Difference between revisions of "Item Definition"

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m (Effect #1: ...)
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===[[PEDS]]===
 
===[[PEDS]]===
 +
Used to define characters and pedestrians
 +
 
''GTA III format:''
 
''GTA III format:''
 
  ID, ModelName, TxdName, Threat, Behavior, AnimationType, VehClass
 
  ID, ModelName, TxdName, Threat, Behavior, AnimationType, VehClass
Line 190: Line 192:
  
 
===[[CARS (IDE Section)|CARS]]===
 
===[[CARS (IDE Section)|CARS]]===
 +
Used to define vehicles
 +
 
''GTA III formats''
 
''GTA III formats''
  
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Both parameters are names of texture archives (<code>.txd</code>). The second archive (the "parent") virtually extends the first one. Practically, the game looks up a texture in the primary archive, and if it's not there and a parent txd has been assigned, it checks for the texture in the parent archive. This way shared archives can be created, which contain often used textures, without the need to create duplicates or split up a model just for that purpose.
 
Both parameters are names of texture archives (<code>.txd</code>). The second archive (the "parent") virtually extends the first one. Practically, the game looks up a texture in the primary archive, and if it's not there and a parent txd has been assigned, it checks for the texture in the parent archive. This way shared archives can be created, which contain often used textures, without the need to create duplicates or split up a model just for that purpose.
  
===2DFX===
+
===[[2DFX]]===
'''Particle and Environment Effects'''
+
Used to place lights, particles, and ped behaviors on objects
  
 
''GTA III and VC format''
 
''GTA III and VC format''
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====
+
''Type 0: Lights''
Coming soon.
+
ID, X, Y, Z, R, G, B, 200, Type, Corona, Shadow, Distance, Outer range, Size, Inner range, IDE flag, Wet, Flare, Dust
  
====Effect #1: ...====
+
{|{{Prettytable}} width="100%" class="collapsible collapsed"
Coming soon.
+
!width="250px"|Identifier
 +
!Description
 +
|-
 +
|<center>ID</center>||existing object ID defined in [[OBJS]] section
 +
|-
 +
|<center>X, Y, Z</center>||X, Y, and Z coordinates offset from the center of the object
 +
|-
 +
|<center>R, G, B</center>||color of the light and everything associated it in RGB format
 +
|-
 +
|<center>Type</center>||type of 2DFX, always 0 for lights
 +
|-
 +
|<center>Corona</center>||corona associated to the light defined in <code>particle.txd</code>, usually "coronastar" for lighta
 +
|-
 +
|<center>Shadow</center>||shadow associated to the light?, usually "shad_exp"
 +
|-
 +
|<center>Distance</center>||view distance of the light, is limited by the draw distance of the host object
 +
|-
 +
|<center>Outer range</center>||the range the light can cast on objects, cars, and peds
 +
|-
 +
|<center>Size</center>||the size of the corona, can be a float or integer, size 0 means no visible corona but effect of light still visible
 +
|-
 +
|<center>Inner range</center>||the range the light can cast on the ground
 +
|-
 +
|<center>IDE flag</center>||IDE flag, only the time-dependent flags are useable
 +
|-
 +
|<center>Flash</center>||sets the type of flashing
 +
|-
 +
|<center>Wet</center>||sets the particle to be reflective on wet grounds
 +
|-
 +
|<center>Flare</center>||sets the particle to create a lens flare on the screen, similar to what the sun does
 +
|-
 +
|<center>Dust</center>||sets the intensity of light reflecting off dust, values 4 to 7 have visible effects
 +
|}
 +
 
 +
''Type 1: Particle''
 +
ID, X, Y, Z, R, G, B, 200, Type, Particle, unk1, unk2, Size
 +
 
 +
{|{{Prettytable}} width="100%" class="collapsible collapsed"
 +
!width="250px"|Identifier
 +
!Description
 +
|-
 +
|<center>ID</center>||existing object ID defined in [[OBJS]] section
 +
|-
 +
|<center>X, Y, Z</center>||X, Y, and Z coordinates offset from the center of the object
 +
|-
 +
|<center>R, G, B</center>||color of the light and everything associated it in RGB format
 +
|-
 +
|<center>Type</center>||type of 2DFX, always 1 for particles
 +
|-
 +
|<center>Particle</center>||particle type
 +
|-
 +
|<center>Size</center>||the size of the particle
 +
|}
  
 
Please note that the 2dfx Section is moved to the DFF Files by using R*'s custom section IDs in SA!
 
Please note that the 2dfx Section is moved to the DFF Files by using R*'s custom section IDs in SA!

Revision as of 23:02, 27 November 2009

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Item Definition (IDE section)
IDE Sections:
2DFX AMAT ANIM CARS HIER HAND MLO OBJS
PATH PEDS TANM TOBJ TREE TXDP WEAP

Item definition files, known by the extension .ide, 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. IDE files can easily be opened and edited using any text-editing program like Notepad.

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

Used to define standard static map objects.

GTA III, VC and SA format

ID, ModelName, TextureName, ObjectCount, DrawDist, [DrawDist2, ...], Flags

GTA IV format

ModelName, TextureName, DrawDistance, Flag1, Flag2, (Bounds min)X,Y,Z, (Bounds max)X,Y,Z, (Bounds Sphere)X, Y, Z, Radius, WDD

Note that GTA IV does not use any unique object ID numbers

TOBJ

Used to define timed map objects. All but the last two columns are the same as the OBJS section.

GTA III, VC and SA format:

ID, ModelName, TextureName, ObjectCount, DrawDist, [DrawDist2, ...], Flags, TimeOn, TimeOff

GTA IV format

ModelName, TextureName, DrawDist, Flag1, Flag2, (Bounds min)X,Y,Z, (Bounds max)X,Y,Z, (Bounds Sphere)X,Y,Z, Radius, WDD, NightFlag

Note that GTA IV does not use any unique object ID numbers.

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 animation archive, without extension (string)

GTA IV format

ModelName, TextureName, Wad, DrawDist, Flag1, Flag2, (Bounds min)X,Y,Z, (Bounds max)X,Y,Z, (Bounds Sphere)X,Y,Z, Radius, WDD
ModelName, TextureName, DrawDistance, Flags, Bounds min, Bounds max, Bounds Sphere X,Y,Z, Radius, WDD
same as for the OBJS section
Wad
name of the (.wad) animation archive, without extension (string)

PEDS

Used to define characters and pedestrians

GTA III format:

ID, ModelName, TxdName, Threat, Behavior, AnimationType, VehClass

Vice City format

ID, ModelName, TxdName, Threat, Behavior, AnimationType, VehClass, StartAnimation?, Radio1, Radio2

WEAP

GTA III and VC format:

ID, ModelName, TextureName, Animation, ?, DrawDistance, ?
Animation
From ped.ifp, animation used to wield and shoot the weapon

CARS

Used to define vehicles

GTA III formats

Car

ID, ModelName, TxdName, Type, HandlingID, GameName, Class, Frequency, Level, Comprules, WheelID, WheelScale

Boat and Train

ID, ModelName, TxdName, Type, HandlingID, GameName, Class, Frequency, Level, Comprules

Plane

ID, ModelName, TxdName, Type, HandlingID, GameName, Class, Frequency, Level, Comprules, LODModel

Vice City formats

Car

ID, ModelName, TxdName, Type, HandlingID, GameName, Anims, Class, Frequency, Level, Comprules, WheelID, WheelScale

Bike

ID, ModelName, TxdName, Type, HandlingID, GameName, Anims, Class, Frequency, Level, Comprules, Unknown, WheelScale

Boat and Heli

ID, ModelName, TxdName, Type, HandlingID, GameName, Anims, Class, Frequency, Level, Comprules

Plane

ID, ModelName, TxdName, Type, HandlingID, GameName, Anims, Class, Frequency, Level, Comprules, LODModel

SA Format comming soon

HIER

SA Format only

This is (e.g.) used in default.ide in the 'data\'-folder Normal structure is like this:

 ID, model, texture, null, float (normally 2000.00)

The meaning of these lines isn't known yet, but it seems to be a kind of bodyparts for the player.

TXDP

Texture Archive Parent

SA and GTA 4 format

TextureName, TextureParentName

Both parameters are names of texture archives (.txd). The second archive (the "parent") virtually extends the first one. Practically, the game looks up a texture in the primary archive, and if it's not there and a parent txd has been assigned, it checks for the texture in the parent archive. This way shared archives can be created, which contain often used textures, without the need to create duplicates or split up a model just for that purpose.

2DFX

Used to place lights, particles, and ped behaviors on objects

GTA III and VC format

Type 0: Lights

ID, X, Y, Z, R, G, B, 200, Type, Corona, Shadow, Distance, Outer range, Size, Inner range, IDE flag, Wet, Flare, Dust

Type 1: Particle

ID, X, Y, Z, R, G, B, 200, Type, Particle, unk1, unk2, Size

Please note that the 2dfx Section is moved to the DFF Files by using R*'s custom section IDs in SA!

Please also note that the 2dfx Lights Section is present within GTA-IV WDR map models

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).

TREE

GTA4 only

TANM

GTA4 only

MLO

GTA4 only

AMAT

GTA4 only

Modelname, Flag1, Flag2

Procobj.ide

OBJS

GTA IV format

ModelName, TextureName, DrawDistance, Flag1, Flag2, (Bounds min)X, Y, Z, (Bounds max)X, Y, Z, (Bounds Sphere)X,Y,Z, Radius, WDD
ModelName
name of the .wdr model file, without extension (string)
TextureName
set to 'null' by default in procobj.ide
DrawDistance
draw distance in units, one for each sub object (float)
Flag1
object flag, defining special behavior
Flag2
object flag, defining special behavior, default 0 (integer)
Bounds Min
Lower Left vertex of a model bounding box
Bounds Max
Upper Right vertex of a model bounding box
Bounds Sphere
X,Y,Z Coords
Radius
Of Bounds Sphere
WDD
set to 'null' by default in procobj.ide

Tools

External Links