Difference between revisions of "Item Definition"

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(Removed "stub" status as it has a lot of content now.)
m (Added some links to GTAF topics.)
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= Introduction =
+
==Introduction==
  
 
Item definition files are known by the extension '''.ide''' and are usually used to assign a model and texture file to a unique object ID, along with many parameters, depending on the section. These files are in human readable text format, and allow the # character to comment lines out.
 
Item definition files are known by the extension '''.ide''' and are usually used to assign a model and texture file to a unique object ID, along with many parameters, depending on the section. These files are in human readable text format, and allow the # character to comment lines out.
  
= Structure =
+
==Structure==
  
 
The .ide files are split up into many sections. How many of them you use in your file is optional, they can even be empty. Each section starts with a section identifier and ends with the keyword "end", both in a single line.
 
The .ide files are split up into many sections. How many of them you use in your file is optional, they can even be empty. Each section starts with a section identifier and ends with the keyword "end", both in a single line.
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  end
 
  end
  
== OBJS ==
+
===OBJS===
 
 
 
'''Static Map Objects''', used to define standard map objects.
 
'''Static Map Objects''', used to define standard map objects.
  
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;Flags: object flags, defining special behavior, default 0 (integer)
 
;Flags: object flags, defining special behavior, default 0 (integer)
  
=== Object Flags ===
+
====Object Flags====
 
 
 
Coming soon. [http://www.gtaforums.com/index.php?showtopic=102833]
 
Coming soon. [http://www.gtaforums.com/index.php?showtopic=102833]
  
== TOBJ ==
+
===TOBJ===
 
 
 
'''Timed Map Objects''', used to define map objects which are only visible during a special time of the day.
 
'''Timed Map Objects''', used to define map objects which are only visible during a special time of the day.
  
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;TimeOff: deactivation time in hours (integer)
 
;TimeOff: deactivation time in hours (integer)
  
== ANIM ==
+
===ANIM===
 
 
 
'''Animated Map Objects''', used to define objects whose sub objects are animated. Note: There must be animation frames for each sub object, also the collision model remains static - no solid animations.
 
'''Animated Map Objects''', used to define objects whose sub objects are animated. Note: There must be animation frames for each sub object, also the collision model remains static - no solid animations.
  
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;AnimName: name of the .ifp animation archive, without extension (string)
 
;AnimName: name of the .ifp animation archive, without extension (string)
  
== PEDS ==
+
===PEDS===
 
 
 
Coming soon.
 
Coming soon.
  
== WEAP ==
+
===WEAP===
 
 
 
Coming soon.
 
Coming soon.
  
== CARS ==
+
===CARS===
 
 
 
Coming soon.
 
Coming soon.
  
== HIER ==
+
===HIER===
 
 
 
Coming soon.
 
Coming soon.
  
== TXDP ==
+
===TXDP===
 
 
 
Coming soon.
 
Coming soon.
  
== 2DFX ==
+
===2DFX===
 
 
 
'''Particle and Environment Effects'''
 
'''Particle and Environment Effects'''
  
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;Type: specifies the type of effect
 
;Type: specifies the type of effect
  
=== Effect #0: Light ===
+
====Effect #0: Light====
 
 
 
Coming soon.
 
Coming soon.
  
=== Effect #1: ... ===
+
====Effect #1: ...====
 
 
 
Coming soon.
 
Coming soon.
  
== PATH ==
+
===PATH===
 +
'''Ped and Car Paths''', defines paths relative to the objects. Only used in ''GTA III'', quite complicated format and hardly usable without a editing program (such as [[Ked]]).
  
'''Ped and Car Paths''', defines paths relative to the objects. Only used in ''GTA III'', quite complicated format and hardly usable without a editing program (such as [[Ked]]).
+
==External Links==
 +
* [http://www.gtaforums.com/index.php?showtopic=102833 GTAVC IDE Definitions] - GTA Forums topic by ODIE, covering specific details of IDE files in GTAVC.
 +
* [http://www.gtaforums.com/index.php?showtopic=118193&st=0 GTA3/VC Map File Documentation and Troubleshooting] - GTA Forums topic covering general features of IDE files in GTA3 and GTAVC.
  
 
[[Category:Map Formats]][[Category:GTA 3]][[Category:GTA VC]][[Category:GTA SA]]
 
[[Category:Map Formats]][[Category:GTA 3]][[Category:GTA VC]][[Category:GTA SA]]

Revision as of 15:04, 26 January 2006

Introduction

Item definition files are known by the extension .ide and are usually used to assign a model and texture file to a unique object ID, along with many parameters, depending on the section. These files are in human readable text format, and allow the # character to comment lines out.

Structure

The .ide files are split up into many sections. How many of them you use in your file is optional, they can even be empty. Each section starts with a section identifier and ends with the keyword "end", both in a single line.

Example:

objs
...
end

OBJS

Static Map Objects, used to define standard map objects.

GTA III, VC and SA format:

ID, ModelName, TextureName, ObjectCount, DrawDist, [DrawDist2, ...], Flags
ID
unique object ID (integer)
ModelName
name of the .dff model file, without extension (string)
TextureName
name of the .txd texture dictionary, without extension (string)
ObjectCount
ammount of sub objects, e.g. damaged parts, usually 1 (integer) - optional for SA, default 1
DrawDist
draw distance in units, one for each sub object (float)
Flags
object flags, defining special behavior, default 0 (integer)

Object Flags

Coming soon. [1]

TOBJ

Timed Map Objects, used to define map objects which are only visible during a special time of the day.

GTA III, VC and SA format:

ID, ModelName, TextureName, ObjectCount, DrawDist, [DrawDist2, ...], Flags, TimeOn, TimeOff
ID, ModelName, TextureName, ObjectCount, DrawDist, Flags
same as for the OBJS section
TimeOn
activation time in hours (integer)
TimeOff
deactivation time in hours (integer)

ANIM

Animated Map Objects, used to define objects whose sub objects are animated. Note: There must be animation frames for each sub object, also the collision model remains static - no solid animations.

GTA SA only:

ID, ModelName, TextureName, AnimName, DrawDist, Flags
ID, ModelName, TextureName, DrawDist, Flags
same as for the OBJS section
AnimName
name of the .ifp animation archive, without extension (string)

PEDS

Coming soon.

WEAP

Coming soon.

CARS

Coming soon.

HIER

Coming soon.

TXDP

Coming soon.

2DFX

Particle and Environment Effects

GTA III and VC only:

ID, X, Y, Z, R, G, B, U, Type, ...
ID
ID of the object it's assigned to (integer)
X, Y, Z
position of the effect, relative to the object (3 floats)
R, G, B
color of the effect, if available (3 integers, 0 - 255)
U
unknown color component, always 200 (integer)
Type
specifies the type of effect

Effect #0: Light

Coming soon.

Effect #1: ...

Coming soon.

PATH

Ped and Car Paths, defines paths relative to the objects. Only used in GTA III, quite complicated format and hardly usable without a editing program (such as Ked).

External Links