Difference between revisions of "OBJS"
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To connect different flags you have to add the bit which belongs to the flag. Its the same as adding one value to another.. | To connect different flags you have to add the bit which belongs to the flag. Its the same as adding one value to another.. | ||
− | + | 1 + 2 + 16 = 19 | |
1 + 2 = 3 | 1 + 2 = 3 | ||
Revision as of 03:38, 1 December 2009
Supported games: | GTA III, GTA VC, GTA SA, GTA IV | |||||||||||||||
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Brief description: | Used to define standard static map objects | |||||||||||||||
IDE Sections:
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OBJS is a section in the item definition file. It is used to define standard static map objects.
GTA III - San Andreas
Format
ID, ModelName, TextureName, ObjectCount, DrawDist, [DrawDist2, ...], Flags
Identifier | Description |
---|---|
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) |
Object Flags
Object Flags in SA are text formatted UInt32-Values (Like nearly all other Flags). To understand them better you have to calculate them to binary numbers. Then You will get the Bitsets of the Flags. 1 means Enabled, 0 disabled.
List of all known flags for San Andreas:
Binary | Decimal | Description |
---|---|---|
0000000000000000000000000000001 | 1 | Wet Effect |
0000000000000000000000000000010 | 2 | Time Object Night Flag |
0000000000000000000000000000100 | 4 | ALPHA Transparency 1 |
0000000000000000000000000001000 | 8 | ALPHA Transparency 2 * |
0000000000000000000000000010000 | 16 | Time Object Day Flag |
0000000000000000000000000100000 | 32 | Interior-Object ** |
0000000000000000000000001000000 | 64 | Disable Shadow Mesh |
0000000000000000000000010000000 | 128 | Excludes object from culling |
0000000000000000000000100000000 | 256 | Disable Draw Distance for LODs |
0000000000000000000001000000000 | 512 | Breakable Glass ** |
0000000000000000000010000000000 | 1024 | Breakable Glass with crack ** |
0000000000000000000100000000000 | 2048 | Garage door ** |
0000000000000000001000000000000 | 4096 | 2-Clump-Object ** (Switches from Clump 2 to 1 after Collision) |
0000000000000000010000000000000 | 8192 | Small Vegetation. Object sways in strong wind (?) |
0000000000000000100000000000000 | 16384 | Standard Vegetation ** (Palms in Hotels, etc.) (?) |
0000000000000001000000000000000 | 32768 | Use timecycle PoleShadow flag |
0000000000000010000000000000000 | 65536 | Explosive-Flag ** |
0000000000000100000000000000000 | 131072 | UNKNOWN (Seems to be an SCM Flag) (?) |
0000000000001000000000000000000 | 262144 | UNKNOWN (1 Object in Jizzy`s Club) (?) |
0000000000010000000000000000000 | 524288 | UNKNOWN (?) |
0000000000100000000000000000000 | 1048576 | Graffiti Flag |
0000000001000000000000000000000 | 2097152 | Disable backface culling |
0000000010000000000000000000000 | 4194304 | UNKNOWN (Parts of a statue in Atrium) (?) |
... | All flags in this range are unused/unknown | |
1000000000000000000000000000000 | 1073741824 | Unknown |
* If there's no Interior the Texture behind the object changes to black (=> IPL | Interior-value) ** Objects needs to be activated using Object.dat (?) Not 100 % known
To connect different flags you have to add the bit which belongs to the flag. Its the same as adding one value to another..
1 + 2 + 16 = 19 1 + 2 = 3
GTA IV
ModelName, TextureName, DrawDistance, Flag1, Flag2, (Bounds min)X,Y,Z, (Bounds max)X,Y,Z, (Bounds Sphere)X, Y, Z, Radius, WDD
Note that GTA IV does not use any unique object ID numbers
Identifier | Description |
---|---|
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 |
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 |