OBJS is a section in the item definition file. It is used to define standard static map objects.
GTA III - San Andreas
Format
ID, ModelName, TextureName, ObjectCount, DrawDist, [DrawDist2, ...], Flags
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)
|
Object Flags
Object Flags in SA are text formatted UInt32-Values (Like nearly all other Flags).
To understand them better you have to calculate them to binary numbers. Then You will get the Bitsets of the Flags.
1 means Enabled, 0 disabled.
List of all known flags for San Andreas:
Binary
|
Decimal
|
Description
|
0000000000000000000000000000001 |
1 |
Wet Effect
|
0000000000000000000000000000010 |
2 |
Time Object Night Flag
|
0000000000000000000000000000100 |
4 |
ALPHA Transparency 1
|
0000000000000000000000000001000 |
8 |
ALPHA Transparency 2 *
|
0000000000000000000000000010000 |
16 |
Time Object Day Flag
|
0000000000000000000000000100000 |
32 |
Interior-Object **
|
0000000000000000000000001000000 |
64 |
Disable Shadow Mesh
|
0000000000000000000000010000000 |
128 |
Excludes object from culling
|
0000000000000000000000100000000 |
256 |
Disable Draw Distance for LODs
|
0000000000000000000001000000000 |
512 |
Breakable Glass **
|
0000000000000000000010000000000 |
1024 |
Breakable Glass with crack **
|
0000000000000000000100000000000 |
2048 |
Garage door **
|
0000000000000000001000000000000 |
4096 |
2-Clump-Object ** (Switches from Clump 2 to 1 after Collision)
|
0000000000000000010000000000000 |
8192 |
Small Vegetation. Object sways in strong wind (?)
|
0000000000000000100000000000000 |
16384 |
Standard Vegetation ** (Palms in Hotels, etc.) (?)
|
0000000000000001000000000000000 |
32768 |
Use timecycle PoleShadow flag
|
0000000000000010000000000000000 |
65536 |
Explosive-Flag **
|
0000000000000100000000000000000 |
131072 |
UNKNOWN (Seems to be an SCM Flag) (?)
|
0000000000001000000000000000000 |
262144 |
UNKNOWN (1 Object in Jizzy`s Club) (?)
|
0000000000010000000000000000000 |
524288 |
UNKNOWN (?)
|
0000000000100000000000000000000 |
1048576 |
Graffiti Flag
|
0000000001000000000000000000000 |
2097152 |
Disable backface culling
|
0000000010000000000000000000000 |
4194304 |
UNKNOWN (Parts of a statue in Atrium) (?)
|
... |
|
All flags in this range are unused/unknown
|
1000000000000000000000000000000 |
1073741824 |
Unknown
|
* If there's no Interior the Texture behind the object changes to black (=> IPL | Interior-value)
** Objects needs to be activated using Object.dat
(?) Not 100 % known
To connect different flags you have to add the bit which belongs to the flag. Its the same as adding one value to another..
1 + 2 + 16 = 19
1 + 2 = 3
GTA IV
ModelName, TextureName, DrawDistance, Flag1, Flag2, (Bounds min)X,Y,Z, (Bounds max)X,Y,Z, (Bounds Sphere)X, Y, Z, Radius, WDD
Note that GTA IV does not use any unique object ID numbers
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
|