Difference between revisions of "2DFX"
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| + | {{This|This article describes the usage of the 2DFX section inside a plain text [[IDE]]. For the [[List of RW section IDs|RW Section]] of models see [[2dfx (RW Section)]]}} | ||
{{Research}} | {{Research}} | ||
{{IdeSection | {{IdeSection | ||
Revision as of 00:38, 28 November 2009
This article describes the usage of the 2DFX section inside a plain text IDE. For the RW Section of models see 2dfx (RW Section)
| Supported games: | GTA III, GTA VC | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Brief description: | Used to place lights, particles, and ped behaviors on objects | |||||||||||||||
IDE Sections:
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2DFX is a section in the item definition file. It is used to place lights, particles, and ped behaviors on objects.
Contents
GTA III - Vice City
Type 0: Light
ID, X, Y, Z, R, G, B, 200, Type, Corona, Shadow, Distance, Outer range, Size, Inner range, IDE flag, Wet, Flare, Dust
| Identifier | Description |
|---|---|
| associated to existing object ID defined in OBJS section | |
| X, Y, and Z coordinates relative to the center of the object | |
| color of the light and everything associated it in RGB format | |
| type of 2DFX, always 0 for lights | |
corona associated to the light defined in particle.txd, usually "coronastar" for lighta
| |
| shadow associated to the light?, usually "shad_exp" | |
| view distance of the light, is limited by the draw distance of the host object | |
| the range the light can cast on objects, cars, and peds | |
| the size of the corona, can be a float or integer, size 0 means no visible corona but effect of light still visible | |
| the range the light can cast on the ground | |
| IDE flag, only the time-dependent flags are useable | |
| sets the type of flashing (see below) | |
| sets the particle to be "reflective" on wet grounds | |
| sets the particle to create a lens flare on the screen, similar to what the sun does 0 - no lens flare, 1 - lens flare effect | |
| sets the intensity of light reflecting off dust, values 4 to 7 have visible effects |
Types of Flashes
| 0 | constantly lit all time |
| 1 | constantly lit at night |
| 2 | occasional flicker all time |
| 3 | occasional flicker at night |
| 4 | ~1 second flashes |
| 5 | ~1 second flashes at night |
| 6 | ~2 seconds flashes |
| 7 | ~2 seconds flashes at night |
| 8 | ~3 seconds flashes |
| 9 | ~3 seconds flashes at night |
| 10 | random flicker |
| 11 | random flicker at night |
Type 1: Particle
ID, X, Y, Z, R, G, B, 200, Type, Particle, unk1, unk2, Size
| Identifier | Description |
|---|---|
| associated to existing object ID defined in OBJS section | |
| X, Y, and Z coordinates relative to the center of the object | |
| useless values | |
| type of 2DFX, always 1 for particles | |
| particle type (see below) | |
| the size of the particle |
Types of Particles
| 0 | small white smoke |
| 1 | medium white smoke |
| 2 | large white smoke |
| 3 | fire |
| 4 | black smoke |
| 5 | water fountain |
| 6 | water spray |