Difference between revisions of "OBJS"
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{{IdeSection | {{IdeSection | ||
| game = [[GTA III]], [[GTA VC]], [[GTA SA]], [[GTA IV]] | | game = [[GTA III]], [[GTA VC]], [[GTA SA]], [[GTA IV]] | ||
− | | description = Used to define standard | + | | description = Used to define standard map objects |
}} | }} | ||
− | '''OBJS''' is a section in the [[item definition]] file. It is used to define standard | + | '''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. |
− | ID, ModelName, TextureName, ObjectCount, | + | * [[TANM]] which does both of the previously mentioned sections. |
+ | |||
+ | |||
+ | == Format == | ||
+ | |||
+ | === GTA III, Vice City and San Andreas === | ||
+ | |||
+ | ID, ModelName, TextureName, ObjectCount, DrawDistance, [DrawDistance2, ...], Flags | ||
{|{{Prettytable}} width="100%" | {|{{Prettytable}} width="100%" | ||
Line 14: | Line 21: | ||
!Description | !Description | ||
|- | |- | ||
− | |<center>ID</center>|| | + | |<center>ID</center>||Unique object ID. |
|- | |- | ||
− | |<center>ModelName</center>|| | + | |<center>ModelName</center>||Name of the <code>.dff</code> [[model file]] without extension. |
|- | |- | ||
− | |<center>TextureName</center>|| | + | |<center>TextureName</center>||Name of the <code>.txd</code> [[texture dictionary]] without extension. |
|- | |- | ||
− | |<center>ObjectCount</center>|| | + | |<center>ObjectCount</center>||Number of [[RenderWare_binary_stream_file|clumps]]. 1 by default and optional for ''San Andreas''. |
|- | |- | ||
− | |<center> | + | |<center>DrawDistance</center>||[[Draw distance]] in [[unit]]s (one for each clump). |
|- | |- | ||
− | |<center>Flags</center>|| | + | |<center>Flags</center>||Object flags (see [[OBJS#Object_Flags|below]]). |
|} | |} | ||
− | === | + | === GTA IV === |
− | |||
− | |||
− | |||
− | + | ModelName, TextureName, DrawDistance, Flags, Unknown, MinX, MinY, MinZ, MaxX, MaxY, MaxZ, SphereX, SphereY, SphereZ, Radius, LOD Model | |
− | {|{{Prettytable}} width="100%" | + | {|{{Prettytable}} width="100%" |
− | + | !width="250px"|Identifier | |
− | !width=" | ||
!Description | !Description | ||
|- | |- | ||
− | | | + | |<center>ModelName</center>||Name of the <code>.wdr</code> ''model file'' without extension. |
|- | |- | ||
− | | | + | |<center>TextureName</center>||name of the <code>.wtd</code> ''texture dictionary'' without extension. |
|- | |- | ||
− | | | + | |<center>DrawDistance</center>||''Draw distance'' in ''units''. |
|- | |- | ||
− | | | + | |<center>Flag1</center>||Object flag (see [[OBJS#Object Flags|below]]). |
|- | |- | ||
− | | | + | |<center>Unknown</center>||Unknown integer (0 by default). |
|- | |- | ||
− | | | + | |<center>MinX, MinY, MinZ</center>||Lower left corner of the bounding box for the object. |
|- | |- | ||
− | | | + | |<center>MaxX, MaxY, MaxZ</center>||Upper right corner of the bounding box for the object. |
|- | |- | ||
− | | | + | |<center>SphereX, SphereY, SphereZ</center>||Center of the bounding sphere for the object. |
|- | |- | ||
− | | | + | |<center>Radius</center>||Radius of the bounding sphere into all dimensions. |
|- | |- | ||
− | | | + | |<center>LOD Model</center>||Name of the <code>.[[wdd]]</code> file that contains the ''lod model'' for the defined modelname. |
+ | |} | ||
+ | |||
+ | [[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. | ||
+ | |||
+ | == Object Flags == | ||
+ | |||
+ | Flags are used to specify the behaviour of objects. They are signed 32-bit integer values where each bit descripes an [[wikipedia:Boolean_algebra_(logic)|boolean]] value of an special aspect. | ||
+ | |||
+ | {|{{Prettytable}} width="100%" class="collapsible" | ||
+ | !width="120px"|Flag | ||
+ | !width="100px"|Supported games | ||
+ | !width="25%"|Binary | ||
+ | !Description | ||
|- | |- | ||
− | | | + | |<center>-1</center>||<center>–</center>||<center><code>1111 1111 1111 1111 1111 1111</code></center>||Enables all flags. {{ref|1}} Never used by default. |
|- | |- | ||
− | | | + | |<center>1</center>||<center>{{Icon|3}} {{Icon|VC}} {{Icon|SA}} {{Icon|4}}</center>||<center><code>0000 0000 0000 0000 0000 0001</code></center>||Wet effect (objects appear darker). |
|- | |- | ||
− | | | + | |<center>2</center>||<center>{{Icon|3}} {{Icon|VC}} {{Icon|SA}} {{Icon|4}}</center>||<center><code>0000 0000 0000 0000 0000 0010</code></center>||Indicates that the object gets rendered at night for objects defined in ''TOBJ''. |
|- | |- | ||
− | | | + | |<center>4</center>||<center>{{Icon|3}} {{Icon|VC}} {{Icon|SA}} {{Icon|4}}</center>||<center><code>0000 0000 0000 0000 0000 0100</code></center>||Alpha transparency 1 |
|- | |- | ||
− | | | + | |<center>8</center>||<center>{{Icon|3}} {{Icon|VC}} {{Icon|SA}} {{Icon|4}}</center>||<center><code>0000 0000 0000 0000 0000 1000</code></center>||Alpha transparency 2 |
|- | |- | ||
− | | | + | |<center>16</center>||<center>{{Icon|3}} {{Icon|VC}} {{Icon|SA}} {{Icon|4}}</center>||<center><code>0000 0000 0000 0000 0001 0000</code></center>||Opposite to flag '''2''' |
|- | |- | ||
− | | | + | |<center>32</center>||<center>{{Icon|3}} {{Icon|VC}} {{Icon|SA}} {{Icon|4}}</center>||<center><code>0000 0000 0000 0000 0010 0000</code></center>||Indicates an object to be used inside an interior. |
|- | |- | ||
− | | | + | |<center>64</center>||<center>{{Icon|SA}} {{Icon|4}}</center>||<center><code>0000 0000 0000 0000 0100 0000</code></center>||Disables the [[COLL#Shadow_Mesh|shadow mesh]] to project a shadow. |
|- | |- | ||
− | | | + | |<center>128</center>||<center>{{Icon|SA}} {{Icon|4}}</center>||<center><code>0000 0000 0000 0000 1000 0000</code></center>||Object surface will not be [[Wikipedia:Hidden_surface_determination|culled]]. |
|- | |- | ||
− | | | + | |<center>256</center>||<center>{{Icon|SA}} {{Icon|4}}</center>||<center><code>0000 0000 0000 0001 0000 0000</code></center>||Disables draw distance (Only used for [[LOD]] objects with an ''LOD'' value greater than 299). |
|- | |- | ||
− | | | + | |<center>512</center>||<center>{{Icon|SA}} {{Icon|4}}</center>||<center><code>0000 0000 0000 0010 0000 0000</code></center>||Object is breakable (like glass – additional parameters defined inside the [[object.dat]] file, otherwise there is no effect). |
|- | |- | ||
− | | | + | |<center>1024</center>||<center>{{Icon|SA}} {{Icon|4}}</center>||<center><code>0000 0000 0000 0100 0000 0000</code></center>||Similar to flag '''512''': object first cracks on a strong collision, then it breaks (does also require ''object.dat'' registration). |
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− | |<center> | + | |<center>2048</center>||<center>{{Icon|SA}} {{Icon|4}}</center>||<center><code>0000 0000 0000 1000 0000 0000</code></center>||Indicates an object as an garage door (for more information see [[GRGE#Types_of_doors|GRGE]] – requires ''object.dat'' registration). |
|- | |- | ||
− | |<center> | + | |<center>4096</center>||<center>{{Icon|SA}}</center>||<center><code>0000 0000 0001 0000 0000 0000</code></center>||Indicates an [[RenderWare_binary_stream_file|multiclump]] object (Object switches from clump ''2'' to clump ''1'' after collision – requires ''object.dat'' registration). |
|- | |- | ||
− | |<center> | + | |<center>32768</center>||<center>{{Icon|SA}} {{Icon|4}}</center>||<center><code>0000 0000 1000 0000 0000 0000</code></center>||Uses object brightness from the current weather definition (See [[timecyc.dat]] – ''PoleShd''). |
|- | |- | ||
− | |<center> | + | |<center>65536</center>||<center>{{Icon|SA}} {{Icon|4}}</center>||<center><code>0000 0001 0000 0000 0000 0000</code></center>||Object explodes after getting hit (requires ''object.dat'' registration). |
|- | |- | ||
− | |<center> | + | |<center>131072</center>||<center>{{Icon|SA}}</center>||<center><code>0000 0010 0000 0000 0000 0000</code></center>||Unknown – apparently some flag for the [[SCM|Script]]. |
|- | |- | ||
− | |<center> | + | |<center>262144</center>||<center>{{Icon|SA}}</center>||<center><code>0000 0100 0000 0000 0000 0000</code></center>||Unknown – only used 1 time in [[GTA SA|San Andreas]]. |
|- | |- | ||
− | |<center> | + | |<center>1048576</center>||<center>{{Icon|SA}}</center>||<center><code>0000 1000 0000 0000 0000 0000</code></center>||Object will switch from clump ''2'' to clump ''1'' after getting sprayed by the player (graffity flag). |
|- | |- | ||
− | |<center> | + | |<center>2097152</center>||<center>{{Icon|SA}}</center>||<center><code>0001 0000 0000 0000 0000 0000</code></center>||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> | + | |<center>4194304</center>||<center>{{Icon|SA}}</center>||<center><code>0010 0000 0000 0000 0000 0000</code></center>||Unknown – apparently related into physics. |
|} | |} | ||
[[Category:GTA 3]][[Category:GTA VC]] | [[Category:GTA 3]][[Category:GTA VC]] | ||
{{N|4|SA}} | {{N|4|SA}} |
Revision as of 12:38, 26 July 2010
Supported games: | GTA III, GTA VC, GTA SA, GTA IV | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Brief description: | Used to define standard map objects | |||||||||||||||
IDE Sections:
|
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
ID, ModelName, TextureName, ObjectCount, DrawDistance, [DrawDistance2, ...], Flags
Identifier | Description |
---|---|
Unique object ID. | |
Name of the .dff model file without extension.
| |
Name of the .txd texture dictionary without extension.
| |
Number of clumps. 1 by default and optional for San Andreas. | |
Draw distance in units (one for each clump). | |
Object flags (see below). |
GTA IV
ModelName, TextureName, DrawDistance, Flags, Unknown, MinX, MinY, MinZ, MaxX, MaxY, MaxZ, SphereX, SphereY, SphereZ, Radius, LOD Model
Identifier | Description |
---|---|
Name of the .wdr model file without extension.
| |
name of the .wtd texture dictionary without extension.
| |
Draw distance in units. | |
Object flag (see below). | |
Unknown integer (0 by default). | |
Lower left corner of the bounding box for the object. | |
Upper right corner of the bounding box for the object. | |
Center of the bounding sphere for the object. | |
Radius of the bounding sphere into all dimensions. | |
Name of the .wdd file that contains the lod model for the defined modelname.
|
GTA IV stores bounding informations inside the item definitions for better performance. The previous games stored bounding informations 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 an boolean value of an special aspect.
Flag | Supported games | Binary | Description |
---|---|---|---|
1111 1111 1111 1111 1111 1111 |
Enables all flags. [1] Never used by default. | ||
0000 0000 0000 0000 0000 0001 |
Wet effect (objects appear darker). | ||
0000 0000 0000 0000 0000 0010 |
Indicates that the object gets rendered at night for objects defined in TOBJ. | ||
0000 0000 0000 0000 0000 0100 |
Alpha transparency 1 | ||
0000 0000 0000 0000 0000 1000 |
Alpha transparency 2 | ||
0000 0000 0000 0000 0001 0000 |
Opposite to flag 2 | ||
0000 0000 0000 0000 0010 0000 |
Indicates an object to be used inside an interior. | ||
0000 0000 0000 0000 0100 0000 |
Disables the shadow mesh to project a shadow. | ||
0000 0000 0000 0000 1000 0000 |
Object surface will not be culled. | ||
0000 0000 0000 0001 0000 0000 |
Disables draw distance (Only used for LOD objects with an LOD value greater than 299). | ||
0000 0000 0000 0010 0000 0000 |
Object is breakable (like glass – additional parameters defined inside the object.dat file, otherwise there is no effect). | ||
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). | ||
0000 0000 0000 1000 0000 0000 |
Indicates an object as an garage door (for more information see GRGE – requires object.dat registration). | ||
0000 0000 0001 0000 0000 0000 |
Indicates an multiclump object (Object switches from clump 2 to clump 1 after collision – requires object.dat registration). | ||
0000 0000 1000 0000 0000 0000 |
Uses object brightness from the current weather definition (See timecyc.dat – PoleShd). | ||
0000 0001 0000 0000 0000 0000 |
Object explodes after getting hit (requires object.dat registration). | ||
0000 0010 0000 0000 0000 0000 |
Unknown – apparently some flag for the Script. | ||
0000 0100 0000 0000 0000 0000 |
Unknown – only used 1 time in San Andreas. | ||
0000 1000 0000 0000 0000 0000 |
Object will switch from clump 2 to clump 1 after getting sprayed by the player (graffity flag). | ||
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) | ||
0010 0000 0000 0000 0000 0000 |
Unknown – apparently related into physics. |
Grand Theft Auto IV | |
---|---|
File Formats | .dat • .gxt • .ide • .img • .ipl • .nod • .sco • .rpf • .rrr • .wad • .wbd/.wbn • .wdd • .wdr • .wft • .whm • .wpl • .wtd |
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