Difference between revisions of "TOBJ"
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(New page: {{IdeSection | game = GTA III, GTA VC, GTA SA, GTA IV | description = Used to define timed map objects }} '''TOBJ''' is a section in the item definition file. It...) |
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==GTA III - San Andreas== | ==GTA III - San Andreas== | ||
+ | All TOBJ objects needs a daytime and a nighttime object at a point to show up at all times. If one object doesn't have the correct timing or is missing entirely, the game will keep using the existing TOBJ object. You will not see a hole in the ground. | ||
===Format=== | ===Format=== | ||
ID, ModelName, TextureName, ObjectCount, DrawDist, [DrawDist2, ...], Flags, TimeOn, TimeOff | ID, ModelName, TextureName, ObjectCount, DrawDist, [DrawDist2, ...], Flags, TimeOn, TimeOff |
Revision as of 18:52, 28 November 2009
Supported games: | GTA III, GTA VC, GTA SA, GTA IV | |||||||||||||||
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Brief description: | Used to define timed map objects | |||||||||||||||
IDE Sections:
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TOBJ is a section in the item definition file. It is used to define timed map objects. Objects will be visible at during specific time. They can be made to appear to change from one object to another on a specific time of day.
GTA III - San Andreas
All TOBJ objects needs a daytime and a nighttime object at a point to show up at all times. If one object doesn't have the correct timing or is missing entirely, the game will keep using the existing TOBJ object. You will not see a hole in the ground.
Format
ID, ModelName, TextureName, ObjectCount, DrawDist, [DrawDist2, ...], Flags, TimeOn, TimeOff
All but the last two columns are the same as the OBJS section.
Identifier | Description |
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unique object ID (integer) | |
name of the .dff model file, without extension (string) | |
name of the .txd texture dictionary, without extension (string) | |
amount of sub objects, e.g. damaged parts, usually 1 (integer) - optional for SA, default 1 | |
draw distance in units, one for each sub object (float) | |
object flags, defining special behavior, default 0 (integer) | |
activation time in game hours (integer) | |
deactivation time in game hours (integer) |
GTA IV
ModelName, TextureName, DrawDist, Flag1, Flag2, (Bounds min)X,Y,Z, (Bounds max)X,Y,Z, (Bounds Sphere)X,Y,Z, Radius, WDD, NightFlag
Note that GTA IV does not use any unique object ID numbers. All but the last column are the same as the OBJS section.
Identifier | Description |
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name of the .wdr model file, without extension (string) | |
name of the .wtd texture dictionary, without extension (string) | |
draw distance in units, one for each sub object (float) | |
object flag, defining special behavior | |
object flag, defining special behavior, default 0 (integer) | |
Lower Left vertex local position of a model bounding box | |
Upper Right vertex local position of a model bounding box | |
Radius dimensions of the bounding Sphere | |
the model dictionary file that contains the LOD model for the defined Modelname | |
assumed to be hardcoded time flags |
Grand Theft Auto IV | |
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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 |