Difference between revisions of "Template:Object-Flags"
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<pre>{{Object-Flags}}</pre></noinclude> | <pre>{{Object-Flags}}</pre></noinclude> | ||
Flags are used to specify the behaviour of objects. They are signed 32-bit integer values where each bit describes a [[wikipedia:Boolean_algebra_(logic)|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 [[wikipedia:Boolean_algebra_(logic)|boolean]] value of an special aspect. | ||
− | {| | + | {|width="100%" class="collapsible wikitable" |
!width="120px"|Flag | !width="120px"|Flag | ||
!width="100px"|Supported games | !width="100px"|Supported games | ||
Line 8: | Line 8: | ||
!Description | !Description | ||
|- | |- | ||
− | | | + | |{{center}}|-1 ||{{center}}|– ||{{center}}|<code>1111 1111 1111 1111 1111 1111</code> ||Enables all flags.{{ref|a}} Never used by default. |
|- | |- | ||
− | | | + | |{{center}}|1 ||{{center}}|{{Icon|trilogy}} {{Icon|4}} ||{{center}}|<code>0000 0000 0000 0000 0000 0001</code> ||Wet effect (objects appear darker). |
|- | |- | ||
− | | | + | |{{center}}|2 ||{{center}}|{{Icon|trilogy}} {{Icon|4}} ||{{center}}|<code>0000 0000 0000 0000 0000 0010</code> ||Indicates that the object gets rendered at night for objects defined in ''TOBJ''. |
|- | |- | ||
− | | | + | |{{center}}|4 ||{{center}}|{{Icon|trilogy}} {{Icon|4}} ||{{center}}|<code>0000 0000 0000 0000 0000 0100</code> ||Alpha transparency 1 |
|- | |- | ||
− | | | + | |{{center}}|8 ||{{center}}|{{Icon|trilogy}} {{Icon|4}} ||{{center}}|<code>0000 0000 0000 0000 0000 1000</code> ||Alpha transparency 2 |
|- | |- | ||
− | | | + | |{{center}}|16 ||{{center}}|{{Icon|trilogy}} {{Icon|4}} ||{{center}}|<code>0000 0000 0000 0000 0001 0000</code> ||Opposite to flag '''2''' |
|- | |- | ||
− | | | + | |{{center}}|32 ||{{center}}|{{Icon|trilogy}} {{Icon|4}} ||{{center}}|<code>0000 0000 0000 0000 0010 0000</code> ||Indicates an object to be used inside an interior. |
|- | |- | ||
− | | | + | |{{center}}|64 ||{{center}}|{{Icon|trilogy}} {{Icon|4}} ||{{center}}|<code>0000 0000 0000 0000 0100 0000</code> ||Disables the [[COLL#Shadow_Mesh|shadow mesh]] to project a shadow. |
|- | |- | ||
− | | | + | |{{center}}|128 ||{{center}}|{{Icon|trilogy}} {{Icon|4}} ||{{center}}|<code>0000 0000 0000 0000 1000 0000</code> ||Object surface will not be [[Wikipedia:Hidden_surface_determination|culled]]. |
|- | |- | ||
− | | | + | |{{center}}|256 ||{{center}}|{{Icon|trilogy}} {{Icon|4}} ||{{center}}|<code>0000 0000 0000 0001 0000 0000</code> ||Disables draw distance (Only used for [[LOD]] objects with an ''LOD'' value greater than 299). |
|- | |- | ||
− | | | + | |{{center}}|512 ||{{center}}|{{Icon|trilogy}} {{Icon|4}} ||{{center}}|<code>0000 0000 0000 0010 0000 0000</code> ||Object is breakable (like glass – additional parameters defined inside the [[object.dat]] file, otherwise there is no effect). |
|- | |- | ||
− | | | + | |{{center}}|1024 ||{{center}}|{{Icon|trilogy}}{{Icon|4}} ||{{center}}|<code>0000 0000 0000 0100 0000 0000</code> ||Similar to flag '''512''': object first cracks on a strong collision, then it breaks (does also require ''object.dat'' registration). |
|- | |- | ||
− | | | + | |{{center}}|2048 ||{{center}}|{{Icon|SA}} {{Icon|4}} ||{{center}}|<code>0000 0000 0000 1000 0000 0000</code> ||Indicates an object as an garage door (for more information see [[GRGE#Types_of_doors|GRGE]] – requires ''object.dat'' registration). |
|- | |- | ||
− | | | + | |{{center}}|4096 ||{{center}}|{{Icon|SA}} {{Icon|4}} ||{{center}}|<code>0000 0000 0001 0000 0000 0000</code> ||Indicates an [[RenderWare_binary_stream_file|multiclump]] object (Object switches from clump ''2'' to clump ''1'' after collision – requires ''object.dat'' registration). |
|- | |- | ||
− | | | + | |{{center}}|32768 ||{{center}}|{{Icon|SA}} {{Icon|4}} ||{{center}}|<code>0000 0000 1000 0000 0000 0000</code> ||Uses object brightness from the current weather definition (See [[timecyc.dat]] – ''PoleShd''). |
|- | |- | ||
− | | | + | |{{center}}|65536 ||{{center}}|{{Icon|SA}} {{Icon|4}} ||{{center}}|<code>0000 0001 0000 0000 0000 0000</code> ||Object explodes after getting hit (requires ''object.dat'' registration). |
|- | |- | ||
− | | | + | |{{center}}|131072 ||{{center}}|{{Icon|SA}} ||{{center}}|<code>0000 0010 0000 0000 0000 0000</code> ||Unknown – apparently some flag for the [[SCM|Script]]. |
|- | |- | ||
− | | | + | |{{center}}|262144 ||{{center}}|{{Icon|SA}} ||{{center}}|<code>0000 0100 0000 0000 0000 0000</code> ||Unknown – only used 1 time in [[GTA SA|San Andreas]]. |
|- | |- | ||
− | | | + | |{{center}}|1048576 ||{{center}}|{{Icon|SA}} ||{{center}}|<code>0000 1000 0000 0000 0000 0000</code> ||Object will switch from clump ''2'' to clump ''1'' after getting sprayed by the player (graffity flag). |
|- | |- | ||
− | | | + | |{{center}}|2097152 ||{{center}}|{{Icon|SA}} ||{{center}}|<code>0001 0000 0000 0000 0000 0000</code> ||Disables backface culling – as an result the texture will be drawed on both sides of the model (Always enabled for GTA III and [[GTA VC|Vice City]]) |
|- | |- | ||
− | | | + | |{{center}}|4194304 ||{{center}}|{{Icon|SA}} ||{{center}}|<code>0010 0000 0000 0000 0000 0000</code> ||Unknown – apparently related into physics. |
|- | |- | ||
|colspan="4" style="text-align: right;" |<span class="plainlinks" style="font-size: 10px;">[http://www.gtamodding.com/index.php?title=Template:Object-Flags&action=edit edit]</span> | |colspan="4" style="text-align: right;" |<span class="plainlinks" style="font-size: 10px;">[http://www.gtamodding.com/index.php?title=Template:Object-Flags&action=edit edit]</span> | ||
|} | |} | ||
* {{note|a}} [[wikipedia:Two%27s_complement|Two's complement]] | * {{note|a}} [[wikipedia:Two%27s_complement|Two's complement]] |
Revision as of 08:46, 3 June 2012
Example:
{{Object-Flags}}
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 | 0000 0000 0000 0000 0000 0001 |
Wet effect (objects appear darker). | |
2 | 0000 0000 0000 0000 0000 0010 |
Indicates that the object gets rendered at night for objects defined in TOBJ. | |
4 | 0000 0000 0000 0000 0000 0100 |
Alpha transparency 1 | |
8 | 0000 0000 0000 0000 0000 1000 |
Alpha transparency 2 | |
16 | 0000 0000 0000 0000 0001 0000 |
Opposite to flag 2 | |
32 | 0000 0000 0000 0000 0010 0000 |
Indicates an object to be used inside an interior. | |
64 | 0000 0000 0000 0000 0100 0000 |
Disables the shadow mesh to project a shadow. | |
128 | 0000 0000 0000 0000 1000 0000 |
Object surface will not be culled. | |
256 | 0000 0000 0000 0001 0000 0000 |
Disables draw distance (Only used for LOD objects with an LOD value greater than 299). | |
512 | 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 | 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 | 0000 0000 0000 1000 0000 0000 |
Indicates an object as an garage door (for more information see GRGE – requires object.dat registration). | |
4096 | 0000 0000 0001 0000 0000 0000 |
Indicates an multiclump object (Object switches from clump 2 to clump 1 after collision – requires object.dat registration). | |
32768 | 0000 0000 1000 0000 0000 0000 |
Uses object brightness from the current weather definition (See timecyc.dat – PoleShd). | |
65536 | 0000 0001 0000 0000 0000 0000 |
Object explodes after getting hit (requires object.dat registration). | |
131072 | 0000 0010 0000 0000 0000 0000 |
Unknown – apparently some flag for the Script. | |
262144 | 0000 0100 0000 0000 0000 0000 |
Unknown – only used 1 time in San Andreas. | |
1048576 | 0000 1000 0000 0000 0000 0000 |
Object will switch from clump 2 to clump 1 after getting sprayed by the player (graffity flag). | |
2097152 | 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 | 0010 0000 0000 0000 0000 0000 |
Unknown – apparently related into physics. | |
edit |