Difference between revisions of "2DFX"
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!Description | !Description | ||
|- | |- | ||
| − | |<center>ID</center>||associated to existing object ID defined in [[OBJS]] section | + | |<center>ID</center>||associated to existing object ID defined in [[OBJS]] or [[TOBJ]] section |
|- | |- | ||
|<center>X, Y, Z</center>||X, Y, and Z coordinates relative to the center of the object | |<center>X, Y, Z</center>||X, Y, and Z coordinates relative to the center of the object | ||
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!Description | !Description | ||
|- | |- | ||
| − | |<center>ID</center>||associated to existing object ID defined in [[OBJS]] section | + | |<center>ID</center>||associated to existing object ID defined in [[OBJS]] or [[TOBJ]] section |
|- | |- | ||
|<center>X, Y, Z</center>||X, Y, and Z coordinates relative to the center of the object | |<center>X, Y, Z</center>||X, Y, and Z coordinates relative to the center of the object | ||
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===Type 3: Peds=== | ===Type 3: Peds=== | ||
| − | ID, X, Y, Z, R, G, B, 200, 3, | + | ID, X, Y, Z, R, G, B, 200, 3, Behavior, unk1, unk2, unk3, RotX, RotY, RotZ |
{|{{Prettytable}} width="100%" | {|{{Prettytable}} width="100%" | ||
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!Description | !Description | ||
|- | |- | ||
| − | |<center>ID</center>||associated to existing object ID defined in [[OBJS]] section | + | |<center>ID</center>||associated to existing object ID defined in [[OBJS]] or [[TOBJ]] section |
|- | |- | ||
|<center>X, Y, Z</center>||X, Y, and Z coordinates relative to the center of the object | |<center>X, Y, Z</center>||X, Y, and Z coordinates relative to the center of the object | ||
| Line 138: | Line 138: | ||
|<center>R, G, B</center>||useless values | |<center>R, G, B</center>||useless values | ||
|- | |- | ||
| − | |<center> | + | |<center>Behavior</center>||behavior type ([[2DFX#Types of Behaviors|see below]]) |
|- | |- | ||
|<center>unk1, unk2, unk3</center>||unknown, useless values? | |<center>unk1, unk2, unk3</center>||unknown, useless values? | ||
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|} | |} | ||
| − | ====Types of | + | ====Types of Behaviors==== |
{| border="2" cellpadding="4" cellspacing="0" style="margin: 1em 1em 1em 0; border: 1px #aaa solid; border-collapse: collapse;" | {| border="2" cellpadding="4" cellspacing="0" style="margin: 1em 1em 1em 0; border: 1px #aaa solid; border-collapse: collapse;" | ||
| 0 | | 0 | ||
| − | | | + | | walks to the coordinates to use an ATM then walks away |
|- | |- | ||
| 1 | | 1 | ||
| − | | | + | | walks to the coordinates to sit down for a while then stand back up and walks away |
|- | |- | ||
| 2 | | 2 | ||
| − | | | + | | walks to the coordinates to wait for a bus; additional peds will line up behind each other |
|- | |- | ||
| 3 | | 3 | ||
| − | | | + | | walks to the coordinates, stands for a very short while, then leave (like window shopping) |
|- | |- | ||
| 4 | | 4 | ||
| unknown, used in game | | unknown, used in game | ||
|} | |} | ||
Revision as of 08:07, 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:
| ||||||||||||||||
2DFX is a section in the item definition file. It is used to place lights, particles, and ped animations on objects.
Contents
GTA III - Vice City
Type 0: Lights
ID, X, Y, Z, R, G, B, 200, 1, Corona, Shadow, Distance, Outer range, Size, Inner range, IDE flag, Wet, Flare, Dust
| Identifier | Description |
|---|---|
| associated to existing object ID defined in OBJS or TOBJ section | |
| X, Y, and Z coordinates relative to the center of the object | |
| color of the light and everything associated it in RGB format | |
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: Particles
ID, X, Y, Z, R, G, B, 200, 2, Particle, unk1, unk2, Size
| Identifier | Description |
|---|---|
| associated to existing object ID defined in OBJS or TOBJ section | |
| X, Y, and Z coordinates relative to the center of the object | |
| useless values | |
| 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 |
Type 3: Peds
ID, X, Y, Z, R, G, B, 200, 3, Behavior, unk1, unk2, unk3, RotX, RotY, RotZ
| Identifier | Description |
|---|---|
| associated to existing object ID defined in OBJS or TOBJ section | |
| X, Y, and Z coordinates relative to the center of the object | |
| useless values | |
| behavior type (see below) | |
| unknown, useless values? | |
| rotation of ped when animation is playing |
Types of Behaviors
| 0 | walks to the coordinates to use an ATM then walks away |
| 1 | walks to the coordinates to sit down for a while then stand back up and walks away |
| 2 | walks to the coordinates to wait for a bus; additional peds will line up behind each other |
| 3 | walks to the coordinates, stands for a very short while, then leave (like window shopping) |
| 4 | unknown, used in game |