ANIM
Supported games: | GTA SA, GTA IV | |||||||||||||||
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Brief description: | Used to define timed map objects | |||||||||||||||
IDE Sections:
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ANIM is a section in the item definition file. It is used to define standard map objects linked to an animation. Its format is somewhat similar to standard map objects. GTA IV added a section (TANM) that supports time controlled objects linked to animations.
Format
San Andreas
Identifier | Type | Description | |
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integer | Unique object ID. | ||
string | Name of the .dff model file without extension.
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string | Name of the .txd texture dictionary without extension.
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string | Name of the .ifp animation file without extension.
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float | Draw distance in units. | ||
integer | Object flags (see below). |
Note that animated files are still having an static collision. This means that the collision get's not animated since it does not contain bone information for the animation. If you want to move objects you can do this using mission script. [1]
GTA IV
This section is incomplete. You can help by fixing and expanding it.
Object Flags
Flags are used to specify the behaviour of objects. They are signed 32-bit integer values where each bit descripes a boolean value of an special aspect.
Flags are used to specify the behaviour of objects. They are signed 32-bit integer values where each bit describes a boolean value of an special aspect.
Flag | Supported games | Binary | Description |
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-1 | – | 1111 1111 1111 1111 1111 1111 |
Enables all flags.[a] Never used by default. |
1 | 0000 0000 0000 0000 0000 0001 |
Wet effect (objects appear darker). | |
2 | 0000 0000 0000 0000 0000 0010 |
Do not fade the object when it is being loaded into or out of view. | |
4 | 0000 0000 0000 0000 0000 0100 |
Allow transparencies of other objects to be visible through this object. | |
8 | 0000 0000 0000 0000 0000 1000 |
Alpha transparency 2 | |
16 | 0000 0000 0000 0000 0001 0000 |
Opposite to flag 2 | |
32 | 0000 0000 0000 0000 0010 0000 |
Indicates an object to be used inside an interior. | |
64 | 0000 0000 0000 0000 0100 0000 |
Disables the shadow mesh to project a shadow; allow transparencies of other objects, shadows, and lights to be visible through this object. | |
128 | 0000 0000 0000 0000 1000 0000 |
Object surface will not be culled. | |
256 | 0000 0000 0000 0001 0000 0000 |
Disables draw distance (Only used for LOD objects with an LOD value greater than 299). | |
512 | 0000 0000 0000 0010 0000 0000 |
Object is breakable (like glass – additional parameters defined inside the object.dat file, otherwise there is no effect). | |
1024 | 0000 0000 0000 0100 0000 0000 |
Similar to flag 512: object first cracks on a strong collision, then it breaks (does also require object.dat registration). | |
2048 | 0000 0000 0000 1000 0000 0000 |
Indicates an object as an garage door (for more information see GRGE – requires object.dat registration). | |
4096 | 0000 0000 0001 0000 0000 0000 |
Indicates a multi mesh object (Object switches from mesh 2 to mesh 1 after collision – requires object.dat registration). | |
16384 | 0000 0000 0100 0000 0000 0000 |
Indicates a vegetation object (Object moves in wind). | |
32768 | 0000 0000 1000 0000 0000 0000 |
Uses object brightness from the current weather definition (See timecyc.dat – PoleShd). | |
65536 | 0000 0001 0000 0000 0000 0000 |
Object explodes after getting hit (requires object.dat registration). | |
131072 | 0000 0010 0000 0000 0000 0000 |
Unknown – apparently some flag for the Script. | |
262144 | 0000 0100 0000 0000 0000 0000 |
Unknown – only used 1 time in San Andreas. | |
1048576 | 0000 1000 0000 0000 0000 0000 |
Object will switch from mesh 2 to mesh 1 after getting sprayed by the player (graffity flag). | |
2097152 | 0001 0000 0000 0000 0000 0000 |
Disables backface culling – as an result the texture will be drawed on both sides of the model (Always enabled for GTA III and Vice City) | |
4194304 | 0010 0000 0000 0000 0000 0000 |
Unknown – apparently related into physics. | |
edit |
References
See also
Grand Theft Auto IV | |
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File Formats | .dat • .gxt • .ide • .img • .ipl • .nod • .sco • .rpf • .rrr • .wad • .wbd/.wbn • .wdd • .wdr • .wft • .whm • .wpl • .wtd |
Documentation | Audio • Bink Video • Cryptography • Cutscenes • GXT Text • Image listing • Keycodes • Map Listing • Native functions • Paths • Radar Blips • Radio Stations • Saves • Scenarios • VTable • Weapons |
Tools | ASI Loader • ENBSeries • G-Texture • GIMS IV • Ingame WPL Editor • IV Needle • OpenIV • SparkIV • XLiveLess • WPL Manager • X Mod Installer Alice • C++ Script Hook • .NET Script Hook • Scocl |
Tutorials | Importing Textures with OpenIV • Importing Textures with SparkIV |
Modifications | GTA Connected • Gostown IV • Four Multiplayer • IV Multiplayer • CitizenMP:IV Reloaded |
Useful links | Community portal • Discussion forums • Modding forums • Mods on GTAGarage.com |