Difference between revisions of "CARS (IDE Section)"
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This section is mainly used in the <code>{{Dir|3}}\data\default.ide</code> file. Each type of vehicle has its own format. | This section is mainly used in the <code>{{Dir|3}}\data\default.ide</code> file. Each type of vehicle has its own format. | ||
− | {| | + | {| class="wikitable" width="100%" |
! width="36px"| {{Icon|3}} | ! width="36px"| {{Icon|3}} | ||
! width="150px"| Identifier | ! width="150px"| Identifier | ||
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| <center>I</center> || <center>Lvl</center> || integer || unknown <!--Island appearance--> | | <center>I</center> || <center>Lvl</center> || integer || unknown <!--Island appearance--> | ||
|- | |- | ||
− | | <center>J</center> || <center>Comprules</center> || hex || | + | | <center>J</center> || <center>Comprules</center> || hex || Component rules, alters how vehicle models' "extras" behave, [[#Comprules|see below]] for list |
|- | |- | ||
| <center>K</center> || Type<br>''car'': WheelModelId<br>''boat'': unused<br>''train'': unused<br>''plane'': LODModel || integer || <br>ID number of wheel model.<br>-<br>-<br>ID number of [[LOD]] model – can be any valid [[OBJS|object]]. | | <center>K</center> || Type<br>''car'': WheelModelId<br>''boat'': unused<br>''train'': unused<br>''plane'': LODModel || integer || <br>ID number of wheel model.<br>-<br>-<br>ID number of [[LOD]] model – can be any valid [[OBJS|object]]. | ||
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==== Comprules ==== | ==== Comprules ==== | ||
− | + | This is a list of all non-zero values used in the column. | |
− | {| | + | {| class="wikitable" width="100%" |
! width="250px" | Non-Zero Value | ! width="250px" | Non-Zero Value | ||
! Effect | ! Effect | ||
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Wheel models are located in the <code>..\models\generic\wheels.DFF</code> file. Their textures are located in the <code>..\models\misc.txd</code> file. Just like the cars themselves they are defined inside the <code>..\data\default.ide</code> file by default. The following table shows the different wheels and their ID's. | Wheel models are located in the <code>..\models\generic\wheels.DFF</code> file. Their textures are located in the <code>..\models\misc.txd</code> file. Just like the cars themselves they are defined inside the <code>..\data\default.ide</code> file by default. The following table shows the different wheels and their ID's. | ||
− | {| | + | {| class="wikitable" |
!ID | !ID | ||
|align="center"|160 | |align="center"|160 | ||
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By default all cars are defined inside the <code>{{Dir|vc}}\data\default.ide</code> file. Unlike ''GTA III'' there are the types ''bike'' and ''heli'' but ''train'' is missing or unused. | By default all cars are defined inside the <code>{{Dir|vc}}\data\default.ide</code> file. Unlike ''GTA III'' there are the types ''bike'' and ''heli'' but ''train'' is missing or unused. | ||
− | {| | + | {| class="wikitable" width="100%" |
! width="36px"| {{Icon|VC}} | ! width="36px"| {{Icon|VC}} | ||
! width="150px"| Identifier | ! width="150px"| Identifier | ||
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| <center>J</center> || <center>Lvl</center> || integer || unknown <!--Island appearance--> | | <center>J</center> || <center>Lvl</center> || integer || unknown <!--Island appearance--> | ||
|- | |- | ||
− | | <center>K</center> || <center>Comprules</center> || hex || | + | | <center>K</center> || <center>Comprules</center> || hex || Component rules, alters how vehicle models' "extras" behave, [[#Comprules_2|see below]] for list |
|- | |- | ||
| <center>L</center> || Type<br>''car'': WheelID<br>''boat'': unused<br>''train'': unused<br>''heli'': unused<br>''plane'': LODModel<br>''bike'': unknown || integer || <br>ID number of wheel model.<br>-<br>-<br>-<br>ID number of ''LOD'' model – can be any valid [[OBJS|object]].<br>unknown | | <center>L</center> || Type<br>''car'': WheelID<br>''boat'': unused<br>''train'': unused<br>''heli'': unused<br>''plane'': LODModel<br>''bike'': unknown || integer || <br>ID number of wheel model.<br>-<br>-<br>-<br>ID number of ''LOD'' model – can be any valid [[OBJS|object]].<br>unknown | ||
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--> | --> | ||
==== Comprules ==== | ==== Comprules ==== | ||
− | + | This is a list of all non-zero values used in the column. | |
− | {| | + | {| class="wikitable" width="100%" |
! width="250px" | Non-Zero Value | ! width="250px" | Non-Zero Value | ||
! Vehicle(s) | ! Vehicle(s) | ||
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The location of the definition files, models and textures are just the same as for ''GTA III''. However there are some different textures and models. The following table shows all ''Vice City'' wheels and their ID's. | The location of the definition files, models and textures are just the same as for ''GTA III''. However there are some different textures and models. The following table shows all ''Vice City'' wheels and their ID's. | ||
− | {| | + | {| class="wikitable" |
! colspan="2" | ID | ! colspan="2" | ID | ||
|align="center"|237 | |align="center"|237 | ||
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ID, ModelName, TxdName, Type, HandlingID, GameName, Anims, Class, Frequency, Flags, Comprules, WheelID, WheelScale_Front, WheelScale_Rear, Unknown_value | ID, ModelName, TxdName, Type, HandlingID, GameName, Anims, Class, Frequency, Flags, Comprules, WheelID, WheelScale_Front, WheelScale_Rear, Unknown_value | ||
− | {| | + | {| class="wikitable" width="100%" |
!width="250px"|Identifier | !width="250px"|Identifier | ||
!Description | !Description | ||
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|<center>Flags</center>||Unknown integer. | |<center>Flags</center>||Unknown integer. | ||
|- | |- | ||
− | |<center>Comprules</center>|| | + | |<center>Comprules</center>||Component rules, alters how vehicle models' "extras" behave, [[#Comprules_3|see below]] for list |
|- | |- | ||
|<center>WheelID</center>||Wheel index, needs to be -1 for vehicles to use wheel model defined in the vehicle's model (wheels.dff is no longer used) | |<center>WheelID</center>||Wheel index, needs to be -1 for vehicles to use wheel model defined in the vehicle's model (wheels.dff is no longer used) | ||
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====Flags==== | ====Flags==== | ||
According to the vehicles.ide file, flag 0x01 streams a vehicle out after it has been spawned once, and flag 0x02 whis is "used internally". There are 3 vehicles that use flag 0x01, none that use flag 0x02, and one that uses 0x07, which is not mentioned at all. | According to the vehicles.ide file, flag 0x01 streams a vehicle out after it has been spawned once, and flag 0x02 whis is "used internally". There are 3 vehicles that use flag 0x01, none that use flag 0x02, and one that uses 0x07, which is not mentioned at all. | ||
− | {| | + | {| class="wikitable" width="100%" |
!width="250px"|Non-Zero Value | !width="250px"|Non-Zero Value | ||
!Vehicle(s) | !Vehicle(s) | ||
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====Comprules==== | ====Comprules==== | ||
− | + | This is a list of all non-zero values used in the column. | |
− | {| | + | {| class="wikitable" width="100%" |
!width="250px"|Non-Zero Value | !width="250px"|Non-Zero Value | ||
!Vehicle(s) | !Vehicle(s) | ||
Line 245: | Line 245: | ||
|0x1f10||Taxi, Barracks Ol, Coach, Cabbie, Slamvan | |0x1f10||Taxi, Barracks Ol, Coach, Cabbie, Slamvan | ||
|- | |- | ||
− | |0x2ff0||Sabre, Comet, Savanna, Broadway, Tornado | + | |0x2ff0||Sabre, Comet, Savanna, Broadway, Tornado |
|- | |- | ||
|0x3012||Coast Guard | |0x3012||Coast Guard | ||
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|0x3f10||Securicar | |0x3f10||Securicar | ||
|- | |- | ||
− | |0x4fff||Speeder, Tropic, Flatbed, Hotring Racer A, Hotring Racer B, Bloodring Banger, DFT30 | + | |0x4fff||Speeder, Tropic, Flatbed, Hotring Racer A, Hotring Racer B, Bloodring Banger, DFT30 |
|- | |- | ||
|0x1f341210||NRG500 | |0x1f341210||NRG500 | ||
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By default all cars are defined inside the <code>..\common\data\vehicles.ide</code> file. | By default all cars are defined inside the <code>..\common\data\vehicles.ide</code> file. | ||
− | {| | + | {| class="wikitable" width="100%" |
! width="36px"| {{Icon|4}} | ! width="36px"| {{Icon|4}} | ||
! width="150px"| Identifier | ! width="150px"| Identifier | ||
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The class of a vehicle helps determines where a vehicle should spawn, with the help of [[hardcoded]] features and the [[script]]. The ''ignore'' class is special for its ability to prevent vehicles assigned to that class from spawning as a regular NPC vehicle in traffic. Peds can be assigned to drive a class of vehicle in the [[PEDS#Vehicle_Class_2|PEDS]] section of the IDE file. The Mr Whoopee in ''GTA III'' uses the unique class ''special'' that no other vehicles have used. The following table shows the classes that are available and used in the game. | The class of a vehicle helps determines where a vehicle should spawn, with the help of [[hardcoded]] features and the [[script]]. The ''ignore'' class is special for its ability to prevent vehicles assigned to that class from spawning as a regular NPC vehicle in traffic. Peds can be assigned to drive a class of vehicle in the [[PEDS#Vehicle_Class_2|PEDS]] section of the IDE file. The Mr Whoopee in ''GTA III'' uses the unique class ''special'' that no other vehicles have used. The following table shows the classes that are available and used in the game. | ||
− | {| | + | {| class="wikitable collapsible" width="100%" |
!width="120px"|Flag | !width="120px"|Flag | ||
!width="100px"|Supported games | !width="100px"|Supported games | ||
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* [[CARS (IPL Section)]] | * [[CARS (IPL Section)]] | ||
* [[Vehicle ID List]] | * [[Vehicle ID List]] | ||
+ | |||
+ | == External link == | ||
+ | * {{GTAF|530575|Component Rules explanation}} | ||
{{N|4|SA}} | {{N|4|SA}} | ||
[[Category:Map Formats]][[Category:GTA 3]][[Category:GTA VC]] | [[Category:Map Formats]][[Category:GTA 3]][[Category:GTA VC]] |
Revision as of 20:23, 12 January 2015
Supported games: | GTA III, GTA VC, GTA SA, GTA IV | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Brief description: | Used to define vehicles | |||||||||||||||
IDE Sections:
|
CARS is a section in the item definition file. It is used to define vehicles and some their properties.
Contents
Format
GTA III
This section is mainly used in the .\data\default.ide
file. Each type of vehicle has its own format.
Identifier | Type | Description | |
---|---|---|---|
integer | Unique object ID. | ||
string | Name of the .dff model file without extension.
| ||
string | Name of the .txd texture dictionary without extension.
| ||
string | Type of vehicle, which includes car, boat, train, and plane. This data is related to hardcoded functions and must not be changed or else it might crash the game. | ||
string | Name corresponding to its handling data in the handling.cfg file.
| ||
string | Name corresponding to its GXT entry, case sensitive and must be seven characters or less! Invalid name will show up as MODEL missing | ||
string | Class of the vehicle (see below). | ||
integer | Frequency of the vehicle spawning randomly on the streets. | ||
integer | unknown | ||
hex | Component rules, alters how vehicle models' "extras" behave, see below for list | ||
Type car: WheelModelId boat: unused train: unused plane: LODModel |
integer | ID number of wheel model. - - ID number of LOD model – can be any valid object. | |
Type car: WheelScale boat: unused train: unused plane: unused |
float | Scale of wheel and collision models, 1.0 for original size of wheel and collision models - - - |
Comprules
This is a list of all non-zero values used in the column.
Non-Zero Value | Effect | Vehicle(s) |
---|---|---|
0x1f10 | Forces vehicle to always spawn with one of its first two extras. If a vehicle has more than two extras, one of the first two will always spawn and another extra also may spawn with either of the first two extras. Very rarely (likely due to a glitch) these vehicles can spawn without an extra. | Taxi, Hoods Rumpo XL |
0x2ff0 | When it is raining, vehicle will spawn with its first extra. Vehicle may also spawn with other extras (if present in the model) in addition to the first extra. | Stinger, Stallion |
Wheels
Wheel models are located in the ..\models\generic\wheels.DFF
file. Their textures are located in the ..\models\misc.txd
file. Just like the cars themselves they are defined inside the ..\data\default.ide
file by default. The following table shows the different wheels and their ID's.
ID | 160 | 161 | 162 | 163 | 164 | 165 | 166 |
---|---|---|---|---|---|---|---|
Image |
Vice City
By default all cars are defined inside the .\data\default.ide
file. Unlike GTA III there are the types bike and heli but train is missing or unused.
Identifier | Type | Description | |
---|---|---|---|
integer | Unique object ID. | ||
string | Name of the .dff model file without extension.
| ||
string | Name of the .txd texture dictionary without extension.
| ||
string | Type of vehicle, which includes car, boat, train, heli, plane, and bike. Flyable helicopters are of type car. | ||
string | Name corresponding to its handling data in the handling.cfg file.
| ||
string | Name corresponding to its GXT entry, case sensitive and must be seven characters or less. Invalid name will not show up in the game. | ||
string | Appropriate animation file mainly used on bikes. | ||
string | Class of the vehicle (see below). | ||
integer | Frequency of the vehicle spawning randomly on the streets. | ||
integer | unknown | ||
hex | Component rules, alters how vehicle models' "extras" behave, see below for list | ||
Type car: WheelID boat: unused train: unused heli: unused plane: LODModel bike: unknown |
integer | ID number of wheel model. - - - ID number of LOD model – can be any valid object. unknown | |
Type car: WheelScale boat: unused train: unused heli: unused plane: unused bike: WheelScale |
float | Scale of wheel and collision models, 1.0 for original size of wheel and collision models - - - - Scale of wheel collision model, 1.0 for original size of wheel collision models; wheel visually not affected |
Comprules
This is a list of all non-zero values used in the column.
Non-Zero Value | Vehicle(s) |
---|---|
0x1f10 | Taxi, Cabbie, Zebra Cab, Kaufman Cab |
0x2ff0 | Stinger, Stallion, Sabre, Sabre Turbo, Comet, Deluxo |
0x4fff | Flatbed, Hotring A, Hotring B, Bloodring Banger A, Bloodring Banger B |
0x30123345 | Caddy |
Wheels
The location of the definition files, models and textures are just the same as for GTA III. However there are some different textures and models. The following table shows all Vice City wheels and their ID's.
ID | 237 | 238 | 239 | 250 | 251 | 252 | 253 | 254 | 255 | 256 | |
---|---|---|---|---|---|---|---|---|---|---|---|
Image | PC/PS2 | ||||||||||
Xbox |
San Andreas
By default all cars are defined inside the .\data\vehicles.ide
file.
Car
ID, ModelName, TxdName, Type, HandlingID, GameName, Anims, Class, Frequency, Flags, Comprules, WheelID, WheelScale_Front, WheelScale_Rear, Unknown_value
Identifier | Description |
---|---|
Unique model ID | |
Name of the .dff model file without extension.
| |
Name of the .txd texture dictionary without extension.
| |
Type of vehicle, which includes trailer, bmx, bike, train, boat, plane, heli, quad, mtruck and car | |
Name corresponding to its handling data in the handling.cfg file. | |
Name corresponding to its GXT entry, case sensitive and must be seven characters or less. Invalid name will not show up in the game. | |
Appropriate character animation | |
Class of the vehicle | |
Frequency of the vehicle spawning randomly on the streets. | |
Unknown integer. | |
Component rules, alters how vehicle models' "extras" behave, see below for list | |
Wheel index, needs to be -1 for vehicles to use wheel model defined in the vehicle's model (wheels.dff is no longer used) | |
Scale of front wheels and collision models for types car, trailer, quad, mtruck, bmx and bike | |
Scale of rear wheels and collision models for types car, trailer, quad, mtruck, bmx and bike | |
Untested value. For most vehicles it is 0, or -1 regardless of Type.
For the Flash, Elegy, Stratum, Jester and Uranus this value is 1. For the Remington, Blade, Slamvan, Savanna, Broadway and Tornado this value is 2. |
Flags
According to the vehicles.ide file, flag 0x01 streams a vehicle out after it has been spawned once, and flag 0x02 whis is "used internally". There are 3 vehicles that use flag 0x01, none that use flag 0x02, and one that uses 0x07, which is not mentioned at all.
Non-Zero Value | Vehicle(s) |
---|---|
0x01 | Dumper, Mr. Whoopee, Pizzaboy |
0x07 | Huntley |
Comprules
This is a list of all non-zero values used in the column.
Non-Zero Value | Vehicle(s) |
---|---|
0x1012 | Tram |
0x1f10 | Taxi, Barracks Ol, Coach, Cabbie, Slamvan |
0x2ff0 | Sabre, Comet, Savanna, Broadway, Tornado |
0x3012 | Coast Guard |
0x3210 | Stallion |
0x3f01 | Reefer |
0x3f10 | Securicar |
0x4fff | Speeder, Tropic, Flatbed, Hotring Racer A, Hotring Racer B, Bloodring Banger, DFT30 |
0x1f341210 | NRG500 |
0x30123345 | Caddy |
0x3f341210 | FCR900, BF400 |
Wheels
Wheel models are now in the same model as the vehicle itself. The wheels.dff
and wheels.txd
are present but not used. If the "WheelID" is -1, the game will scale the wheel collision, but NOT the wheel model. If "WheelID" is 0, the game will scale the collision AND the wheel model, however this only works properly if the wheel model is set up properly before exporting.
GTA IV
By default all cars are defined inside the ..\common\data\vehicles.ide
file.
Identifier | Type | Description | |
---|---|---|---|
string | Name of the .wdr model file without extension.
| ||
string | Name of the .wtd texture dictionary without extension.
| ||
string | Type of vehicle, which includes car, bike, boat, train, heli, and plane. | ||
string | Name corresponding to its handling data in the handling.dat file.
| ||
string | Name corresponding to its GXT entry | ||
string | Name of the animation used while entering and driving a vehicle from anim.img file.
| ||
string | Name of the secondary vehicle animation used from anim.img file.
| ||
integer | Frequency of the vehicle spawning randomly on the streets. | ||
integer | Maximum number of vehicles to exist at a time. | ||
float[2] | |||
float | Dirt level of traffic vehicles that includes a range from set value to 1.0. Supported values range from 0.0 (clean) to 1.0 (dirty). | ||
integer | |||
float | |||
string |
|
Vehicle Classes
The class of a vehicle helps determines where a vehicle should spawn, with the help of hardcoded features and the script. The ignore class is special for its ability to prevent vehicles assigned to that class from spawning as a regular NPC vehicle in traffic. Peds can be assigned to drive a class of vehicle in the PEDS section of the IDE file. The Mr Whoopee in GTA III uses the unique class special that no other vehicles have used. The following table shows the classes that are available and used in the game.
See also
External link
- GTAForums: Component Rules explanation
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 |