Difference between revisions of "OBJS"

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== Format ==
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== Format: GTA III, Vice City and San Andreas ==
 
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===Type 0===
=== GTA III, Vice City and San Andreas ===
 
====Type 0====
 
 
This type was never used in the game.
 
This type was never used in the game.
 
{|{{Prettytable}} width="100%"
 
{|{{Prettytable}} width="100%"
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====Type 1====
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===Type 1===
 
This is the most common type used in the game.
 
This is the most common type used in the game.
 
{|{{Prettytable}} width="100%"
 
{|{{Prettytable}} width="100%"
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|}
 
|}
  
====Type 2====
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===Type 2===
 
This is used for breakable objects.
 
This is used for breakable objects.
 
{|{{Prettytable}} width="100%"
 
{|{{Prettytable}} width="100%"
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|}
 
|}
  
====Type 3====
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===Type 3===
 
This is used for complex breakable objects.
 
This is used for complex breakable objects.
 
{|{{Prettytable}} width="100%"
 
{|{{Prettytable}} width="100%"
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|}
 
|}
  
====Type 4====
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===Type 4===
 
This is used for objects with only 1 clump.
 
This is used for objects with only 1 clump.
 
{|{{Prettytable}} width="100%"
 
{|{{Prettytable}} width="100%"
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=== GTA IV ===
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== Format: GTA IV ==
  
 
  ModelName, TextureName, DrawDistance, Flags, Unknown, MinX, MinY, MinZ, MaxX, MaxY, MaxZ, SphereX, SphereY, SphereZ, Radius, LOD Model
 
  ModelName, TextureName, DrawDistance, Flags, Unknown, MinX, MinY, MinZ, MaxX, MaxY, MaxZ, SphereX, SphereY, SphereZ, Radius, LOD Model
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[[GTA IV]] stores bounding informations inside the ''item definitions'' for better performance. The previous games stored bounding informations inside the [[COLL|collision]] files. Also it uses the hashes of the model names as a key of an hash table instead of the ID as an index to the definition array for previous games.
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[[GTA IV]] stores bounding information inside the ''item definitions'' for better performance. The previous games stored bounding information inside the [[COLL|collision]] files. Also it uses the hashes of the model names as a key of an hash table instead of the ID as an index to the definition array for previous games.
  
 
== Object Flags ==
 
== Object Flags ==
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* [[TANM]]
 
* [[TANM]]
  
[[Category:GTA 3]][[Category:GTA VC]]
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[[Category:GTA 3]]
{{N|4|SA}}
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{{N|4|SA|VC}}

Revision as of 18:47, 23 September 2010

OBJS (IDE section)
Supported games:GTA III, GTA VC, GTA SA, GTA IV
Brief description:Used to define standard map objects
IDE Sections:
2DFX AMAT ANIM CARS HIER HAND MLO OBJS
PATH PEDS TANM TOBJ TREE TXDP WEAP

OBJS is a section in the item definition file. It is used to define standard map objects. There are also sections to extend default object definitions:

  • TOBJ for defining an additional ingame time range the object gets rendered in.
  • ANIM which links an animation to an object.
  • TANM which does both of the previously mentioned sections.


Format: GTA III, Vice City and San Andreas

Type 0

This type was never used in the game.

GTA III Vice City San Andreas Identifier Type Description
A
ID
integer Unique object ID.
B
ModelName
string Name of the .dff model file without extension.
C
TextureName
string Name of the .txd texture dictionary without extension.
D
ObjectCount?
integer Number of clumps?

Type 1

This is the most common type used in the game.

GTA III Vice City San Andreas Identifier Type Description
A
ID
integer Unique object ID.
B
ModelName
string Name of the .dff model file without extension.
C
TextureName
string Name of the .txd texture dictionary without extension.
D
ObjectCount
integer Number of clumps. 1 for this type.
E
DrawDistance
float Draw distance in units.
F
Flags
integer Object flags (see below).

Type 2

This is used for breakable objects.

GTA III Vice City San Andreas Identifier Type Description
A
ID
integer Unique object ID.
B
ModelName
string Name of the .dff model file without extension.
C
TextureName
string Name of the .txd texture dictionary without extension.
D
ObjectCount
integer Number of clumps. 2 for this type.
E,F
DrawDistance1, DrawDistance2
float[2] Draw distance in units (one for each clump).
G
Flags
integer Object flags (see below).

Type 3

This is used for complex breakable objects.

GTA III Vice City San Andreas Identifier Type Description
A
ID
integer Unique object ID.
B
ModelName
string Name of the .dff model file without extension.
C
TextureName
string Name of the .txd texture dictionary without extension.
D
ObjectCount
integer Number of clumps. 3 for this type.
E,F,G
DrawDistance1, DrawDistance2, DrawDistance3
float[3] Draw distance in units (one for each clump).
H
Flags
integer Object flags (see below).

Type 4

This is used for objects with only 1 clump.

San Andreas Identifier Type Description
A
ID
integer Unique object ID.
B
ModelName
string Name of the .dff model file without extension.
C
TextureName
string Name of the .txd texture dictionary without extension.
D
DrawDistance
float Draw distance in units.
E
Flags
integer Object flags (see below).

Format: GTA IV

ModelName, TextureName, DrawDistance, Flags, Unknown, MinX, MinY, MinZ, MaxX, MaxY, MaxZ, SphereX, SphereY, SphereZ, Radius, LOD Model
Identifier Description
ModelName
Name of the .wdr model file without extension.
TextureName
name of the .wtd texture dictionary without extension.
DrawDistance
Draw distance in units.
Flag1
Object flag (see below).
Unknown
Unknown integer (0 by default).
MinX, MinY, MinZ
Lower left corner of the bounding box for the object.
MaxX, MaxY, MaxZ
Upper right corner of the bounding box for the object.
SphereX, SphereY, SphereZ
Center of the bounding sphere for the object.
Radius
Radius of the bounding sphere into all dimensions.
LOD Model
Name of the .wdd file that contains the lod model for the defined modelname.

GTA IV stores bounding information inside the item definitions for better performance. The previous games stored bounding information inside the collision files. Also it uses the hashes of the model names as a key of an hash table instead of the ID as an index to the definition array for previous games.

Object Flags

Flags are used to specify the behaviour of objects. They are signed 32-bit integer values where each bit descripes a boolean value of an special aspect.

Flags are used to specify the behaviour of objects. They are signed 32-bit integer values where each bit describes a boolean value of an special aspect.

Flag Supported games Binary Description
-1 1111 1111 1111 1111 1111 1111 Enables all flags.[a] Never used by default.
1 GTA III Vice City San Andreas GTA IV 0000 0000 0000 0000 0000 0001 Wet effect (objects appear darker).
2 GTA III Vice City San Andreas GTA IV 0000 0000 0000 0000 0000 0010 Do not fade the object when it is being loaded into or out of view.
4 GTA III Vice City San Andreas GTA IV 0000 0000 0000 0000 0000 0100 Allow transparencies of other objects to be visible through this object.
8 GTA III Vice City San Andreas GTA IV 0000 0000 0000 0000 0000 1000 Alpha transparency 2
16 GTA III Vice City San Andreas GTA IV 0000 0000 0000 0000 0001 0000 Opposite to flag 2
32 GTA III Vice City San Andreas GTA IV 0000 0000 0000 0000 0010 0000 Indicates an object to be used inside an interior.
64 GTA III Vice City San Andreas GTA IV 0000 0000 0000 0000 0100 0000 Disables the shadow mesh to project a shadow; allow transparencies of other objects, shadows, and lights to be visible through this object.
128 Vice City San Andreas GTA IV 0000 0000 0000 0000 1000 0000 Object surface will not be culled.
256 Vice City San Andreas GTA IV 0000 0000 0000 0001 0000 0000 Disables draw distance (Only used for LOD objects with an LOD value greater than 299).
512 Vice City San Andreas GTA IV 0000 0000 0000 0010 0000 0000 Object is breakable (like glass – additional parameters defined inside the object.dat file, otherwise there is no effect).
1024 Vice City San Andreas GTA IV 0000 0000 0000 0100 0000 0000 Similar to flag 512: object first cracks on a strong collision, then it breaks (does also require object.dat registration).
2048 San Andreas GTA IV 0000 0000 0000 1000 0000 0000 Indicates an object as an garage door (for more information see GRGE – requires object.dat registration).
4096 San Andreas GTA IV 0000 0000 0001 0000 0000 0000 Indicates a multi mesh object (Object switches from mesh 2 to mesh 1 after collision – requires object.dat registration).
16384 San Andreas 0000 0000 0100 0000 0000 0000 Indicates a vegetation object (Object moves in wind).
32768 San Andreas GTA IV 0000 0000 1000 0000 0000 0000 Uses object brightness from the current weather definition (See timecyc.datPoleShd).
65536 San Andreas GTA IV 0000 0001 0000 0000 0000 0000 Object explodes after getting hit (requires object.dat registration).
131072 San Andreas 0000 0010 0000 0000 0000 0000 Unknown – apparently some flag for the Script.
262144 San Andreas 0000 0100 0000 0000 0000 0000 Unknown – only used 1 time in San Andreas.
1048576 San Andreas 0000 1000 0000 0000 0000 0000 Object will switch from mesh 2 to mesh 1 after getting sprayed by the player (graffity flag).
2097152 San Andreas 0001 0000 0000 0000 0000 0000 Disables backface culling – as an result the texture will be drawed on both sides of the model (Always enabled for GTA III and Vice City)
4194304 San Andreas 0010 0000 0000 0000 0000 0000 Unknown – apparently related into physics.
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See also