Difference between revisions of "ANIM"

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| <center>M,N,O</center> || <center>SphereX, SphereY, SphereZ</center> || float[3] || Center of the bounding sphere for the object.
 
| <center>M,N,O</center> || <center>SphereX, SphereY, SphereZ</center> || float[3] || Center of the bounding sphere for the object.
 
|-
 
|-
| <center>P</center> || <center>Radius</center> || float[3] || Radius of the bounding sphere into all dimensions.
+
| <center>P</center> || <center>Radius</center> || float || Radius of the bounding sphere into all dimensions.
 
|-
 
|-
 
| <center>Q</center> || <center>LODModel</center> || string || Name of the <code>[[WDD|.wdd]]</code> file that contains the ''lod model'' for the defined modelname.
 
| <center>Q</center> || <center>LODModel</center> || string || Name of the <code>[[WDD|.wdd]]</code> file that contains the ''lod model'' for the defined modelname.

Revision as of 15:00, 2 March 2012

ANIM (IDE section)
Supported games:GTA SA, GTA IV
Brief description:Used to define animated map objects
IDE Sections:
2DFX AMAT ANIM CARS HIER HAND MLO OBJS
PATH PEDS TANM TOBJ TREE TXDP WEAP

ANIM is a section in the item definition file. It is used to define standard map objects linked to an animation. Its format is almost exactly like standard map objects but with one additional parameter for the animation file. GTA IV added a section (TANM) that supports time controlled objects linked to animations.

Format

San Andreas

San Andreas Identifier Type Description
A
ID
integer Unique object ID.
B
ModelName
string Name of the .dff model file without extension.
C
TextureName
string Name of the .txd texture dictionary without extension.
D
AnimationName
string Name of the .ifp animation file without extension.
E
DrawDistance
float Draw distance in units.
F
Flags
integer Object flags (see below).

Note that animated models still have static collisions. This means that the collision do not animate with the model since it does not contain bone information for the animation. If you want to move objects, you can do this using the script. [1]

GTA IV

GTA IV Identifier Type Description
A
ModelName
string Name of the .wdr model file without extension.
B
TextureName
string Name of the .wtd texture dictionary without extension.
C
AnimationName
string Name of the .wad animation file without extension.
D
DrawDistance
float Draw distance in units.
E
Flag
integer Object flag (see below).
F
Unknown
float Unknown integer (0 by default).
G,H,I
MinX, MinY, MinZ
float[3] Lower left corner of the bounding box for the object.
J,K,L
MaxX, MaxY, MaxZ
float[3] Upper right corner of the bounding box for the object.
M,N,O
SphereX, SphereY, SphereZ
float[3] Center of the bounding sphere for the object.
P
Radius
float Radius of the bounding sphere into all dimensions.
Q
LODModel
string Name of the .wdd file that contains the lod model for the defined modelname.

Object flags

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
-1 1111 1111 1111 1111 1111 1111 Enables all flags.[a] Never used by default.
1 GTA III Vice City San Andreas GTA IV 0000 0000 0000 0000 0000 0001 Wet effect (objects appear darker).
2 GTA III Vice City San Andreas GTA IV 0000 0000 0000 0000 0000 0010 Do not fade the object when it is being loaded into or out of view.
4 GTA III Vice City San Andreas GTA IV 0000 0000 0000 0000 0000 0100 Allow transparencies of other objects to be visible through this object.
8 GTA III Vice City San Andreas GTA IV 0000 0000 0000 0000 0000 1000 Alpha transparency 2
16 GTA III Vice City San Andreas GTA IV 0000 0000 0000 0000 0001 0000 Opposite to flag 2
32 GTA III Vice City San Andreas GTA IV 0000 0000 0000 0000 0010 0000 Indicates an object to be used inside an interior.
64 GTA III Vice City San Andreas GTA IV 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 Vice City San Andreas GTA IV 0000 0000 0000 0000 1000 0000 Object surface will not be culled.
256 Vice City San Andreas GTA IV 0000 0000 0000 0001 0000 0000 Disables draw distance (Only used for LOD objects with an LOD value greater than 299).
512 Vice City San Andreas GTA IV 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 Vice City San Andreas GTA IV 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 San Andreas GTA IV 0000 0000 0000 1000 0000 0000 Indicates an object as an garage door (for more information see GRGE – requires object.dat registration).
4096 San Andreas GTA IV 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 San Andreas 0000 0000 0100 0000 0000 0000 Indicates a vegetation object (Object moves in wind).
32768 San Andreas GTA IV 0000 0000 1000 0000 0000 0000 Uses object brightness from the current weather definition (See timecyc.datPoleShd).
65536 San Andreas GTA IV 0000 0001 0000 0000 0000 0000 Object explodes after getting hit (requires object.dat registration).
131072 San Andreas 0000 0010 0000 0000 0000 0000 Unknown – apparently some flag for the Script.
262144 San Andreas 0000 0100 0000 0000 0000 0000 Unknown – only used 1 time in San Andreas.
1048576 San Andreas 0000 1000 0000 0000 0000 0000 Object will switch from mesh 2 to mesh 1 after getting sprayed by the player (graffity flag).
2097152 San Andreas 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 San Andreas 0010 0000 0000 0000 0000 0000 Unknown – apparently related into physics.
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Statistics

Total number of ANIM entries in:

San Andreas: 54
GTA IV: 158

References

See also