CARS (IDE Section)

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Revision as of 20:23, 12 January 2015 by Spaceeinstein (talk | contribs) (cosmetic fixes + comprules link)
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CARS redirects here. For the IPL section see CARS (IPL Section)
CARS (IDE section)
Supported games:GTA III, GTA VC, GTA SA, GTA IV
Brief description:Used to define vehicles
IDE Sections:
2DFX AMAT ANIM CARS HIER HAND MLO OBJS
PATH PEDS TANM TOBJ TREE TXDP WEAP

CARS is a section in the item definition file. It is used to define vehicles and some their properties.

Format

GTA III

This section is mainly used in the .\data\default.ide file. Each type of vehicle has its own format.

GTA III Identifier Type Description
A
Id
integer Unique object ID.
B
ModelName
string Name of the .dff model file without extension.
C
TxdName
string Name of the .txd texture dictionary without extension.
D
Type
string 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.
E
HandlingId
string Name corresponding to its handling data in the handling.cfg file.
F
GameName
string Name corresponding to its GXT entry, case sensitive and must be seven characters or less!
Invalid name will show up as MODEL missing
G
Class
string Class of the vehicle (see below).
H
Frq
integer Frequency of the vehicle spawning randomly on the streets.
I
Lvl
integer unknown
J
Comprules
hex Component rules, alters how vehicle models' "extras" behave, see below for list
K
Type
car: WheelModelId
boat: unused
train: unused
plane: LODModel
integer
ID number of wheel model.
-
-
ID number of LOD model – can be any valid object.
L
Type
car: WheelScale
boat: unused
train: unused
plane: unused
float
Scale of wheel and collision models, 1.0 for original size of wheel and collision models
-
-
-

Comprules

This is a list of all non-zero values used in the column.

Non-Zero Value Effect Vehicle(s)
0x1f10 Forces vehicle to always spawn with one of its first two extras. If a vehicle has more than two extras, one of the first two will always spawn and another extra also may spawn with either of the first two extras. Very rarely (likely due to a glitch) these vehicles can spawn without an extra. Taxi, Hoods Rumpo XL
0x2ff0 When it is raining, vehicle will spawn with its first extra. Vehicle may also spawn with other extras (if present in the model) in addition to the first extra. Stinger, Stallion

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 wheel_sport64 wheel_saloon64 wheel_lightvan64 wheel_classic64 wheel_alloy64 wheel_lighttruck64 wheel_smallcar64

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.

Vice City Identifier Type Description
A
Id
integer Unique object ID.
B
ModelName
string Name of the .dff model file without extension.
C
TxdName
string Name of the .txd texture dictionary without extension.
D
Type
string Type of vehicle, which includes car, boat, train, heli, plane, and bike. Flyable helicopters are of type car.
E
HandlingId
string Name corresponding to its handling data in the handling.cfg file.
F
GameName
string Name corresponding to its GXT entry, case sensitive and must be seven characters or less.
Invalid name will not show up in the game.
G
Anims
string Appropriate animation file mainly used on bikes.
H
Class
string Class of the vehicle (see below).
I
Frq
integer Frequency of the vehicle spawning randomly on the streets.
J
Lvl
integer unknown
K
Comprules
hex Component rules, alters how vehicle models' "extras" behave, see below for list
L
Type
car: WheelID
boat: unused
train: unused
heli: unused
plane: LODModel
bike: unknown
integer
ID number of wheel model.
-
-
-
ID number of LOD model – can be any valid object.
unknown
M
Type
car: WheelScale
boat: unused
train: unused
heli: unused
plane: unused
bike: WheelScale
float
Scale of wheel and collision models, 1.0 for original size of wheel and collision models
-
-
-
-
Scale of wheel collision model, 1.0 for original size of wheel collision models; wheel visually not affected

Comprules

This is a list of all non-zero values used in the column.

Non-Zero Value Vehicle(s)
0x1f10 Taxi, Cabbie, Zebra Cab, Kaufman Cab
0x2ff0 Stinger, Stallion, Sabre, Sabre Turbo, Comet, Deluxo
0x4fff Flatbed, Hotring A, Hotring B, Bloodring Banger A, Bloodring Banger B
0x30123345 Caddy

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 wheel_rim wheel_offroad wheel_truck wheel_sport wheel_saloon wheel_lightvan wheel_classic wheel_alloy wheel_lighttruck wheel_smallcar
Xbox wheel_rim wheel_offroad wheel_truck wheel_sport wheel_saloon wheel_lightvan wheel_classic wheel_alloy wheel_lighttruck wheel_smallcar

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
ID
Unique model ID
ModelName
Name of the .dff model file without extension.
TxdName
Name of the .txd texture dictionary without extension.
Type
Type of vehicle, which includes trailer, bmx, bike, train, boat, plane, heli, quad, mtruck and car
HandlingID
Name corresponding to its handling data in the handling.cfg file.
GameName
Name corresponding to its GXT entry, case sensitive and must be seven characters or less.
Invalid name will not show up in the game.
Anims
Appropriate character animation
Class
Class of the vehicle
Frequency
Frequency of the vehicle spawning randomly on the streets.
Flags
Unknown integer.
Comprules
Component rules, alters how vehicle models' "extras" behave, see below for list
WheelID
Wheel index, needs to be -1 for vehicles to use wheel model defined in the vehicle's model (wheels.dff is no longer used)
WheelScale_Front
Scale of front wheels and collision models for types car, trailer, quad, mtruck, bmx and bike
WheelScale_Rear
Scale of rear wheels and collision models for types car, trailer, quad, mtruck, bmx and bike
Unknown value
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

This is a list of all non-zero values used in the column.

Non-Zero Value Vehicle(s)
0x1012 Tram
0x1f10 Taxi, Barracks Ol, Coach, Cabbie, Slamvan
0x2ff0 Sabre, Comet, Savanna, Broadway, Tornado
0x3012 Coast Guard
0x3210 Stallion
0x3f01 Reefer
0x3f10 Securicar
0x4fff Speeder, Tropic, Flatbed, Hotring Racer A, Hotring Racer B, Bloodring Banger, DFT30
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 present but not 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

By default all cars are defined inside the ..\common\data\vehicles.ide file.

GTA IV Identifier Type Description
A
ModelName
string Name of the .wdr model file without extension.
B
TxdName
string Name of the .wtd texture dictionary without extension.
C
Type
string Type of vehicle, which includes car, bike, boat, train, heli, and plane.
D
HandlingId
string Name corresponding to its handling data in the handling.dat file.
E
GameName
string Name corresponding to its GXT entry
F
Anims
string Name of the animation used while entering and driving a vehicle from anim.img file.
  • VEH@STD - Standard Car
  • VEH@VAN - Van
  • VEH@LOW - Low to the ground
  • VEH@TRUCK - Truck
  • VEH@BUS - Bus
  • VEH@BIKE_FREEWAY - Freeway Motorcycle
  • VEH@BIKE_SCOOTER - Scooter
  • VEH@BIKE_SPT - Sports Bike
  • VEH@BIKE_DIRT - Dirt Bike
  • VEH@BIKE_CHOPPER - Chopper Motor Cycle
  • VEH@HELICOPTER - Helicopter
  • veh@boat_speed - Speed Boat
  • veh@boat_STAND_BIG - Big Boat, player stands while driving
  • veh@boat_standing - Boat that player stands while driving
  • VEH@TRAIN - Train
G
Anims2
string Name of the secondary vehicle animation used from anim.img file.
  • NULL - Ignored
  • VEH@HELICOPTER_XX_H
  • VEH@HELI_ANNIH
  • VEH@VAN_LL_LO, _LR1_LF1, _HL1_HI1, _FO2_FO2, _XX_LE1, _FO1_FO1, _RI1_LE1, _RI2_LE2, _RI3_LE3
  • VEH@STD_LO1_LO1, _LO2_LO2, _LO3_LO3, _LO4_LO4, _LO5_LO5, _LE1_RI1, _RI2_LE2, _DF8, _RI1, _RI3, _XX_RI1, _XX_RI2, _RI1_LO1, _RI2_LO2, _RI3_LO3, _FO1,
  • VEH@LOW_INFERNUS, _CONV, _LE1_RI1, _LE2_RI2, _LU1_RI1, _LU2_RI2, _HI_HI, _HI2_HI2, _HI3_HI3, _HI4_HI4, _XX_LO1
  • VEH@TRUCK_BA_XX, _LE1_RI1, _LO1_LO1, _PHANTOM
H
Frq
integer Frequency of the vehicle spawning randomly on the streets.
I
MaxNum
integer Maximum number of vehicles to exist at a time.
J,K
WheelRadius
float[2]
L
DefDirtLevel
float Dirt level of traffic vehicles that includes a range from set value to 1.0.
Supported values range from 0.0 (clean) to 1.0 (dirty).
M
LodMult
integer
N
Swankness
float
O
Flags
string
  • noboot
  • smallworker
  • big
  • onlyduringofficehours
  • bootinfront
  • isvan
  • avoidturns
  • livery
  • liveryextra
  • sports
  • delivery
  • noambocc
  • onlyonhighways - spawn only on .NOD path, who uses 'Highway' Flag in 3th section of Flags.
  • ext_gang
  • ext_conv
  • ext_taxi
  • ext_rare
  • ext_requi
  • ext_strong
  • ext_script
  • ext_all
  • ext_sunroof
  • tallship
  • truckfx
  • truckenginefx
  • truckexhaustfx
  • truckfirefx
  • bangerexhaustfx

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 Mr Whoopee in GTA III uses the unique class special that no other vehicles have used. The following table shows the classes that are available and used in the game.

Flag Supported games Binary Description
0
GTA III Vice City San Andreas GTA IV
0000 0000 0000 0000 0000 0000
ignore
1
GTA III Vice City San Andreas GTA IV
0000 0000 0000 0000 0000 0001
normal
2
GTA III Vice City San Andreas GTA IV
0000 0000 0000 0000 0000 0010
poorfamily
4
GTA III Vice City San Andreas GTA IV
0000 0000 0000 0000 0000 0100
richfamily
8
GTA III Vice City San Andreas GTA IV
0000 0000 0000 0000 0000 1000
executive
16
GTA III Vice City San Andreas GTA IV
0000 0000 0000 0000 0001 0000
worker
32
GTA III Vice City San Andreas GTA IV
0000 0000 0000 0000 0010 0000
big
64
GTA III Vice City San Andreas GTA IV
0000 0000 0000 0000 0100 0000
taxi
128
Vice City San Andreas GTA IV
0000 0000 0000 0000 1000 0000
moped
256
Vice City San Andreas GTA IV
0000 0000 0000 0001 0000 0000
motorbike
512
Vice City San Andreas GTA IV
0000 0000 0000 0010 0000 0000
leisureboat
1024
Vice City San Andreas GTA IV
0000 0000 0000 0100 0000 0000
workerboat
2048
San Andreas GTA IV
0000 0000 0000 1000 0000 0000
bicycle
4096
San Andreas GTA IV
0000 0000 0001 0000 0000 0000
on foot

See also

External link