2DFX (IDE section)Supported games: | GTA III, GTA VC |
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Brief description: | Used to place 2D effects and ped behaviors on objects |
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IDE Sections:
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2DFX is a section in the item definition file. It is used to place 2D effects (like lights and particles) and ped behaviors on objects. This section is somewhat unique compared to other sections because it needs to be attached to an existing object rather than defining itself. If too much effects are loaded or drawn in the game, some of the effects will load in and out or won't appear at all.
Format
Type 0: Lights
This can create a complex light source on an object. If the object has a sub object, the light will disappear when the main object changes into the sub object (like when lampposts are knocked).
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Identifier
|
Type
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Description
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A |
ID |
integer |
associated to existing object ID defined in OBJS or TOBJ section
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B,C,D |
X, Y, Z |
float[3] |
X, Y, and Z coordinates relative to the center of the object
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E,F,G |
R, G, B |
integer[3] |
color of the light and everything associated with it in RGB format, also affects the intensity of the light so that darker the color the dimmer the light (meaning black (0,0,0) will yield a light so dim that it's not visible)
|
H |
unknown |
integer |
usually 0 or 200
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I |
2DFX type |
integer |
always 0 for lights
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J |
Corona |
string |
corona texture associated to the light, texture defined in particle.txd , usually "coronastar" for lights
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K |
Shadow |
string |
light texture that is cast on the ground, texture defined in particle.txd , usually "shad_exp" for lights
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L |
Distance |
float |
view distance of the light, is limited by the draw distance of the host object
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M |
Outer range |
float |
the range the light can cast on objects, cars, and peds
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N |
Size |
float |
the size of the corona, can be a float or integer, size 0 means no visible corona but effect of light still visible
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O |
Inner range |
float |
the range the light can cast on the ground
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P |
IDE flag |
integer |
IDE flag, only the time-dependent flags are useable
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Q |
Flash |
integer |
sets the type of flashing (see below)
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R |
Wet |
integer |
sets the particle to be "reflective" on wet grounds, will only work if the ground around the light is set to wet when raining 0 - not reflective when wet, 1 - reflective when wet
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S |
Flare |
integer |
sets the particle to create a lens flare on the screen, similar to what the sun does 0 - no lens flare, 1 - yellow lens flare, 2 - white lens flare
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T |
Dust |
integer |
sets the intensity of light reflecting off dust, values 4 to 7 have visible effects
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Types of Flashes
0
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constantly lit all time
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1
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constantly lit at night
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2
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occasional flicker all time
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3
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occasional flicker at night
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4
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~1 second flashes
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5
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~1 second flashes at night
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6
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~2 seconds flashes
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7
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~2 seconds flashes at night
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8
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~3 seconds flashes
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9
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~3 seconds flashes at night
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10
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random flicker
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11
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random flicker at night
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12
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hardcoded traffic lights properties
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Type 12 is involved in hardcoded properties of traffic lights. It is mainly used to position the lights on the traffic light. A traffic light without a 2DFX entry will crash the game when the traffic light is loading.
Type 1: Particles
This can create simple particles on an object
|
Identifier
|
Type
|
Description
|
A |
ID |
integer |
associated to existing object ID defined in OBJS or TOBJ section
|
B,C,D |
X, Y, Z |
float[3] |
X, Y, and Z coordinates relative to the center of the object
|
E,F,G |
R, G, B |
integer[3] |
useless values
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H |
unknown |
integer |
usually 63 or 200
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I |
2DFX type |
integer |
always 1 for particles
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J |
Particle |
integer |
particle type (see below)
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K,L,M |
unk1, unk2, unk3 |
float[3] |
unknown, rotation of particle?
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N |
Size |
float |
the size of the particle
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Types of Particles
Ordered from 6 to 0 from left to right, all size is 1 with Tommy at the bottom for comparison
0
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small white smoke
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1
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small white smoke
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2
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larger white smoke
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3
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fire (it doesn't burn)
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4
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black smoke
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5
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water fountain (Vice City only, will spray water droplets on the screen)
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6
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water spray (Vice City only, will spray water droplets on the screen)
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Type 2
It is unknown what this type does. This type was used in GTA III but should be usable in Vice City.
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Identifier
|
Type
|
Description
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A |
ID |
integer |
|
B,C,D |
X, Y, Z |
float[3] |
|
E,F,G |
R, G, B |
integer[3] |
|
H |
unknown |
integer |
usually 63 or 200
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I |
2DFX type |
integer |
always 2
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J |
unknown |
integer |
|
K,L,M |
unknown |
float[3] |
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N |
unknown |
integer |
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Type 3: Peds
This can make a ped have simple behaviors around the object.
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Identifier
|
Type
|
Description
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A |
ID |
integer |
associated to existing object ID defined in OBJS or TOBJ section
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B,C,D |
X, Y, Z |
float[3] |
X, Y, and Z coordinates relative to the center of the object
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E,F,G |
R, G, B |
integer[3] |
useless values
|
H |
unknown |
integer |
usually 0 or 200
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I |
2DFX type |
integer |
always 3 for peds
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J |
Behavior |
integer |
behavior type (see below)
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K,L,M |
unk1, unk2, unk3 |
float[3] |
unknown, useless values?
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N,O,P |
RotX, RotY, RotZ |
float[3] |
rotation of ped when animation is playing
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Types of Behaviors
0
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walks to the coordinates to use an ATM then walks away
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1
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walks to the coordinates to sit down for a while then stand back up and walks away
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2
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walks to the coordinates to wait for a bus; additional peds will line up behind each other
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3
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walks to the coordinates, stands for a very short while, then leave (like window shopping)
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4
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unknown, used in game
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Type 4: Sun Reflections
This can create a sun "reflection" exactly and behaving like the ones seen on cars.
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Identifier
|
Type
|
Description
|
A |
ID |
integer |
associated to existing object ID defined in OBJS or TOBJ section
|
B,C,D |
X, Y, Z |
float[3] |
X, Y, and Z coordinates relative to the center of the object
|
E,F,G |
R, G, B |
integer[3] |
useless values
|
H |
unknown |
integer |
usually 120
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I |
2DFX type |
integer |
always 4 for sun reflections
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