Difference between revisions of "Talk:Item Definition"
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Would it be better to place the object flags in a template? If there's any change to the table, you won't have to find and edit each page, just only the template.--[[User:Spaceeinstein|Spaceeinstein]] 10:50, 20 August 2010 (UTC) | Would it be better to place the object flags in a template? If there's any change to the table, you won't have to find and edit each page, just only the template.--[[User:Spaceeinstein|Spaceeinstein]] 10:50, 20 August 2010 (UTC) | ||
− | :Good idea: feel free to use: <code><nowiki>{{Object-Flags}}</nowiki></code> | + | :Good idea: feel free to use: <code><nowiki>{{Object-Flags}}</nowiki></code> --{{#if:Aschratt|[[User:Aschratt|Aschratt]]}} - [http://www.aschratt.com oO] 11:57, 20 August 2010 (UTC) |
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{{Object-Flags}} | {{Object-Flags}} |
Revision as of 11:57, 20 August 2010
I've updatet the Object-Flags, and added the tool I created to calculate them. Would be nice if anyone could test for some new! ;) --Aschratt 14:38, 20 May 2007 (CDT)
Contents
Disposing and Adaption
This article should perhaps be rewritten or at least disposed and adapted for IV. For example see 2dfx, AMAT, MLO, TREE or TANM --Aschratt 12:37, 31 January 2009 (UTC)
- I agree with possibly making a IV only definition page due to the IV ide running in a different structure order to the current layout --Gforce 01:56 22 July 2009
Article rewriting steps and timeline
- Writing articles for sections
OBJS – Update--Aschratt - oO 12:38, 26 July 2010 (UTC)TOBJ – Update--Aschratt - oO 13:08, 26 July 2010 (UTC)- ANIM –
Write this article.GTA IV format missing. - PEDS – IV format missing
WEAP– finished. --Aschratt - oO 09:26, 20 August 2010 (UTC)- CARS – IV format missing, perhaps some more detailed information about limitations and stuff...
- HIER – Apparently used to build up hierarchies for objects (?). Format appears like this:
ParentID, modelName, textureName, string (gxtKey?), float
ParentID, modelName, textureName
- 2DFX – Incomplete?
- PATH_(IDE_Section)
- TREE
- TANM
- MLO
- AMAT
- This article
- Article Map System
Write an article descriping the interaction of the various files like IDE, IPL, object.dat their sections and so on, in detail.
Can anyone please take a few minutes and to finish the confirmation points? If each point is confirmed remove the rewrite template from the article. – Thank you! --Aschratt - oO 11:55, 26 July 2010 (UTC)
(IV) procobj.ide
I do not belive, that there is any difference between the formats inside the procobj.ide
and any other IDE for GTA IV - also I do not see a difference written in here (instead of the WDD link is set to "null", which does not change the format itself). So is there any reason to keep the Item_Definition#Procobj.ide section? --Aschratt - oO 09:40, 26 July 2010 (UTC)
- Removed for now... if anyone wants it back, than take a look to the previous revisions and copy it from there. --Aschratt - oO 11:56, 26 July 2010 (UTC)
IDE Flags
Would it be better to place the object flags in a template? If there's any change to the table, you won't have to find and edit each page, just only the template.--Spaceeinstein 10:50, 20 August 2010 (UTC)
Flags are used to specify the behaviour of objects. They are signed 32-bit integer values where each bit describes a boolean value of an special aspect.
Flag | Supported games | Binary | Description |
---|---|---|---|
-1 | – | 1111 1111 1111 1111 1111 1111 |
Enables all flags.[a] Never used by default. |
1 | 0000 0000 0000 0000 0000 0001 |
Wet effect (objects appear darker). | |
2 | 0000 0000 0000 0000 0000 0010 |
Do not fade the object when it is being loaded into or out of view. | |
4 | 0000 0000 0000 0000 0000 0100 |
Allow transparencies of other objects to be visible through this object. | |
8 | 0000 0000 0000 0000 0000 1000 |
Alpha transparency 2 | |
16 | 0000 0000 0000 0000 0001 0000 |
Opposite to flag 2 | |
32 | 0000 0000 0000 0000 0010 0000 |
Indicates an object to be used inside an interior. | |
64 | 0000 0000 0000 0000 0100 0000 |
Disables the shadow mesh to project a shadow; allow transparencies of other objects, shadows, and lights to be visible through this object. | |
128 | 0000 0000 0000 0000 1000 0000 |
Object surface will not be culled. | |
256 | 0000 0000 0000 0001 0000 0000 |
Disables draw distance (Only used for LOD objects with an LOD value greater than 299). | |
512 | 0000 0000 0000 0010 0000 0000 |
Object is breakable (like glass – additional parameters defined inside the object.dat file, otherwise there is no effect). | |
1024 | 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). | |
2048 | 0000 0000 0000 1000 0000 0000 |
Indicates an object as an garage door (for more information see GRGE – requires object.dat registration). | |
4096 | 0000 0000 0001 0000 0000 0000 |
Indicates a multi mesh object (Object switches from mesh 2 to mesh 1 after collision – requires object.dat registration). | |
16384 | 0000 0000 0100 0000 0000 0000 |
Indicates a vegetation object (Object moves in wind). | |
32768 | 0000 0000 1000 0000 0000 0000 |
Uses object brightness from the current weather definition (See timecyc.dat – PoleShd). | |
65536 | 0000 0001 0000 0000 0000 0000 |
Object explodes after getting hit (requires object.dat registration). | |
131072 | 0000 0010 0000 0000 0000 0000 |
Unknown – apparently some flag for the Script. | |
262144 | 0000 0100 0000 0000 0000 0000 |
Unknown – only used 1 time in San Andreas. | |
1048576 | 0000 1000 0000 0000 0000 0000 |
Object will switch from mesh 2 to mesh 1 after getting sprayed by the player (graffity flag). | |
2097152 | 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) | |
4194304 | 0010 0000 0000 0000 0000 0000 |
Unknown – apparently related into physics. | |
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