Difference between revisions of "Item Definition"
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− | '''Ped and Car Paths''', defines paths relative to the objects. Only used in ''GTA III'', quite complicated format and hardly usable. | + | '''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]]). |
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[[Category:Map Formats]][[Category:GTA 3]][[Category:GTA VC]][[Category:GTA SA]] | [[Category:Map Formats]][[Category:GTA 3]][[Category:GTA VC]][[Category:GTA SA]] |
Revision as of 16:35, 13 December 2005
Contents
Introduction
Item definition files are known by the extension .ide and 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.
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
Static Map Objects, used to define standard map objects.
GTA III, VC and SA format:
ID, ModelName, TextureName, ObjectCount, DrawDist, [DrawDist2, ...], Flags
- ID
- unique object ID (integer)
- ModelName
- name of the .dff model file, without extension (string)
- TextureName
- name of the .txd texture dictionary, without extension (string)
- ObjectCount
- ammount of sub objects, e.g. damaged parts, usually 1 (integer) - optional for SA, default 1
- DrawDist
- draw distance in units, one for each sub object (float)
- Flags
- object flags, defining special behavior, default 0 (integer)
Object Flags
Coming soon. [1]
TOBJ
Timed Map Objects, used to define map objects which are only visible during a special time of the day.
GTA III, VC and SA format:
ID, ModelName, TextureName, ObjectCount, DrawDist, [DrawDist2, ...], Flags, TimeOn, TimeOff
- ID, ModelName, TextureName, ObjectCount, DrawDist, Flags
- same as for the OBJS section
- TimeOn
- activation time in hours (integer)
- TimeOn
- deactivation time in hours (integer)
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 .ifp animation archive, without extension (string)
PEDS
Coming soon.
WEAP
Coming soon.
CARS
Coming soon.
HIER
Coming soon.
TXDP
Coming soon.
2DFX
Particle and Environment Effects
GTA III and VC only:
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
Coming soon.
Effect #1: ...
Coming soon.
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).