Difference between revisions of "2DFX"

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(Type 0: Lights)
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|<center>R, G, B</center>||color of the light and everything associated it in RGB format
 
|<center>R, G, B</center>||color of the light and everything associated it in RGB format
 
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|<center>Corona</center>||corona associated to the light defined in <code>particle.txd</code>, usually "coronastar" for lighta
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|<center>Corona</center>||corona texture associated to the light, texture defined in <code>particle.txd</code>, usually "coronastar" for lighta
 
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|<center>Shadow</center>||shadow associated to the light?, usually "shad_exp"
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|<center>Shadow</center>||light texture that is cast on the ground, texture defined in <code>particle.txd</code>, usually "shad_exp" for lights
 
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|<center>Distance</center>||view distance of the light, is limited by the draw distance of the host object
 
|<center>Distance</center>||view distance of the light, is limited by the draw distance of the host object

Revision as of 02:44, 5 December 2009

This article describes the usage of the 2dfx section inside a plain text IDE. For the RW Section of models see 2dfx (RW Section)
2DFX (IDE section)
Supported games:GTA III, GTA VC
Brief description:Used to place 2D effects and ped behaviors on objects
IDE Sections:
2DFX AMAT ANIM CARS HIER HAND MLO OBJS
PATH PEDS TANM TOBJ TREE TXDP WEAP

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.

GTA III - Vice City

Type 0: Lights

This can create a complex light source on an object.

ID, X, Y, Z, R, G, B, unknown (0 or 200), 0, Corona, Shadow, Distance, Outer range, Size, Inner range, IDE flag, Wet, Flare, Dust
Identifier Description
ID
associated to existing object ID defined in OBJS or TOBJ 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 texture associated to the light, texture defined in particle.txd, usually "coronastar" for lighta
Shadow
light texture that is cast on the ground, texture defined in particle.txd, usually "shad_exp" for lights
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
12 unknown, related to traffic lights

Type 1: Particles

This can create simple particles on an object

ID, X, Y, Z, R, G, B, unknown (63 or 200), 1, Particle, unk1, unk2, unk3, Size
Identifier Description
ID
associated to existing object ID defined in OBJS or TOBJ 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)
unk1, unk2, unk3
unknown, rotation of particle?
Size
the size of the particle

Types of Particles

Image link - Ordered from 6 to 0 from left to right, all size is 1 with Tommy at the bottom for comparison

0 small white smoke
1 medium white smoke
2 large white smoke
3 fire (it doesn't burn)
4 black smoke
5 water fountain (Vice City only, will spray water droplets on the screen)
6 water spray (Vice City only, will spray water droplets on the screen)

Type 2

It is unknown what this type does. This type is only used in GTA III.

ID, X, Y, Z, R, G, B, unknown (63 or 200), 2, unk1, unk2, unk3, unk4, unk5

Type 3: Peds

This can make a ped have simple behaviors around the point. This type is only available in Vice City.

ID, X, Y, Z, R, G, B, unknown (200), 3, Behavior, unk1, unk2, unk3, RotX, RotY, RotZ
Identifier Description
ID
associated to existing object ID defined in OBJS or TOBJ section
X, Y, Z
X, Y, and Z coordinates relative to the center of the object
R, G, B
useless values
Behavior
behavior type (see below)
unk1, unk2, unk3
unknown, useless values?
RotX, RotY, RotZ
rotation of ped when animation is playing

Types of Behaviors

0 walks to the coordinates to use an ATM then walks away
1 walks to the coordinates to sit down for a while then stand back up and walks away
2 walks to the coordinates to wait for a bus; additional peds will line up behind each other
3 walks to the coordinates, stands for a very short while, then leave (like window shopping)
4 unknown, used in game

Type 4: Sun Reflections

This can create a sun "reflection" exactly and behaving like the ones seen on cars. This type is only available in Vice City.

ID, X, Y, Z, R, G, B, unknown (120), 4
Identifier Description
ID
associated to existing object ID defined in OBJS or TOBJ section
X, Y, Z
X, Y, and Z coordinates relative to the center of the object
R, G, B
useless values