Difference between revisions of "2DFX"

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!Description
 
!Description
 
|-
 
|-
|<center>ID</center>||associated to existing object ID defined in [[OBJS]] section
+
|<center>ID</center>||associated to existing object ID defined in [[OBJS]] or [[TOBJ]] section
 
|-
 
|-
 
|<center>X, Y, Z</center>||X, Y, and Z coordinates relative to the center of the object
 
|<center>X, Y, Z</center>||X, Y, and Z coordinates relative to the center of the object
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!Description
 
!Description
 
|-
 
|-
|<center>ID</center>||associated to existing object ID defined in [[OBJS]] section
+
|<center>ID</center>||associated to existing object ID defined in [[OBJS]] or [[TOBJ]] section
 
|-
 
|-
 
|<center>X, Y, Z</center>||X, Y, and Z coordinates relative to the center of the object
 
|<center>X, Y, Z</center>||X, Y, and Z coordinates relative to the center of the object
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===Type 3: Peds===
 
===Type 3: Peds===
  ID, X, Y, Z, R, G, B, 200, 3, Animation, unk1, unk2, unk3, RotX, RotY, RotZ
+
  ID, X, Y, Z, R, G, B, 200, 3, Behavior, unk1, unk2, unk3, RotX, RotY, RotZ
  
 
{|{{Prettytable}} width="100%"
 
{|{{Prettytable}} width="100%"
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!Description
 
!Description
 
|-
 
|-
|<center>ID</center>||associated to existing object ID defined in [[OBJS]] section
+
|<center>ID</center>||associated to existing object ID defined in [[OBJS]] or [[TOBJ]] section
 
|-
 
|-
 
|<center>X, Y, Z</center>||X, Y, and Z coordinates relative to the center of the object
 
|<center>X, Y, Z</center>||X, Y, and Z coordinates relative to the center of the object
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|<center>R, G, B</center>||useless values
 
|<center>R, G, B</center>||useless values
 
|-
 
|-
|<center>Animation</center>||animation type ([[2DFX#Types of Animations|see below]])
+
|<center>Behavior</center>||behavior type ([[2DFX#Types of Behaviors|see below]])
 
|-
 
|-
 
|<center>unk1, unk2, unk3</center>||unknown, useless values?
 
|<center>unk1, unk2, unk3</center>||unknown, useless values?
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|}
 
|}
  
====Types of Animations====
+
====Types of Behaviors====
 
{| border="2" cellpadding="4" cellspacing="0" style="margin: 1em 1em 1em 0; border: 1px #aaa solid; border-collapse: collapse;"
 
{| border="2" cellpadding="4" cellspacing="0" style="margin: 1em 1em 1em 0; border: 1px #aaa solid; border-collapse: collapse;"
 
| 0
 
| 0
| using an ATM
+
| walks to the coordinates to use an ATM then walks away
 
|-
 
|-
 
| 1
 
| 1
| sitting down
+
| walks to the coordinates to sit down for a while then stand back up and walks away
 
|-
 
|-
 
| 2
 
| 2
| waiting for a bus; peds will walk up to the point and line up behind each other
+
| walks to the coordinates to wait for a bus; additional peds will line up behind each other
 
|-
 
|-
 
| 3
 
| 3
| window shopping; peds will walk up to the point, stand for a while, then leave
+
| walks to the coordinates, stands for a very short while, then leave (like window shopping)
 
|-
 
|-
 
| 4
 
| 4
 
| unknown, used in game
 
| unknown, used in game
 
|}
 
|}

Revision as of 08:07, 28 November 2009

This article describes the usage of the 2dfx section inside a plain text IDE. For the RW Section of models see 2dfx (RW Section)
2DFX (IDE section)
Supported games:GTA III, GTA VC
Brief description:Used to place lights, particles, and ped behaviors on objects
IDE Sections:
2DFX AMAT ANIM CARS HIER HAND MLO OBJS
PATH PEDS TANM TOBJ TREE TXDP WEAP

2DFX is a section in the item definition file. It is used to place lights, particles, and ped animations on objects.

GTA III - Vice City

Type 0: Lights

ID, X, Y, Z, R, G, B, 200, 1, Corona, Shadow, Distance, Outer range, Size, Inner range, IDE flag, Wet, Flare, Dust
Identifier Description
ID
associated to existing object ID defined in OBJS or TOBJ section
X, Y, Z
X, Y, and Z coordinates relative to the center of the object
R, G, B
color of the light and everything associated it in RGB format
Corona
corona associated to the light defined in particle.txd, usually "coronastar" for lighta
Shadow
shadow associated to the light?, usually "shad_exp"
Distance
view distance of the light, is limited by the draw distance of the host object
Outer range
the range the light can cast on objects, cars, and peds
Size
the size of the corona, can be a float or integer, size 0 means no visible corona but effect of light still visible
Inner range
the range the light can cast on the ground
IDE flag
IDE flag, only the time-dependent flags are useable
Flash
sets the type of flashing (see below)
Wet
sets the particle to be "reflective" on wet grounds
Flare
sets the particle to create a lens flare on the screen, similar to what the sun does
0 - no lens flare, 1 - lens flare effect
Dust
sets the intensity of light reflecting off dust, values 4 to 7 have visible effects

Types of Flashes

0 constantly lit all time
1 constantly lit at night
2 occasional flicker all time
3 occasional flicker at night
4 ~1 second flashes
5 ~1 second flashes at night
6 ~2 seconds flashes
7 ~2 seconds flashes at night
8 ~3 seconds flashes
9 ~3 seconds flashes at night
10 random flicker
11 random flicker at night

Type 1: Particles

ID, X, Y, Z, R, G, B, 200, 2, Particle, unk1, unk2, Size
Identifier Description
ID
associated to existing object ID defined in OBJS or TOBJ section
X, Y, Z
X, Y, and Z coordinates relative to the center of the object
R, G, B
useless values
Particle
particle type (see below)
Size
the size of the particle

Types of Particles

0 small white smoke
1 medium white smoke
2 large white smoke
3 fire
4 black smoke
5 water fountain
6 water spray

Type 3: Peds

ID, X, Y, Z, R, G, B, 200, 3, Behavior, unk1, unk2, unk3, RotX, RotY, RotZ
Identifier Description
ID
associated to existing object ID defined in OBJS or TOBJ section
X, Y, Z
X, Y, and Z coordinates relative to the center of the object
R, G, B
useless values
Behavior
behavior type (see below)
unk1, unk2, unk3
unknown, useless values?
RotX, RotY, RotZ
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 unknown, used in game