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| 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. | | 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. |
− | | + | {{Object-Flags}} |
− | {|{{Prettytable}} width="100%" class="collapsible" | |
− | !width="120px"|Flag
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− | !width="100px"|Supported games
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− | !width="25%"|Binary
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− | !Description
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− | |-
| |
− | |<center>-1</center>||<center>–</center>||<center><code>1111 1111 1111 1111 1111 1111</code></center>||Enables all flags. {{ref|1}} Never used by default.
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− | |-
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− | |<center>1</center>||<center>{{Icon|3}} {{Icon|VC}} {{Icon|SA}} {{Icon|4}}</center>||<center><code>0000 0000 0000 0000 0000 0001</code></center>||Wet effect (objects appear darker).
| |
− | |-
| |
− | |<center>2</center>||<center>{{Icon|3}} {{Icon|VC}} {{Icon|SA}} {{Icon|4}}</center>||<center><code>0000 0000 0000 0000 0000 0010</code></center>||Indicates that the object gets rendered at night for objects defined in ''TOBJ''.
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− | |-
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− | |<center>4</center>||<center>{{Icon|3}} {{Icon|VC}} {{Icon|SA}} {{Icon|4}}</center>||<center><code>0000 0000 0000 0000 0000 0100</code></center>||Alpha transparency 1
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− | |-
| |
− | |<center>8</center>||<center>{{Icon|3}} {{Icon|VC}} {{Icon|SA}} {{Icon|4}}</center>||<center><code>0000 0000 0000 0000 0000 1000</code></center>||Alpha transparency 2
| |
− | |-
| |
− | |<center>16</center>||<center>{{Icon|3}} {{Icon|VC}} {{Icon|SA}} {{Icon|4}}</center>||<center><code>0000 0000 0000 0000 0001 0000</code></center>||Opposite to flag '''2'''
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− | |-
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− | |<center>32</center>||<center>{{Icon|3}} {{Icon|VC}} {{Icon|SA}} {{Icon|4}}</center>||<center><code>0000 0000 0000 0000 0010 0000</code></center>||Indicates an object to be used inside an interior.
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− | |-
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− | |<center>64</center>||<center>{{Icon|SA}} {{Icon|4}}</center>||<center><code>0000 0000 0000 0000 0100 0000</code></center>||Disables the [[COLL#Shadow_Mesh|shadow mesh]] to project a shadow.
| |
− | |-
| |
− | |<center>128</center>||<center>{{Icon|SA}} {{Icon|4}}</center>||<center><code>0000 0000 0000 0000 1000 0000</code></center>||Object surface will not be [[Wikipedia:Hidden_surface_determination|culled]].
| |
− | |-
| |
− | |<center>256</center>||<center>{{Icon|SA}} {{Icon|4}}</center>||<center><code>0000 0000 0000 0001 0000 0000</code></center>||Disables draw distance (Only used for [[LOD]] objects with an ''LOD'' value greater than 299).
| |
− | |-
| |
− | |<center>512</center>||<center>{{Icon|SA}} {{Icon|4}}</center>||<center><code>0000 0000 0000 0010 0000 0000</code></center>||Object is breakable (like glass – additional parameters defined inside the [[object.dat]] file, otherwise there is no effect).
| |
− | |-
| |
− | |<center>1024</center>||<center>{{Icon|SA}} {{Icon|4}}</center>||<center><code>0000 0000 0000 0100 0000 0000</code></center>||Similar to flag '''512''': object first cracks on a strong collision, then it breaks (does also require ''object.dat'' registration).
| |
− | |-
| |
− | |<center>2048</center>||<center>{{Icon|SA}} {{Icon|4}}</center>||<center><code>0000 0000 0000 1000 0000 0000</code></center>||Indicates an object as an garage door (for more information see [[GRGE#Types_of_doors|GRGE]] – requires ''object.dat'' registration).
| |
− | |-
| |
− | |<center>4096</center>||<center>{{Icon|SA}}</center>||<center><code>0000 0000 0001 0000 0000 0000</code></center>||Indicates an [[RenderWare_binary_stream_file|multiclump]] object (Object switches from clump ''2'' to clump ''1'' after collision – requires ''object.dat'' registration).
| |
− | |-
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− | |<center>32768</center>||<center>{{Icon|SA}} {{Icon|4}}</center>||<center><code>0000 0000 1000 0000 0000 0000</code></center>||Uses object brightness from the current weather definition (See [[timecyc.dat]] – ''PoleShd'').
| |
− | |-
| |
− | |<center>65536</center>||<center>{{Icon|SA}} {{Icon|4}}</center>||<center><code>0000 0001 0000 0000 0000 0000</code></center>||Object explodes after getting hit (requires ''object.dat'' registration).
| |
− | |-
| |
− | |<center>131072</center>||<center>{{Icon|SA}}</center>||<center><code>0000 0010 0000 0000 0000 0000</code></center>||Unknown – apparently some flag for the [[SCM|Script]].
| |
− | |-
| |
− | |<center>262144</center>||<center>{{Icon|SA}}</center>||<center><code>0000 0100 0000 0000 0000 0000</code></center>||Unknown – only used 1 time in [[GTA SA|San Andreas]].
| |
− | |-
| |
− | |<center>1048576</center>||<center>{{Icon|SA}}</center>||<center><code>0000 1000 0000 0000 0000 0000</code></center>||Object will switch from clump ''2'' to clump ''1'' after getting sprayed by the player (graffity flag).
| |
− | |-
| |
− | |<center>2097152</center>||<center>{{Icon|SA}}</center>||<center><code>0001 0000 0000 0000 0000 0000</code></center>||Disables backface culling – as an result the texture will be drawed on both sides of the model (Always enabled for GTA III and [[GTA VC|Vice City]])
| |
− | |-
| |
− | |<center>4194304</center>||<center>{{Icon|SA}}</center>||<center><code>0010 0000 0000 0000 0000 0000</code></center>||Unknown – apparently related into physics.
| |
− | |}
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| | | |
| == See also == | | == See also == |
WEAP is a section in the item definition file. It is used to define weapons. The format is similar to OBJS. However GTA 3 defined weapons inside the OBJS section, so this section can be seen as an extented objects section.
In any case additional weapon information gets defined inside the weapon.dat file.
Format
Vice City and San Andreas
ID, ModelName, TextureName, AnimationName, ObjectCount, DrawDistance, [DrawDistance2, ...], Flags
Identifier
|
Description
|
ID |
Unique object ID.
|
ModelName |
Name of the .dff model file without extension.
|
TextureName |
Name of the .txd texture dictionary without extension.
|
AnimationName |
Name of the .ifp animation file without extension.
|
ObjectCount |
Number of clumps. 1 by default and optional for San Andreas.
|
DrawDistance |
Draw distance in units (one for each clump).
|
Flags |
Object flags (see below).
|
GTA IV
ModelName, TextureName, AnimationName, ObjectCount, DrawDistance, [DrawDistance2, ...], Flags
Identifier
|
Description
|
ModelName |
Name of the .wdr model file without extension.
|
TextureName |
name of the .wtd texture dictionary without extension.
|
AnimationName |
Name of the .wad animation dictionary without extension.
|
ObjectCount |
Number of clumps for previous games. Apparently unused for GTA IV.
|
DrawDistance |
Draw distance in units (one for each clump).
|
Flags |
Object flags (see below).
|
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.
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.
|
edit
|
See also