Difference between revisions of "2DFX"
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− | {{This|This article describes the usage of the | + | {{This|This article describes the usage of the 2dfx section inside a plain text [[IDE]]. For the [[List of RW section IDs|RW Section]] of models see [[2d Effect (RW Section)]], for the [[GTA IV]] IPL section see [[2DFX (IPL Section)]].}} |
{{Research}} | {{Research}} | ||
{{IdeSection | {{IdeSection | ||
− | | game = | + | | game = {{Icon|3}} {{Icon|VC}} {{Icon|4}} |
− | | description = Used to place | + | | description = Used to place 2D effects and ped behaviors on objects |
}} | }} | ||
− | '''2DFX''' is a section in the [[item definition]] file. It is used to place lights | + | '''2DFX''' is a section in the [[item definition]] file in [[GTA III]], [[Vice City]], and [[GTA IV]]. It is used to place 2D effects (like lights and particles) and ped behaviors on objects. This section is somewhat unique compared to other sections because it needs to be attached to an existing object rather than defining itself. If too many effects are loaded or drawn in the game, some of the effects will load in and out or won't appear at all. |
− | ==GTA III | + | == GTA III and Vice City == |
− | + | {{Pre| | |
− | + | 2dfx | |
+ | # [[#Type 0: Lights|type 0: lights]] (III/VC) | ||
+ | Id, X, Y, Z, R, G, B, unknown, 2DFXType, "Corona", "Shadow", Distance, OuterRange, Size, InnerRange, ShadowIntensity, Flash, Wet, Flare, Flags | ||
+ | # [[#Type 1: Particles|type 1: particles]] (III/VC) | ||
+ | Id, X, Y, Z, R, G, B, unknown, 2DFXType, Particle, StrengthX, StrengthY, StrengthZ, Scale | ||
+ | # [[#Type 2|type 2]] (III/VC) | ||
+ | Id, X, Y, Z, R, G, B, unknown, 2DFXType, unknown, unk1, unk2, unk3, unknown | ||
+ | # [[#Type 3: Peds|type 3: peds]] (VC) | ||
+ | Id, X, Y, Z, R, G, B, unknown, 2DFXType, Behavior, unk1, unk2, unk3, RotX, RotY, RotZ | ||
+ | # [[#Type 4: Sun Reflections|type 4: sun reflections]] (VC) | ||
+ | Id, X, Y, Z, R, G, B, unknown, 2DFXType | ||
+ | end | ||
+ | }} | ||
+ | |||
+ | === Type 0: Lights === | ||
+ | This can create a complex light source on an object. If the object has a sub object, the light will disappear when the main object changes into the sub object (like when lampposts are knocked). | ||
− | {|{{ | + | {|class="wikitable center-col-1 center-col-2" style="width: 100%;" |
− | ! | + | ! style="width: 3em;"| {{Icon|3}} {{Icon|VC}} |
− | !Description | + | ! style="width: 12em;"| Identifier |
+ | ! style="width: 6em;" | Type | ||
+ | ! Description | ||
+ | |- | ||
+ | | A || Id || integer || associated to existing object ID defined in [[OBJS]] or [[TOBJ]] section | ||
|- | |- | ||
− | | | + | | B,C,D || X, Y, Z || float[3] || X, Y, and Z coordinates relative to the center of the object |
|- | |- | ||
− | | | + | | E,F,G || R, G, B || integer[3] || color of the light and everything associated with it in RGB format, also affects the intensity of the light so that darker the color the dimmer the light (meaning black (0,0,0) will yield a light so dim that it's not visible) |
|- | |- | ||
− | | | + | | H || ''unknown'' || integer || usually 0 or 200 |
|- | |- | ||
− | | | + | | I || 2DFXType || integer || always 0 for lights |
|- | |- | ||
− | | | + | | J || Corona || string || corona texture associated to the light, texture defined in <code>particle.txd</code>, usually "coronastar" for lights |
|- | |- | ||
− | |< | + | | K || Shadow || string || light texture that is cast on the ground, texture defined in <code>particle.txd</code>, usually "shad_exp" for lights |
|- | |- | ||
− | | | + | | L || Distance || float || view distance of the light, is limited by the draw distance of the host object |
|- | |- | ||
− | | | + | | M || OuterRange || float || the range the light can cast on objects, cars, and peds |
|- | |- | ||
− | | | + | | N || Size || float || the size of the corona, can be a float or integer, size 0 means no visible corona but effect of light still visible |
|- | |- | ||
− | | | + | | O || InnerRange || float || the range the light can cast on the ground (shadow) |
|- | |- | ||
− | | | + | | P || ShadowIntensity || integer || shadow intensity (0 - 255), usually 40 |
|- | |- | ||
− | | | + | | Q || Flash || integer || sets the type of flashing ([[2DFX#Types of Flashes|see below]]) |
|- | |- | ||
− | | | + | | R || Wet || integer || sets the particle to be "reflective" on wet grounds, will only work if the ground around the light is set to wet when raining<br>0 - not reflective when wet, 1 - reflective when wet |
|- | |- | ||
− | | | + | | S || Flare || integer || sets the particle to create a lens flare on the screen, similar to what the sun does<br>0 - no lens flare, 1 - yellow lens flare, 2 - white lens flare |
|- | |- | ||
− | | | + | | T || Flags || integer || bit 0 - disable z-test for corona, bits 1-2 - fog (dust) type |
|} | |} | ||
====Types of Flashes==== | ====Types of Flashes==== | ||
− | {| | + | {|class="wikitable center-col-1" |
− | | 0 | + | |0 ||constantly lit all time |
− | | constantly lit all time | + | |- |
+ | |1 ||constantly lit at night | ||
+ | |- | ||
+ | |2 ||occasional flicker all time | ||
+ | |- | ||
+ | |3 ||occasional flicker at night | ||
+ | |- | ||
+ | |4 ||1.02 seconds flashes | ||
+ | |- | ||
+ | |5 ||1.02 seconds flashes at night | ||
+ | |- | ||
+ | |6 ||2.04 seconds flashes | ||
+ | |- | ||
+ | |7 ||2.04 seconds flashes at night | ||
+ | |- | ||
+ | |8 ||4.08 seconds flashes | ||
+ | |- | ||
+ | |9 ||4.08 seconds flashes at night | ||
+ | |- | ||
+ | |10 ||random flicker | ||
|- | |- | ||
− | | | + | |11 ||random flicker at night |
− | | | ||
|- | |- | ||
− | | | + | |12 ||hardcoded traffic lights properties |
− | | | ||
|- | |- | ||
− | | 3 | + | |13 ||{{Icon|3}} 1.02 seconds flashes only during lift bridge's alarm |
− | |||
|- | |- | ||
− | | | + | |14 ||{{Icon|3}} unused, flashes only during lift bridge's alarm |
− | | | + | |} |
+ | All night flashes occur between 19:00 and 7:00. Type 12 is involved in hardcoded properties of traffic lights. It is mainly used to position the lights on the traffic light. A traffic light without a 2DFX entry will crash the game when the traffic light is loading. | ||
+ | |||
+ | ====Types of Flags==== | ||
+ | {|class="wikitable center-col-1" | ||
+ | |0 ||{{Icon|VC}} No DUST, coronas don't appear through models with no collision. | ||
|- | |- | ||
− | | | + | |1 ||{{Icon|VC}} No DUST, coronas appears through models with no collision. |
− | | | ||
|- | |- | ||
− | | | + | |2 ||{{Icon|VC}} DUST when foggy weather, coronas don't appear through models with no collision. |
− | | | ||
|- | |- | ||
− | | | + | |3 ||{{Icon|VC}} DUST when foggy weather, coronas appears through models with no collision. |
− | | | ||
|- | |- | ||
− | | | + | |4 ||{{Icon|VC}} DUST all the time, coronas don't appear through models with no collision. |
− | | | ||
|- | |- | ||
− | | | + | |5 ||{{Icon|VC}} DUST all the time, coronas appear through models with no collision. |
− | | | ||
|- | |- | ||
− | | | + | |6 ||{{Icon|VC}} DUST all the time, coronas appear through models with no collision. |
− | | | ||
|- | |- | ||
− | | | + | |7 ||{{Icon|VC}} DUST all the time, coronas appear through models with no collision. |
− | | | ||
|} | |} | ||
− | ===Type 1: | + | ===Type 1: Particles=== |
− | + | This can create simple particles on an object | |
− | {|{{ | + | {|class="wikitable center-col-1 center-col-2" style="width: 100%;" |
− | ! | + | ! style="width: 3em;"| {{Icon|3}} {{Icon|VC}} |
− | !Description | + | ! style="width: 12em;"| Identifier |
+ | ! style="width: 6em;" | Type | ||
+ | ! Description | ||
+ | |- | ||
+ | | A || Id || integer || associated to existing object ID defined in [[OBJS]] or [[TOBJ]] section | ||
+ | |- | ||
+ | | B,C,D || X, Y, Z || float[3] || X, Y, and Z coordinates relative to the center of the object | ||
|- | |- | ||
− | | | + | | E,F,G || R, G, B || integer[3] || useless values |
|- | |- | ||
− | | | + | | H || ''unknown'' || integer || usually 63 or 200 |
|- | |- | ||
− | | | + | | I || 2DFXType || integer || always 1 for particles |
|- | |- | ||
− | | | + | | J || Particle || integer || particle type ([[2DFX#Types of Particles|see below]]) |
|- | |- | ||
− | | | + | | K,L,M || StrengthX, StrengthY, StrengthZ || float[3] || X, Y, and Z strength representing the direction and length of movement of the particle, see [[039D#List of particle effects|opcode 039D]] for more information |
|- | |- | ||
− | | | + | | N || Scale || float || scale of the particle |
|} | |} | ||
====Types of Particles==== | ====Types of Particles==== | ||
− | {| | + | [[File:2dfx_particles.png|thumb|Ordered from 6 to 0 from left to right, all size is 1 with Tommy at the bottom for comparison]] |
+ | {|class="wikitable center-col-1" | ||
+ | ! {{Icon|3}} || {{Icon|VC}} || Name || Description | ||
+ | |- | ||
+ | | colspan="2" | 0 || POBJECT_<wbr>PAVEMENT_<wbr>STEAM || small white smoke | ||
+ | |- | ||
+ | | colspan="2" | 1 || POBJECT_<wbr>WALL_<wbr>STEAM || small white smoke | ||
+ | |- | ||
+ | | colspan="2" | 2 || POBJECT_<wbr>DRY_<wbr>ICE || larger white smoke | ||
+ | |- | ||
+ | | colspan="2" | 3 || POBJECT_<wbr>SMALL_<wbr>FIRE || fire (start new game to see) | ||
+ | |- | ||
+ | | colspan="2" | 4 || POBJECT_<wbr>DARK_<wbr>SMOKE || black smoke | ||
+ | |- | ||
+ | | - || {{a|c}} | 5 || POBJECT_<wbr>WATER_<wbr>FOUNTAIN_<wbr>VERT || water fountain (will spray water droplets on the screen) | ||
+ | |- | ||
+ | | - || {{a|c}} | 6 || POBJECT_<wbr>WATER_<wbr>FOUNTAIN_<wbr>HORIZ || water spray (will spray water droplets on the screen) | ||
+ | |} | ||
+ | |||
+ | ===Type 2=== | ||
+ | This causes peds to investigate interesting spots.{{Ref|1}} This type was never used in Vice City but it can be used. See [[:File:2dfxType2.jpg|here]] for a map of all the locations in GTA III. | ||
+ | |||
+ | {|class="wikitable center-col-1 center-col-2" style="width: 100%;" | ||
+ | ! style="width: 3em;"| {{Icon|3}} {{Icon|VC}} | ||
+ | ! style="width: 12em;"| Identifier | ||
+ | ! style="width: 6em;" | Type | ||
+ | ! Description | ||
+ | |- | ||
+ | | A || Id || integer || | ||
+ | |- | ||
+ | | B,C,D || X, Y, Z || float[3] || | ||
+ | |- | ||
+ | | E,F,G || R, G, B || integer[3] || | ||
+ | |- | ||
+ | | H || ''unknown'' || integer || usually 63 or 200 | ||
+ | |- | ||
+ | | I || 2DFXType || integer || always 2 | ||
+ | |- | ||
+ | | J || ''unknown'' || integer || | ||
+ | |- | ||
+ | | K,L,M || ''unk1'', ''unk2'', ''unk3'' || float[3] || | ||
+ | |- | ||
+ | | N || ''unknown'' || integer || | ||
+ | |} | ||
+ | |||
+ | ===Type 3: Peds=== | ||
+ | This can make a ped have simple behaviors around the object. | ||
+ | |||
+ | {|class="wikitable center-col-1 center-col-2" style="width: 100%;" | ||
+ | ! style="width: 3em;"| {{Icon|VC}} | ||
+ | ! style="width: 12em;"| Identifier | ||
+ | ! style="width: 6em;" | Type | ||
+ | ! Description | ||
+ | |- | ||
+ | | A || Id || integer || associated to existing object ID defined in [[OBJS]] or [[TOBJ]] section | ||
+ | |- | ||
+ | | B,C,D || X, Y, Z || float[3] || X, Y, and Z coordinates relative to the center of the object | ||
+ | |- | ||
+ | | E,F,G || R, G, B || integer[3] || useless values | ||
+ | |- | ||
+ | | H || ''unknown'' || integer || usually 0 or 200 | ||
+ | |- | ||
+ | | I || 2DFXType || integer || always 3 for peds | ||
+ | |- | ||
+ | | J || Behavior || integer || behavior type ([[2DFX#Types of Behaviors|see below]]) | ||
+ | |- | ||
+ | | K,L,M || Queue direction || float[3] || direction of some que | ||
+ | |- | ||
+ | | N,O,P || Use direction || float[3] || rotation of ped when animation is playing | ||
+ | |} | ||
+ | |||
+ | ====Types of Behaviors==== | ||
+ | {|class="wikitable" | ||
| 0 | | 0 | ||
− | | | + | | walks to the coordinates to use an ATM then walks away |
|- | |- | ||
| 1 | | 1 | ||
− | | | + | | walks to the coordinates to sit down for a while then stand back up and walks away |
|- | |- | ||
| 2 | | 2 | ||
− | | | + | | walks to the coordinates to wait for a bus; additional peds will line up behind each other |
|- | |- | ||
| 3 | | 3 | ||
− | | | + | | walks to the coordinates, stands for a very short while, then leave (like window shopping) |
|- | |- | ||
| 4 | | 4 | ||
− | | | + | | runs to shelter from rain,{{Ref|2}} see [[:File:2dfxType3.4.jpg|here]] for a map of all the locations |
+ | |} | ||
+ | |||
+ | ===Type 4: Sun Reflections=== | ||
+ | This can create a sun "reflection" exactly and behaving like the ones seen on cars. | ||
+ | |||
+ | {|class="wikitable center-col-1 center-col-2" style="width: 100%;" | ||
+ | ! style="width: 3em;"| {{Icon|VC}} | ||
+ | ! style="width: 12em;"| Identifier | ||
+ | ! style="width: 6em;" | Type | ||
+ | ! Description | ||
+ | |- | ||
+ | | A || Id || integer || associated to existing object ID defined in [[OBJS]] or [[TOBJ]] section | ||
+ | |- | ||
+ | | B,C,D || X, Y, Z || float[3] || X, Y, and Z coordinates relative to the center of the object | ||
+ | |- | ||
+ | | E,F,G || R, G, B || integer[3] || useless values | ||
+ | |- | ||
+ | | H || ''unknown'' || integer || usually 120 | ||
+ | |- | ||
+ | | I || 2DFXType || integer || always 4 for sun reflections | ||
+ | |} | ||
+ | |||
+ | Used on models lh_icecream01, hospital and lhcoastsky1 | ||
+ | |||
+ | == GTA San Andreas == | ||
+ | Most effects are stored in dff 2d Effect (RW Section) https://gtamods.com/wiki/2d_Effect_(RW_Section). The only exception is effect 5. | ||
+ | |||
+ | == GTA IV == | ||
+ | {{incomplete}} | ||
+ | |||
+ | GTA IV 2DFX Category doesn't have all Types description. More description about 2dfx types will be added later. | ||
+ | |||
+ | === Type 0: Lights === | ||
+ | |||
+ | Type ''Lights'' ignore by the game. GTA IV using light in .wdr/wft models | ||
+ | |||
+ | === Type 1: Particles === | ||
+ | {|class="wikitable center-col-1 center-col-2" style="width: 100%;" | ||
+ | ! style="width: 3em;"| {{Icon|4}} | ||
+ | ! style="width: 12em;"| Identifier | ||
+ | ! style="width: 6em;" | Type | ||
+ | ! Description | ||
+ | |- | ||
+ | | A || Id || string || associated to existing object ID defined in OBJS or TOBJ section | ||
+ | |- | ||
+ | | B,C,D || X, Y, Z || float[3] || X, Y, and Z coordinates relative to the center of the object | ||
+ | |- | ||
+ | | E || Type || integer || always 1 | ||
+ | |- | ||
+ | | F,G,H,I || RX, RY, RZ, RW || float[4] || Rotation in quaternion | ||
+ | |- | ||
+ | | J || Name || string || particle name, defined in <code>common\data\effects\</code> | ||
+ | |- | ||
+ | | K || || integer || stages of destruction? (between 0 and 4) | ||
+ | |- | ||
+ | | L || || integer || ? | ||
|- | |- | ||
− | | | + | | M || Size || float || size of particle |
− | | | ||
|- | |- | ||
− | | | + | | N || Draw distance || integer || draw distance |
− | | | + | |- |
+ | | O || || integer || ? (between 0 and 5) | ||
+ | |- | ||
+ | | P,Q,R || Color || integer[3] || RGB color when applicable | ||
|} | |} | ||
+ | |||
+ | === Type 2: Explosion === | ||
+ | {|class="wikitable center-col-1 center-col-2" style="width: 100%;" | ||
+ | ! style="width: 3em;"| {{Icon|4}} | ||
+ | ! style="width: 12em;"| Identifier | ||
+ | ! style="width: 6em;" | Type | ||
+ | ! Description | ||
+ | |- | ||
+ | | A || Id || string || associated to existing object ID defined in OBJS or TOBJ section | ||
+ | |- | ||
+ | | B,C,D || X, Y, Z || float[3] || X, Y, and Z coordinates relative to the center of the object | ||
+ | |- | ||
+ | | E || Type || integer || always 2 | ||
+ | |- | ||
+ | | F,G,H,I || RX, RY, RZ, RW || float[4] || rotation in quaternion | ||
+ | |- | ||
+ | | J || || integer || | ||
+ | |- | ||
+ | | K || || integer || | ||
+ | |- | ||
+ | | L || || integer || | ||
+ | |- | ||
+ | | M || || integer || | ||
+ | |} | ||
+ | |||
+ | === Type 10: Escalator === | ||
+ | |||
+ | GTA SA Using Escalator attribute in .dff models, GTA IV has the Escalator Attribute too, but all parameters are unknown and possible section maybe call the game crash. | ||
+ | |||
+ | === Type 12: Proc Object === | ||
+ | |||
+ | === Type 13: WorldPoint === | ||
+ | |||
+ | === Type 14: Ladder === | ||
+ | |||
+ | {|class="wikitable center-col-1 center-col-2" style="width: 100%;" | ||
+ | ! width="40px"| {{Icon|4}} | ||
+ | ! style="width: 12em;"| Identifier | ||
+ | ! style="width: 6em;" | Type | ||
+ | ! Description | ||
+ | |- | ||
+ | | A || Name || string || Model name, who using Ladder Section | ||
+ | |- | ||
+ | | B,C,D || X, Y, Z || float[3] || X, Y, and Z coordinates | ||
+ | |- | ||
+ | | E || 2DFX Type || Integer || This is 2DFX Type. Always use the value 14 for Ladder | ||
+ | |- | ||
+ | | F,G,H,I || RX, RY, RZ, RW || float[4] || Rotation in quaternion | ||
+ | |- | ||
+ | | J,K,L || StartX,StartY,StartZ || float[3] || Start Ladder Position (When player start to climb) | ||
+ | |- | ||
+ | | M,N,O || EndX,EndY,EndZ || float[3] || End Ladder Position (When player finished to climb) | ||
+ | |- | ||
+ | | P,Q,R || ClimbDirectionX, ClimbDirectionY, ClimbDirectionZ || float[3] || Climb Direction Position | ||
+ | |- | ||
+ | | S || Flag || Integer || Unknown Flag, Always(?) using value 1 | ||
+ | |} | ||
+ | |||
+ | === Type 15: Audio === | ||
+ | |||
+ | === Type 17: SpawnPoint === | ||
+ | {|class="wikitable center-col-1 center-col-2" style="width: 100%;" | ||
+ | ! style="width: 3em;"| {{Icon|4}} | ||
+ | ! style="width: 12em;"| Identifier | ||
+ | ! style="width: 6em;" | Type | ||
+ | ! Description | ||
+ | |- | ||
+ | | A || Id || string || associated to existing object ID defined in OBJS or TOBJ section | ||
+ | |- | ||
+ | | B,C,D || X, Y, Z || float[3] || X, Y, and Z coordinates relative to the center of the object | ||
+ | |- | ||
+ | | E || Type || integer || Always 17 | ||
+ | |- | ||
+ | | F,G,H,I || RX, RY, RZ, RW || float[4] || Rotation in quaternion | ||
+ | |- | ||
+ | | J,K,L,M || || integer[4] || Flags | ||
+ | |} | ||
+ | |||
+ | === Type 18: LightShaft === | ||
+ | |||
+ | === Type 19: ScrollBar === | ||
+ | |||
+ | === Type 21: SwayableAttr === | ||
+ | |||
+ | === Type 22: BouyancyAttr === | ||
+ | |||
+ | === Type 23: WalkDontWalkAttr === | ||
+ | |||
+ | |||
+ | == Statistics == | ||
+ | Total number of 2DFX entries in: | ||
+ | :GTA III: 927 (max 2000) | ||
+ | ::Type 0: 859 | ||
+ | ::Type 1: 53 | ||
+ | ::Type 2: 15 | ||
+ | |||
+ | :Vice City: 1069 (max 1210) | ||
+ | ::Type 0: 834 | ||
+ | ::Type 1: 63 | ||
+ | ::Type 2: 0 | ||
+ | ::Type 3: 162 | ||
+ | ::Type 4: 10 | ||
+ | |||
+ | :GTA IV: 17043 | ||
+ | ::Type 0: 13831 | ||
+ | ::Type 1: 2385 | ||
+ | ::Type 2: 23 | ||
+ | ::Type 12: 60 | ||
+ | ::Type 14: 103 | ||
+ | ::Type 15: 246 | ||
+ | ::Type 17: 117 | ||
+ | ::Type 18: 204 | ||
+ | ::Type 19: 34 | ||
+ | ::Type 21: 11 | ||
+ | ::Type 22: 10 | ||
+ | ::Type 23: 19 | ||
+ | |||
+ | == References == | ||
+ | # {{Note|1}} [https://www.youtube.com/watch?v=zcQvqQlIYTM Video demonstration of type 2], by Nick007J | ||
+ | # {{Note|2}} [https://www.youtube.com/watch?v=DjEPUpccqx0 Video demonstration of type 3, behavior 4], by Nick007J | ||
+ | |||
+ | {{N|4|SA|VC|3}} |
Latest revision as of 14:18, 4 April 2024
Supported games: | ||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Brief description: | Used to place 2D effects and ped behaviors on objects | |||||||||||||||
IDE Sections:
|
2DFX is a section in the item definition file in GTA III, Vice City, and GTA IV. It is used to place 2D effects (like lights and particles) and ped behaviors on objects. This section is somewhat unique compared to other sections because it needs to be attached to an existing object rather than defining itself. If too many effects are loaded or drawn in the game, some of the effects will load in and out or won't appear at all.
Contents
- 1 GTA III and Vice City
- 2 GTA San Andreas
- 3 GTA IV
- 3.1 Type 0: Lights
- 3.2 Type 1: Particles
- 3.3 Type 2: Explosion
- 3.4 Type 10: Escalator
- 3.5 Type 12: Proc Object
- 3.6 Type 13: WorldPoint
- 3.7 Type 14: Ladder
- 3.8 Type 15: Audio
- 3.9 Type 17: SpawnPoint
- 3.10 Type 18: LightShaft
- 3.11 Type 19: ScrollBar
- 3.12 Type 21: SwayableAttr
- 3.13 Type 22: BouyancyAttr
- 3.14 Type 23: WalkDontWalkAttr
- 4 Statistics
- 5 References
GTA III and Vice City
2dfx # type 0: lights (III/VC) Id, X, Y, Z, R, G, B, unknown, 2DFXType, "Corona", "Shadow", Distance, OuterRange, Size, InnerRange, ShadowIntensity, Flash, Wet, Flare, Flags # type 1: particles (III/VC) Id, X, Y, Z, R, G, B, unknown, 2DFXType, Particle, StrengthX, StrengthY, StrengthZ, Scale # type 2 (III/VC) Id, X, Y, Z, R, G, B, unknown, 2DFXType, unknown, unk1, unk2, unk3, unknown # type 3: peds (VC) Id, X, Y, Z, R, G, B, unknown, 2DFXType, Behavior, unk1, unk2, unk3, RotX, RotY, RotZ # type 4: sun reflections (VC) Id, X, Y, Z, R, G, B, unknown, 2DFXType end
Type 0: Lights
This can create a complex light source on an object. If the object has a sub object, the light will disappear when the main object changes into the sub object (like when lampposts are knocked).
Identifier | Type | Description | |
---|---|---|---|
A | Id | integer | associated to existing object ID defined in OBJS or TOBJ section |
B,C,D | X, Y, Z | float[3] | X, Y, and Z coordinates relative to the center of the object |
E,F,G | R, G, B | integer[3] | color of the light and everything associated with it in RGB format, also affects the intensity of the light so that darker the color the dimmer the light (meaning black (0,0,0) will yield a light so dim that it's not visible) |
H | unknown | integer | usually 0 or 200 |
I | 2DFXType | integer | always 0 for lights |
J | Corona | string | corona texture associated to the light, texture defined in particle.txd , usually "coronastar" for lights
|
K | Shadow | string | light texture that is cast on the ground, texture defined in particle.txd , usually "shad_exp" for lights
|
L | Distance | float | view distance of the light, is limited by the draw distance of the host object |
M | OuterRange | float | the range the light can cast on objects, cars, and peds |
N | Size | float | the size of the corona, can be a float or integer, size 0 means no visible corona but effect of light still visible |
O | InnerRange | float | the range the light can cast on the ground (shadow) |
P | ShadowIntensity | integer | shadow intensity (0 - 255), usually 40 |
Q | Flash | integer | sets the type of flashing (see below) |
R | Wet | integer | sets the particle to be "reflective" on wet grounds, will only work if the ground around the light is set to wet when raining 0 - not reflective when wet, 1 - reflective when wet |
S | Flare | integer | sets the particle to create a lens flare on the screen, similar to what the sun does 0 - no lens flare, 1 - yellow lens flare, 2 - white lens flare |
T | Flags | integer | bit 0 - disable z-test for corona, bits 1-2 - fog (dust) type |
Types of Flashes
All night flashes occur between 19:00 and 7:00. Type 12 is involved in hardcoded properties of traffic lights. It is mainly used to position the lights on the traffic light. A traffic light without a 2DFX entry will crash the game when the traffic light is loading.
Types of Flags
Type 1: Particles
This can create simple particles on an object
Identifier | Type | Description | |
---|---|---|---|
A | Id | integer | associated to existing object ID defined in OBJS or TOBJ section |
B,C,D | X, Y, Z | float[3] | X, Y, and Z coordinates relative to the center of the object |
E,F,G | R, G, B | integer[3] | useless values |
H | unknown | integer | usually 63 or 200 |
I | 2DFXType | integer | always 1 for particles |
J | Particle | integer | particle type (see below) |
K,L,M | StrengthX, StrengthY, StrengthZ | float[3] | X, Y, and Z strength representing the direction and length of movement of the particle, see opcode 039D for more information |
N | Scale | float | scale of the particle |
Types of Particles
Type 2
This causes peds to investigate interesting spots.[1] This type was never used in Vice City but it can be used. See here for a map of all the locations in GTA III.
Type 3: Peds
This can make a ped have simple behaviors around the object.
Identifier | Type | Description | |
---|---|---|---|
A | Id | integer | associated to existing object ID defined in OBJS or TOBJ section |
B,C,D | X, Y, Z | float[3] | X, Y, and Z coordinates relative to the center of the object |
E,F,G | R, G, B | integer[3] | useless values |
H | unknown | integer | usually 0 or 200 |
I | 2DFXType | integer | always 3 for peds |
J | Behavior | integer | behavior type (see below) |
K,L,M | Queue direction | float[3] | direction of some que |
N,O,P | Use direction | float[3] | rotation of ped when animation is playing |
Types of Behaviors
0 | walks to the coordinates to use an ATM then walks away |
1 | walks to the coordinates to sit down for a while then stand back up and walks away |
2 | walks to the coordinates to wait for a bus; additional peds will line up behind each other |
3 | walks to the coordinates, stands for a very short while, then leave (like window shopping) |
4 | runs to shelter from rain,[2] see here for a map of all the locations |
Type 4: Sun Reflections
This can create a sun "reflection" exactly and behaving like the ones seen on cars.
Identifier | Type | Description | |
---|---|---|---|
A | Id | integer | associated to existing object ID defined in OBJS or TOBJ section |
B,C,D | X, Y, Z | float[3] | X, Y, and Z coordinates relative to the center of the object |
E,F,G | R, G, B | integer[3] | useless values |
H | unknown | integer | usually 120 |
I | 2DFXType | integer | always 4 for sun reflections |
Used on models lh_icecream01, hospital and lhcoastsky1
GTA San Andreas
Most effects are stored in dff 2d Effect (RW Section) https://gtamods.com/wiki/2d_Effect_(RW_Section). The only exception is effect 5.
GTA IV
This section is incomplete. You can help by fixing and expanding it.
GTA IV 2DFX Category doesn't have all Types description. More description about 2dfx types will be added later.
Type 0: Lights
Type Lights ignore by the game. GTA IV using light in .wdr/wft models
Type 1: Particles
Type 2: Explosion
Type 10: Escalator
GTA SA Using Escalator attribute in .dff models, GTA IV has the Escalator Attribute too, but all parameters are unknown and possible section maybe call the game crash.
Type 12: Proc Object
Type 13: WorldPoint
Type 14: Ladder
Type 15: Audio
Type 17: SpawnPoint
Type 18: LightShaft
Type 19: ScrollBar
Type 21: SwayableAttr
Type 22: BouyancyAttr
Type 23: WalkDontWalkAttr
Statistics
Total number of 2DFX entries in:
- GTA III: 927 (max 2000)
- Type 0: 859
- Type 1: 53
- Type 2: 15
- Vice City: 1069 (max 1210)
- Type 0: 834
- Type 1: 63
- Type 2: 0
- Type 3: 162
- Type 4: 10
- GTA IV: 17043
- Type 0: 13831
- Type 1: 2385
- Type 2: 23
- Type 12: 60
- Type 14: 103
- Type 15: 246
- Type 17: 117
- Type 18: 204
- Type 19: 34
- Type 21: 11
- Type 22: 10
- Type 23: 19
References
- ^ Video demonstration of type 2, by Nick007J
- ^ Video demonstration of type 3, behavior 4, by Nick007J
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 |