Difference between revisions of "2DFX"
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| description = Used to place lights, particles, and ped behaviors on objects | | description = Used to place lights, particles, and ped behaviors on objects | ||
}} | }} | ||
− | '''2DFX''' is a section in the [[item definition]] file. It is used to place lights, particles, and ped | + | '''2DFX''' is a section in the [[item definition]] file. It is used to place lights, particles, and ped behaviors on objects. |
− | == | + | ==Vice City== |
===Type 0: Lights=== | ===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 | + | This can create a complex light source on an object. |
+ | ID, X, Y, Z, R, G, B, unknown (200), 1, Corona, Shadow, Distance, Outer range, Size, Inner range, IDE flag, Wet, Flare, Dust | ||
{|{{Prettytable}} width="100%" | {|{{Prettytable}} width="100%" | ||
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===Type 1: Particles=== | ===Type 1: Particles=== | ||
− | ID, X, Y, Z, R, G, B, 200, 2, Particle, unk1, unk2, Size | + | This can create simple particles on an object |
+ | ID, X, Y, Z, R, G, B, unknown (200), 2, Particle, unk1, unk2, Size | ||
{|{{Prettytable}} width="100%" | {|{{Prettytable}} width="100%" | ||
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===Type 3: Peds=== | ===Type 3: Peds=== | ||
− | ID, X, Y, Z, R, G, B, 200, 3, Behavior, unk1, unk2, unk3, RotX, RotY, RotZ | + | This can make a ped have simple behaviors around the point. |
+ | ID, X, Y, Z, R, G, B, unknown (200), 3, Behavior, unk1, unk2, unk3, RotX, RotY, RotZ | ||
{|{{Prettytable}} width="100%" | {|{{Prettytable}} width="100%" | ||
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| 4 | | 4 | ||
| unknown, used in game | | unknown, used in game | ||
+ | |} | ||
+ | |||
+ | ===Type 4: Sun Reflections=== | ||
+ | This can create a sun "reflection" exactly and behaving like the ones seen on cars. | ||
+ | ID, X, Y, Z, R, G, B, unknown (120), 4 | ||
+ | |||
+ | {|{{Prettytable}} width="100%" | ||
+ | !width="250px"|Identifier | ||
+ | !Description | ||
+ | |- | ||
+ | |<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>R, G, B</center>||useless values | ||
|} | |} |
Revision as of 19:09, 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)
Supported games: | GTA III, GTA VC | |||||||||||||||
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Brief description: | Used to place lights, particles, and ped behaviors on objects | |||||||||||||||
IDE Sections:
|
2DFX is a section in the item definition file. It is used to place lights, particles, and ped behaviors on objects.
Contents
Vice City
Type 0: Lights
This can create a complex light source on an object.
ID, X, Y, Z, R, G, B, unknown (200), 1, Corona, Shadow, Distance, Outer range, Size, Inner range, IDE flag, Wet, Flare, Dust
Identifier | Description |
---|---|
associated to existing object ID defined in OBJS or TOBJ section | |
X, Y, and Z coordinates relative to the center of the object | |
color of the light and everything associated it in RGB format | |
corona associated to the light defined in particle.txd , usually "coronastar" for lighta
| |
shadow associated to the light?, usually "shad_exp" | |
view distance of the light, is limited by the draw distance of the host object | |
the range the light can cast on objects, cars, and peds | |
the size of the corona, can be a float or integer, size 0 means no visible corona but effect of light still visible | |
the range the light can cast on the ground | |
IDE flag, only the time-dependent flags are useable | |
sets the type of flashing (see below) | |
sets the particle to be "reflective" on wet grounds | |
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 | |
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
This can create simple particles on an object
ID, X, Y, Z, R, G, B, unknown (200), 2, Particle, unk1, unk2, Size
Identifier | Description |
---|---|
associated to existing object ID defined in OBJS or TOBJ section | |
X, Y, and Z coordinates relative to the center of the object | |
useless values | |
particle type (see below) | |
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
This can make a ped have simple behaviors around the point.
ID, X, Y, Z, R, G, B, unknown (200), 3, Behavior, unk1, unk2, unk3, RotX, RotY, RotZ
Identifier | Description |
---|---|
associated to existing object ID defined in OBJS or TOBJ section | |
X, Y, and Z coordinates relative to the center of the object | |
useless values | |
behavior type (see below) | |
unknown, useless values? | |
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 |
Type 4: Sun Reflections
This can create a sun "reflection" exactly and behaving like the ones seen on cars.
ID, X, Y, Z, R, G, B, unknown (120), 4
Identifier | Description |
---|---|
associated to existing object ID defined in OBJS or TOBJ section | |
X, Y, and Z coordinates relative to the center of the object | |
useless values |