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 animations on objects.
GTA III - Vice City
Type 0: Lights
ID, X, Y, Z, R, G, B, 200, 1, Corona, Shadow, Distance, Outer range, Size, Inner range, IDE flag, Wet, Flare, Dust
Identifier
|
Description
|
ID |
associated to existing object ID defined in OBJS section
|
X, Y, Z |
X, Y, and Z coordinates relative to the center of the object
|
R, G, B |
color of the light and everything associated it in RGB format
|
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 (see below)
|
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 0 - no lens flare, 1 - lens flare effect
|
Dust |
sets the intensity of light reflecting off dust, values 4 to 7 have visible effects
|
Types of Flashes
0
|
constantly lit all time
|
1
|
constantly lit at night
|
2
|
occasional flicker all time
|
3
|
occasional flicker at night
|
4
|
~1 second flashes
|
5
|
~1 second flashes at night
|
6
|
~2 seconds flashes
|
7
|
~2 seconds flashes at night
|
8
|
~3 seconds flashes
|
9
|
~3 seconds flashes at night
|
10
|
random flicker
|
11
|
random flicker at night
|
Type 1: Particles
ID, X, Y, Z, R, G, B, 200, 2, Particle, unk1, unk2, Size
Identifier
|
Description
|
ID |
associated to existing object ID defined in OBJS section
|
X, Y, Z |
X, Y, and Z coordinates relative to the center of the object
|
R, G, B |
useless values
|
Particle |
particle type (see below)
|
Size |
the size of the particle
|
Types of Particles
0
|
small white smoke
|
1
|
medium white smoke
|
2
|
large white smoke
|
3
|
fire
|
4
|
black smoke
|
5
|
water fountain
|
6
|
water spray
|
Type 3: Peds
ID, X, Y, Z, R, G, B, 200, 3, Animation, unk1, unk2, unk3, RotX, RotY, RotZ
Identifier
|
Description
|
ID |
associated to existing object ID defined in OBJS section
|
X, Y, Z |
X, Y, and Z coordinates relative to the center of the object
|
R, G, B |
useless values
|
Animation |
animation type (see below)
|
unk1, unk2, unk3 |
unknown, useless values?
|
RotX, RotY, RotZ |
rotation of ped when animation is playing
|
Types of Animations
0
|
using an ATM
|
1
|
sitting down
|
2
|
waiting for a bus; peds will walk up to the point and line up behind each other
|
3
|
window shopping; peds will walk up to the point, stand for a while, then leave
|
4
|
unknown, used in game
|