2DFX (IDE section)Supported games: | GTA III, GTA VC |
---|
Brief description: | Used to place lights, particles, and ped behaviors on objects |
---|
IDE Sections:
|
2DFX is a section in the item definition file. It is used to place lights, particles, and ped behaviors on objects.
GTA III - Vice City
Formats
Type 0: Light
ID, X, Y, Z, R, G, B, 200, Type, Corona, Shadow, Distance, Outer range, Size, Inner range, IDE flag, Wet, Flare, Dust
Identifier
|
Description
|
ID |
existing object ID defined in OBJS section
|
X, Y, Z |
X, Y, and Z coordinates offset from the center of the object
|
R, G, B |
color of the light and everything associated it in RGB format
|
Type |
type of 2DFX, always 0 for lights
|
Corona |
corona associated to the light defined in particle.txd , usually "coronastar" for lighta
|
Shadow |
shadow associated to the light?, usually "shad_exp"
|
Distance |
view distance of the light, is limited by the draw distance of the host object
|
Outer range |
the range the light can cast on objects, cars, and peds
|
Size |
the size of the corona, can be a float or integer, size 0 means no visible corona but effect of light still visible
|
Inner range |
the range the light can cast on the ground
|
IDE flag |
IDE flag, only the time-dependent flags are useable
|
Flash |
sets the type of flashing
|
Wet |
sets the particle to be reflective on wet grounds
|
Flare |
sets the particle to create a lens flare on the screen, similar to what the sun does
|
Dust |
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, 200, Type, Particle, unk1, unk2, Size
Identifier
|
Description
|
ID |
existing object ID defined in OBJS section
|
X, Y, Z |
X, Y, and Z coordinates offset from the center of the object
|
R, G, B |
color of the light and everything associated it in RGB format
|
Type |
type of 2DFX, always 1 for particles
|
Particle |
particle type
|
Size |
the size of the particle
|