Difference between revisions of "TOBJ"
Jump to navigation
Jump to search
m |
m |
||
Line 67: | Line 67: | ||
== Object Flags == | == Object Flags == | ||
− | Flags are used to specify the behaviour of objects. They are signed 32-bit integer values where each bit descripes | + | Flags are used to specify the behaviour of objects. They are signed 32-bit integer values where each bit descripes a [[wikipedia:Boolean_algebra_(logic)|boolean]] value of an special aspect. |
{|{{Prettytable}} width="100%" class="collapsible" | {|{{Prettytable}} width="100%" class="collapsible" |
Revision as of 13:41, 26 July 2010
Supported games: | GTA III, GTA VC, GTA SA, GTA IV | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Brief description: | Used to define timed map objects | |||||||||||||||
IDE Sections:
|
TOBJ is a section in the item definition file. It is used to define standart map objects with an additional ingame time range defining when the object gets rendered. It's format is similar to standart map objects.
Format
GTA III, Vice City and San Andreas
This section is incomplete. You can help by fixing and expanding it.
ID, ModelName, TextureName, ObjectCount, DrawDistance, [DrawDistance2, ...], Flags, TimeOn, TimeOff
Identifier | Description |
---|---|
Unique object ID. | |
Name of the .dff model file without extension.
| |
Name of the .txd texture dictionary without extension.
| |
Number of clumps. 1 by default and optional for San Andreas. | |
Draw distance in units (one for each clump). | |
Object flags (see below). | |
Activation and deactivation time in hours. |
GTA IV
ModelName, TextureName, DrawDistance, Flags, Unknown, MinX, MinY, MinZ, MaxX, MaxY, MaxZ, SphereX, SphereY, SphereZ, Radius, LOD Model, NightFlag
Identifier | Description |
---|---|
Name of the .wdr model file without extension.
| |
name of the .wtd texture dictionary without extension.
| |
Draw distance in units. | |
Object flag (see below). | |
Unknown integer (0 by default). | |
Lower left corner of the bounding box for the object. | |
Upper right corner of the bounding box for the object. | |
Center of the bounding sphere for the object. | |
Radius of the bounding sphere into all dimensions. | |
Name of the .wdd file that contains the lod model for the defined modelname.
| |
If enabled (1) the object only shows at nighttime, otherwise the object gets only rendered at daytime. Day- and nighttimes are hardcoded. |
For more information read the definition of Standart map files.
Object Flags
Flags are used to specify the behaviour of objects. They are signed 32-bit integer values where each bit descripes a boolean value of an special aspect.
Flag | Supported games | Binary | Description |
---|---|---|---|
1111 1111 1111 1111 1111 1111 |
Enables all flags. [1] Never used by default. | ||
0000 0000 0000 0000 0000 0001 |
Wet effect (objects appear darker). | ||
0000 0000 0000 0000 0000 0010 |
Indicates that the object gets rendered at night for objects defined in TOBJ. | ||
0000 0000 0000 0000 0000 0100 |
Alpha transparency 1 | ||
0000 0000 0000 0000 0000 1000 |
Alpha transparency 2 | ||
0000 0000 0000 0000 0001 0000 |
Opposite to flag 2 | ||
0000 0000 0000 0000 0010 0000 |
Indicates an object to be used inside an interior. | ||
0000 0000 0000 0000 0100 0000 |
Disables the shadow mesh to project a shadow. | ||
0000 0000 0000 0000 1000 0000 |
Object surface will not be culled. | ||
0000 0000 0000 0001 0000 0000 |
Disables draw distance (Only used for LOD objects with an LOD value greater than 299). | ||
0000 0000 0000 0010 0000 0000 |
Object is breakable (like glass – additional parameters defined inside the object.dat file, otherwise there is no effect). | ||
0000 0000 0000 0100 0000 0000 |
Similar to flag 512: object first cracks on a strong collision, then it breaks (does also require object.dat registration). | ||
0000 0000 0000 1000 0000 0000 |
Indicates an object as an garage door (for more information see GRGE – requires object.dat registration). | ||
0000 0000 0001 0000 0000 0000 |
Indicates an multiclump object (Object switches from clump 2 to clump 1 after collision – requires object.dat registration). | ||
0000 0000 1000 0000 0000 0000 |
Uses object brightness from the current weather definition (See timecyc.dat – PoleShd). | ||
0000 0001 0000 0000 0000 0000 |
Object explodes after getting hit (requires object.dat registration). | ||
0000 0010 0000 0000 0000 0000 |
Unknown – apparently some flag for the Script. | ||
0000 0100 0000 0000 0000 0000 |
Unknown – only used 1 time in San Andreas. | ||
0000 1000 0000 0000 0000 0000 |
Object will switch from clump 2 to clump 1 after getting sprayed by the player (graffity flag). | ||
0001 0000 0000 0000 0000 0000 |
Disables backface culling – as an result the texture will be drawed on both sides of the model (Always enabled for GTA III and Vice City) | ||
0010 0000 0000 0000 0000 0000 |
Unknown – apparently related into physics. |
See also
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 |