem | string | The name of the effect to play. If there is no effect, none should be used. (The file says it should be noname , but none is used instead. noname is never used.)
| |
Extra breakable object information | ||||
R | Smash Multiplier | float | How much larger the force needed to smash an object should be than the force needed to break it. In code:
Smashing always takes precedence over breaking so if To prevent the object smashing, set a very large value so that it is impossible for the player to achieve the required smash force. | |
S | Break Velocity X | float | Offset velocity on X axis. Offset values are added to the velocity from the impact after randomness is factored in. | |
T | Break Velocity Y | float | Offset velocity on Y axis. | |
U | Break Velocity Z | float | Offset velocity on Z axis. | |
V | Break Velocity Rand | float | The maximum deviation from the velocity X/Y/Z values due to randomness. | |
W | Gun Break Mode | integer | Object behaviour when shot with a gun. Values:
| |
X | Produce Sparks on Impact | integer | Whether sparks are produced on impact (1) or not (0). |
Grand Theft Auto IV | |
---|---|
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