Difference between revisions of "Item Definition"

From GTAMods Wiki
Jump to navigation Jump to search
m (Added some links to GTAF topics.)
(CARS)
Line 51: Line 51:
  
 
===CARS===
 
===CARS===
Coming soon.
+
''GTA III and VC format:''
 +
ID, ModelName, TextureName, Type, HandlingID, GXTEntry, PedDrivingAnimation, Class, Frequency, Level,
 +
SpecificType, WheelID, WheelSize
 +
 
 +
;HandlingID: From handling.cfg
 +
;PedDrivingAnimation: From ped.ifp, type of animation to enter, exit, drive, and drive-by from a vehicle
 +
;WheelID: not available for type "boat"
 +
;WheelSize: not available for type "boat"
 +
 
 +
SA format coming soon.
  
 
===HIER===
 
===HIER===

Revision as of 04:28, 11 February 2007

Introduction

Item definition files are known by the extension .ide and are usually used to assign a model and texture file to a unique object ID, along with many parameters, depending on the section. These files are in human readable text format, and allow the # character to comment lines out.

Structure

The .ide files are split up into many sections. How many of them you use in your file is optional, they can even be empty. Each section starts with a section identifier and ends with the keyword "end", both in a single line.

Example:

objs
...
end

OBJS

Static Map Objects, used to define standard map objects.

GTA III, VC and SA format:

ID, ModelName, TextureName, ObjectCount, DrawDist, [DrawDist2, ...], Flags
ID
unique object ID (integer)
ModelName
name of the .dff model file, without extension (string)
TextureName
name of the .txd texture dictionary, without extension (string)
ObjectCount
ammount of sub objects, e.g. damaged parts, usually 1 (integer) - optional for SA, default 1
DrawDist
draw distance in units, one for each sub object (float)
Flags
object flags, defining special behavior, default 0 (integer)

Object Flags

Coming soon. [1]

TOBJ

Timed Map Objects, used to define map objects which are only visible during a special time of the day.

GTA III, VC and SA format:

ID, ModelName, TextureName, ObjectCount, DrawDist, [DrawDist2, ...], Flags, TimeOn, TimeOff
ID, ModelName, TextureName, ObjectCount, DrawDist, Flags
same as for the OBJS section
TimeOn
activation time in hours (integer)
TimeOff
deactivation time in hours (integer)

ANIM

Animated Map Objects, used to define objects whose sub objects are animated. Note: There must be animation frames for each sub object, also the collision model remains static - no solid animations.

GTA SA only:

ID, ModelName, TextureName, AnimName, DrawDist, Flags
ID, ModelName, TextureName, DrawDist, Flags
same as for the OBJS section
AnimName
name of the .ifp animation archive, without extension (string)

PEDS

Coming soon.

WEAP

Coming soon.

CARS

GTA III and VC format:

ID, ModelName, TextureName, Type, HandlingID, GXTEntry, PedDrivingAnimation, Class, Frequency, Level, 
SpecificType, WheelID, WheelSize
HandlingID
From handling.cfg
PedDrivingAnimation
From ped.ifp, type of animation to enter, exit, drive, and drive-by from a vehicle
WheelID
not available for type "boat"
WheelSize
not available for type "boat"

SA format coming soon.

HIER

Coming soon.

TXDP

Coming soon.

2DFX

Particle and Environment Effects

GTA III and VC only:

ID, X, Y, Z, R, G, B, U, Type, ...
ID
ID of the object it's assigned to (integer)
X, Y, Z
position of the effect, relative to the object (3 floats)
R, G, B
color of the effect, if available (3 integers, 0 - 255)
U
unknown color component, always 200 (integer)
Type
specifies the type of effect

Effect #0: Light

Coming soon.

Effect #1: ...

Coming soon.

PATH

Ped and Car Paths, defines paths relative to the objects. Only used in GTA III, quite complicated format and hardly usable without a editing program (such as Ked).

External Links