CARS (IDE Section)
Supported games: | GTA III, GTA VC, GTA SA, GTA IV | |||||||||||||||
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Brief description: | Used to define vehicles | |||||||||||||||
IDE Sections:
|
CARS is a section in the item definition file. It is used to define vehicles and some their properties.
Contents
Format
GTA III
This section is mainly used in the ../data/default.ide
file. Each type of vehicle has its own format.
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 (see below). | |
Frequency of the vehicle spawning randomly on the streets. | |
Unknown integer. | |
Unknown hexadecimal value. | |
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 object. Only available for type plane. |
Wheels
Wheel models are located in the ../models/generic/wheels.DFF
file. Their textures are located in the ../models/misc.txd
file. Just like the cars themselves they are defined inside the ../data/default.ide
file by default. The following table shows the different wheels and their ID's.
ID | 160 | 161 | 162 | 163 | 164 | 165 | 166 |
---|---|---|---|---|---|---|---|
Image |
Vice City
By default all cars are defined inside the ../data/default.ide
file. Unlike GTA III there are the types bike and heli but train is missing or unused.
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 of 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 (see below). | |
Frequency of the vehicle spawning randomly on the streets. | |
Unknown integer. | |
Unknown hexadecimal value. | |
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 object. Only available for type plane. |
Wheels
The location of the definition files, models and textures are just the same as for GTA III. However there are some different textures and models. The following table shows all Vice City wheels and their ID's.
ID | 237 | 238 | 239 | 250 | 251 | 252 | 253 | 254 | 255 | 256 | |
---|---|---|---|---|---|---|---|---|---|---|---|
Image | PC/PS2 | ||||||||||
Xbox |
San Andreas
By default all cars are defined inside the ../data/vehicles.ide
file.
Car
ID, ModelName, TxdName, Type, HandlingID, GameName, Anims, Class, Frequency, Flags, Comprules, WheelID, WheelScale_Front, WheelScale_Rear, Unknown_value
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 trailer, bmx, bike, train, boat, plane, heli, quad, mtruck and 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 character animation | |
Class of the vehicle | |
Frequency of the vehicle spawning randomly on the streets. | |
Unknown integer. | |
Unknown hexadecimal value. | |
Wheel index, needs to be -1 for vehicles to use wheel model defined in the vehicle's model (wheels.dff is no longer used) | |
Scale of front wheels and collision models for types car, trailer, quad, mtruck, bmx and bike | |
Scale of rear wheels and collision models for types car, trailer, quad, mtruck, bmx and bike | |
Untested value. For most vehicles it is 0, or -1 regardless of Type.
For the Flash, Elegy, Stratum, Jester and Uranus this value is 1. For the Remington, Blade, Slamvan, Savanna, Broadway and Tornado this value is 2. |
Flags
According to the vehicles.ide file, flag 0x01 streams a vehicle out after it has been spawned once, and flag 0x02 whis is "used internally". There are 3 vehicles that use flag 0x01, none that use flag 0x02, and one that uses 0x07, which is not mentioned at all.
Non-Zero Value | Vehicle(s) |
---|---|
0x01 | Dumper, Mr. Whoopee, Pizzaboy |
0x07 | Huntley |
Comprules
There is no documentation about the Comprules, however there are multiple vehicles, some specific to San Andreas, that have them set to non-zero values indicating use at least during one point in the games development.
Non-Zero Value | Vehicle(s) |
---|---|
0x1012 | Tram |
0x1f10 | Taxi, Barracks Ol, Coach, Cabbie, Slamvan |
0x2ff0 | Sabre, Comet, Savanna, Broadway, Tornado (related to convertibles?) |
0x3012 | Coast Guard |
0x3210 | Stallion |
0x3f01 | Reefer |
0x3f10 | Securicar |
0x4fff | Speeder, Tropic, Flatbed, Hotring Racer A, Hotring Racer B, Bloodring Banger, DFT30 (related to racing vehicles?) |
0x1f341210 | NRG500 |
0x30123345 | Caddy |
0x3f341210 | FCR900, BF400 |
Wheels
Wheel models are now in the same model as the vehicle itself. The "wheels.dff" and "wheels.txd" are still present, but no longer used. If the "WheelID" is -1, the game will scale the wheel collision, but NOT the wheel model. If "WheelID" is 0, the game will scale the collision AND the wheel model, however this only works properly if the wheel model is set up properly before exporting.
GTA IV
This section is incomplete. You can help by fixing and expanding it.
Vehicle Classes
The class of a vehicle helps determines where a vehicle should spawn, with the help of hardcoded features and the script. The ignore class is special for its ability to prevent vehicles assigned to that class from spawning as a regular NPC vehicle in traffic. Peds can be assigned to drive a class of vehicle in the PEDS section of the IDE file. The following table shows the classes that are available and used in the game.
See also
Grand Theft Auto IV | |
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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 |