Item Definition
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IDE Sections:
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Item definition files, known by the extension .ide, 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. IDE files can easily be opened and edited using any text-editing program like Notepad.
Contents
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
Used to define standard static map objects.
GTA III, VC and SA format
ID, ModelName, TextureName, ObjectCount, DrawDist, [DrawDist2, ...], Flags
Identifier | Description |
---|---|
unique object ID (integer) | |
name of the .dff model file, without extension (string) | |
name of the .txd texture dictionary, without extension (string) | |
amount of sub objects, e.g. damaged parts, usually 1 (integer) - optional for SA, default 1 | |
draw distance in units, one for each sub object (float) | |
object flags, defining special behavior, default 0 (integer) |
GTA IV format
ModelName, TextureName, DrawDistance, Flag1, Flag2, (Bounds min)X,Y,Z, (Bounds max)X,Y,Z, (Bounds Sphere)X, Y, Z, Radius, WDD
Note that GTA IV does not use any unique object ID numbers
Identifier | Description |
---|---|
name of the .wdr model file, without extension (string) | |
name of the .wtd texture dictionary, without extension (string) | |
draw distance in units, one for each sub object (float) | |
object flag, defining special behavior | |
object flag, defining special behavior, default 0 (integer) | |
Lower Left vertex local position of a model bounding box | |
Upper Right vertex local position of a model bounding box | |
Radius dimensions of the bounding Sphere | |
the model dictionary file that contains the LOD model for the defined Modelname |
TOBJ
Used to define timed map objects. All but the last two columns are the same as the OBJS section.
GTA III, VC and SA format:
ID, ModelName, TextureName, ObjectCount, DrawDist, [DrawDist2, ...], Flags, TimeOn, TimeOff
Identifier | Description |
---|---|
unique object ID (integer) | |
name of the .dff model file, without extension (string) | |
name of the .txd texture dictionary, without extension (string) | |
amount of sub objects, e.g. damaged parts, usually 1 (integer) - optional for SA, default 1 | |
draw distance in units, one for each sub object (float) | |
object flags, defining special behavior, default 0 (integer) | |
activation time in game hours (integer) | |
deactivation time in game hours (integer) |
GTA IV format
ModelName, TextureName, DrawDist, Flag1, Flag2, (Bounds min)X,Y,Z, (Bounds max)X,Y,Z, (Bounds Sphere)X,Y,Z, Radius, WDD, NightFlag
Note that GTA IV does not use any unique object ID numbers.
Identifier | Description |
---|---|
name of the .wdr model file, without extension (string) | |
name of the .wtd texture dictionary, without extension (string) | |
draw distance in units, one for each sub object (float) | |
object flag, defining special behavior | |
object flag, defining special behavior, default 0 (integer) | |
Lower Left vertex local position of a model bounding box | |
Upper Right vertex local position of a model bounding box | |
Radius dimensions of the bounding Sphere | |
the model dictionary file that contains the LOD model for the defined Modelname | |
assumed to be hardcoded time flags |
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 animation archive, without extension (string)
GTA IV format
ModelName, TextureName, Wad, DrawDist, Flag1, Flag2, (Bounds min)X,Y,Z, (Bounds max)X,Y,Z, (Bounds Sphere)X,Y,Z, Radius, WDD
- ModelName, TextureName, DrawDistance, Flags, Bounds min, Bounds max, Bounds Sphere X,Y,Z, Radius, WDD
- same as for the OBJS section
- Wad
- name of the (.wad) animation archive, without extension (string)
PEDS
Used to define characters and pedestrians
GTA III format:
ID, ModelName, TxdName, Threat, Behavior, AnimationType, VehClass
Identifier | Description |
---|---|
Unique model ID | |
Name of the .dff model file, without extension | |
Name of the .txd texture dictionary, without extension | |
The threat of the ped as defined in the ped.dat file | |
The behavior of the ped as defined in the pedstats.dat file | |
The type of animation being used on the ped for movements | |
The class of vehicle that the ped will drive The value is in hex! It needs to be converted into decimal and back |
Vice City format
ID, ModelName, TxdName, Threat, Behavior, AnimationType, VehClass, StartAnimation?, Radio1, Radio2
Identifier | Description |
---|---|
Unique model ID | |
Name of the .dff model file, without extension | |
Name of the .txd texture dictionary, without extension | |
The threat of the ped as defined in the ped.dat file | |
The behavior of the ped as defined in the pedstats.dat file | |
The type of animation being used on the ped for movements | |
The class of vehicle that the ped will drive The value is in hex! It needs to be converted into decimal and back | |
Ped's preferred radio station |
WEAP
GTA III and VC format:
ID, ModelName, TextureName, Animation, ?, DrawDistance, ?
- Animation
- From ped.ifp, animation used to wield and shoot the weapon
CARS
Used to define vehicles
GTA III formats
Car
ID, ModelName, TxdName, Type, HandlingID, GameName, Class, Frequency, Level, Comprules, WheelID, WheelScale
Boat and Train
ID, ModelName, TxdName, Type, HandlingID, GameName, Class, Frequency, Level, Comprules
Plane
ID, ModelName, TxdName, Type, HandlingID, GameName, Class, Frequency, Level, Comprules, LODModel
Identifier | Description |
---|---|
Unique model ID | |
Name of the .dff model file, without extension | |
Name of the .txd texture dictionary, without extension | |
Type of vehicle, which includes car, boat, train, and plane This data is related to hardcoded functions and must not be changed or else it might crash the game | |
Name corresponding to its handling data in the handling.cfg file | |
Name corresponding to its GXT entry, case sensitive and must be seven characters or less! Invalid name will show up as NAME missing | |
Class of the vehicle | |
Frequency of the vehicle spawning randomly on the streets | |
unknown | |
unknown | |
ID number of wheel model Only available for type car, has no effect if used on type boat | |
Scale of wheel and collision models, 1.0 for original size of wheel and collision models Only available for type car, has no effect if used on type boat | |
ID number of LOD model, can be any valid vehicle model Only available for type plane |
Vice City formats
Car
ID, ModelName, TxdName, Type, HandlingID, GameName, Anims, Class, Frequency, Level, Comprules, WheelID, WheelScale
Bike
ID, ModelName, TxdName, Type, HandlingID, GameName, Anims, Class, Frequency, Level, Comprules, Unknown, WheelScale
Boat and Heli
ID, ModelName, TxdName, Type, HandlingID, GameName, Anims, Class, Frequency, Level, Comprules
Plane
ID, ModelName, TxdName, Type, HandlingID, GameName, Anims, Class, Frequency, Level, Comprules, LODModel
Identifier | Description |
---|---|
Unique model ID | |
Name of the .dff model file, without extension | |
Name of the .txd texture dictionary, without extension | |
Type of vehicle, which includes car, bike, boat, plane, and heli; flyable helicopters are type car | |
Name corresponding to its handling data in the handling.cfg file. | |
Name corresponding to its GXT entry, case sensitive and must be seven characters or less! Invalid name will not show up in the game | |
Appropriate animation file mainly used on bikes | |
Class of the vehicle | |
Frequency of the vehicle spawning randomly on the streets | |
unknown | |
unknown | |
ID number of wheel model Only available for type car, has no effect if used on type boat | |
Scale of wheel and collision models for type car, scale of wheel collision model for type bike, 1.0 for original size of wheel and collision models Only available for types car and bike, has no effect if used on type boat | |
ID number of LOD model, can be any valid vehicle model Only available for type plane |
SA Format comming soon
HIER
SA Format only
This is (e.g.) used in default.ide in the 'data\'-folder Normal structure is like this:
ID, model, texture, null, float (normally 2000.00)
The meaning of these lines isn't known yet, but it seems to be a kind of bodyparts for the player.
TXDP
- Texture Archive Parent
SA and GTA 4 format
TextureName, TextureParentName
Both parameters are names of texture archives (.txd
). The second archive (the "parent") virtually extends the first one. Practically, the game looks up a texture in the primary archive, and if it's not there and a parent txd has been assigned, it checks for the texture in the parent archive. This way shared archives can be created, which contain often used textures, without the need to create duplicates or split up a model just for that purpose.
2DFX
Used to place lights, particles, and ped behaviors on objects
GTA III and VC format
Type 0: Lights
ID, X, Y, Z, R, G, B, unknown (0 or 200), 0, Corona, Shadow, Distance, Outer range, Size, Inner range, IDE flag, Flash, 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 with it in RGB format, also affects the intensity of the light so that darker the color the dimmer the light (meaning black (0,0,0) will yield a light so dim that it's not visible) | |
corona texture associated to the light, texture defined in particle.txd , usually "coronastar" for lights
| |
light texture that is cast on the ground, texture defined in particle.txd , usually "shad_exp" for lights
| |
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 usable | |
sets the type of flashing | |
sets the particle to be "reflective" on wet grounds, will only work if the ground around the light is set to wet when raining 0 - not reflective when wet, 1 - reflective when wet | |
sets the particle to create a lens flare on the screen, similar to what the sun does 0 - no lens flare, 1 - yellow lens flare, 2 - white lens flare | |
sets the intensity of light reflecting off dust, values 4 to 7 have visible effects |
Type 1: Particle
ID, X, Y, Z, R, G, B, unknown (63 or 200), 1, Particle, unk1, unk2, unk3, 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 | |
unknown, rotation of particle? | |
the size of the particle |
Type 3: Peds (Vice City only)
ID, X, Y, Z, R, G, B, unknown (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 | |
unknown, useless values? | |
rotation of ped when animation is playing |
Type 4: Sun Reflections (Vice City only)
ID, X, Y, Z, R, G, B, unknown (120), 4
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 |
The 2dfx section has been completely moved into the DFF file structure for San Andreas. It uses one of Rockstars custom section ID's. For GTA IV the light section is located inside the WDR file structure for map models.
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).
TREE
GTA4 only
TANM
GTA4 only
MLO
GTA4 only
AMAT
GTA4 only
Modelname, Flag1, Flag2
Procobj.ide
OBJS
GTA IV format
ModelName, TextureName, DrawDistance, Flag1, Flag2, (Bounds min)X, Y, Z, (Bounds max)X, Y, Z, (Bounds Sphere)X,Y,Z, Radius, WDD
- ModelName
- name of the .wdr model file, without extension (string)
- TextureName
- set to 'null' by default in procobj.ide
- DrawDistance
- draw distance in units, one for each sub object (float)
- Flag1
- object flag, defining special behavior
- Flag2
- object flag, defining special behavior, default 0 (integer)
- Bounds Min
- Lower Left vertex of a model bounding box
- Bounds Max
- Upper Right vertex of a model bounding box
- Bounds Sphere
- X,Y,Z Coords
- Radius
- Of Bounds Sphere
- WDD
- set to 'null' by default in procobj.ide
Tools
- GTAGarage: IDEditor - By Xmen
- GTAForums: IDE-IV in GTA-IV script centre - by Gforce
- FlagValue Calculator - By Aschratt - Calculates all Flagvalues (even those unknown)
External Links
- GTAForums: GTAVC IDE Definitions - topic by ODIE covering specific details of IDE files in GTA VC
- GTAForums: GTA3/VC Map File Documentation and Troubleshooting - topic by Opius covering general features of IDE files in GTA3 and GTA VC
- GTAForums: Paths Documentation for SA, VC and GTA3 - topic by REspawn detailing GTA3's paths
- ID Flagvalue Decoding Project - project to decode all missing flag values
Grand Theft Auto IV | |
---|---|
File Formats | .dat • .gxt • .ide • .img • .ipl • .nod • .sco • .rpf • .rrr • .wad • .wbd/.wbn • .wdd • .wdr • .wft • .whm • .wpl • .wtd |
Documentation | Audio • Bink Video • Cryptography • Cutscenes • GXT Text • Image listing • Keycodes • Map Listing • Native functions • Paths • Radar Blips • Radio Stations • Saves • Scenarios • VTable • Weapons |
Tools | ASI Loader • ENBSeries • G-Texture • GIMS IV • Ingame WPL Editor • IV Needle • OpenIV • SparkIV • XLiveLess • WPL Manager • X Mod Installer Alice • C++ Script Hook • .NET Script Hook • Scocl |
Tutorials | Importing Textures with OpenIV • Importing Textures with SparkIV |
Modifications | GTA Connected • Gostown IV • Four Multiplayer • IV Multiplayer • CitizenMP:IV Reloaded |
Useful links | Community portal • Discussion forums • Modding forums • Mods on GTAGarage.com |