TOBJ is a section in the item definition file. It is used to define timed map objects. Objects will be visible at during specific time. They can be made to appear to change from one object to another on a specific time of day.
GTA III - San Andreas
Format
ID, ModelName, TextureName, ObjectCount, DrawDist, [DrawDist2, ...], Flags, TimeOn, TimeOff
All but the last two columns are the same as the OBJS section.
Identifier
|
Description
|
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 |
amount 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)
|
TimeOn |
activation time in game hours (integer)
|
TimeOff |
deactivation time in game hours (integer)
|
GTA IV
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. All but the last column are the same as the OBJS section.
Identifier
|
Description
|
ModelName |
name of the .wdr model file, without extension (string)
|
TextureName |
name of the .wtd texture dictionary, without extension (string)
|
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 local position of a model bounding box
|
Bounds Max |
Upper Right vertex local position of a model bounding box
|
Radius |
Radius dimensions of the bounding Sphere
|
WDD |
the model dictionary file that contains the LOD model for the defined Modelname
|
NightFlag |
assumed to be hardcoded time flags
|