Difference between revisions of "GET HUD COLOUR"

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(New page: {{Native |np=5 |p1t=int |p1d=Color index? |p2t=pointer int |p2d=Variable to store Red value. |p3t=pointer int |p3d=Variable to store Green value. |p4t=pointer int |p4d=Variable to store Bl...)
 
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{{Cleanup-rewrite}}
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I've updatet the Object-Flags, and added the tool I created to calculate them. Would be nice if anyone could test for some new! ;)
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--[[User:Aschratt|Aschratt]] 14:38, 20 May 2007 (CDT)
  
'''Item definition''' files, known by the extension '''.ide''', are usually used to assign a model and texture file to a unique object ID, along with many parameters depending on the section. These files are in human readable text format, and allow the # character to comment lines out. IDE files can easily be opened and edited using any text-editing program like [[Wikipedia:Notepad|Notepad]].
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== Disposing and Adaption ==
  
==Structure==
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This article should perhaps be rewritten or at least disposed and adapted for IV. For example see [[Item_Definition#2DFX|2dfx]], [[Item_Definition#AMAT|AMAT]], [[Item_Definition#MLO|MLO]], [[Item_Definition#TREE|TREE]] or [[Item_Definition#TANM|TANM]] --[[User:Aschratt|Aschratt]] 12:37, 31 January 2009 (UTC)
The .ide files are split up into many sections. How many of them you use in your file is optional, they can even be empty. Each section starts with a section identifier and ends with the keyword "end", both in a single line.
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I agree with possibly making a IV only definition page due to the IV ide running in a different structure order to the current layout  
 
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--[[User:Gforce|Gforce]]01:56 22 July 2009
Example:
 
objs
 
...
 
end
 
 
 
===OBJS===
 
'''Static Map Objects''', used to define standard map objects.
 
 
 
''GTA III, VC and SA format''
 
ID, ModelName, TextureName, ObjectCount, DrawDist, [DrawDist2, ...], Flags
 
;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 [[unit]]s, one for each sub object (float)
 
;Flags: object flags, defining special behavior, default 0 (integer)
 
 
 
''GTA IV format''
 
 
 
ModelName, TextureName, DrawDistance, Flag1, Flag2, (Bounds min)X, Y, Z, (Bounds max)X, Y, Z, (Bounds Rotation)X, Y, Z, W, WDD
 
 
 
Note that GTA IV does not use any unique object ID numbers
 
 
 
;ModelName: name of the .wdr [[model file]], without extension (string)
 
;TextureName: name of the .wtd [[texture dictionary]], without extension (string)
 
;DrawDistance: [[draw distance]] in [[unit]]s, one for each sub object (float)
 
;Flags: object flags, defining special behavior, default 0 (integer)
 
;Bounds Min: Lower Left vertex of a model bounding box
 
;Bounds Max: Upper Right vertex of a model bounding box
 
;Bounds Rotation: Rotation of the bounding box in [[Wikipedia:Quarternion|Quarternion]] values
 
;WDD: the model dictionary file that contains the LOD model for the defined Modelname
 
 
 
====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:
 
 
 
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 - Disables Collision Mesh (?)
 
0000000000000000000000100000000 = 256 - Disable Draw Distance (?)
 
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 - No backface culling
 
0000000010000000000000000000000 = 4194304 - UNKNOWN (Parts of a statue in Atrium) (?)
 
...
 
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
 
... All Flags in a special interval are unknown
 
 
 
To connect different flags you have to add the bit which belongs to the flag. Its the same as adding one value to another..
 
 
 
01 + 10 = 11
 
1  +  2 = 3
 
 
 
===TOBJ===
 
'''Timed Map Objects''', used to define map objects which are only visible during a special time of the day.
 
 
 
''GTA III, VC and SA format:''
 
ID, ModelName, TextureName, ObjectCount, DrawDist, [DrawDist2, ...], Flags, TimeOn, TimeOff
 
;ID, ModelName, TextureName, ObjectCount, DrawDist, Flags: same as for the OBJS section
 
;TimeOn: activation time in hours (integer)
 
;TimeOff: deactivation time in hours (integer)
 
 
 
''GTA IV format''
 
 
 
ModelName, TextureName, DrawDist, Flag1, Flag2, (Bounds min)X,Y,Z, (Bounds max)X,Y,Z, (Bounds Rotation)X,Y,Z,W, WDD, NightFlag
 
 
 
;ModelName, TextureName, DrawDistance, Flags, Bounds min, Bounds max, Bounds Rotation, WDD: same as for the OBJS section
 
 
 
;NightFlag: assumed to be hardcoded time flags
 
 
 
===ANIM===
 
'''Animated Map Objects''', used to define objects whose sub objects are animated. Note: There must be animation frames for each sub object, also the collision model remains static - no solid animations.
 
 
 
''GTA SA only:''
 
ID, ModelName, TextureName, AnimName, DrawDist, Flags
 
;ID, ModelName, TextureName, DrawDist, Flags: same as for the OBJS section
 
;AnimName: name of the [[IFP|animation archive]], without extension (string)
 
 
 
''GTA IV format''
 
 
 
ModelName, TextureName, Wad, DrawDist, Flag1, Flag2, (Bounds min)X,Y,Z, (Bounds max)X,Y,Z, (Bounds Rotation)X,Y,Z,W, WDD
 
 
 
;ModelName, TextureName, DrawDistance, Flags, Bounds min, Bounds max, Bounds Rotation, WDD: same as for the OBJS section
 
 
 
;Wad: name of the (.wad) animation archive, without extension (string)
 
 
 
===PEDS===
 
''GTA III and VC format:''
 
ID, ModelName, TextureName, Threat, Behavior, AnimationType, ?, StartAnimation?, ?, ?
 
;Threat: running over and shooting other peds
 
;Behavior: angry/hateful/thrilled
 
;AnimationType: being drunk like walk
 
 
 
===WEAP===
 
''GTA III and VC format:''
 
ID, ModelName, TextureName, Animation, ?, DrawDistance, ?
 
;Animation: From ped.ifp, animation used to wield and shoot the weapon
 
 
 
===CARS===
 
''GTA III and VC format:''
 
ID, ModelName, TextureName, Type, HandlingID, GXTEntry, PedDrivingAnimation, Class, Frequency, Level,
 
SpecificType, WheelID, WheelSize
 
 
 
;HandlingID: From handling.cfg
 
;PedDrivingAnimation: From ped.ifp, type of animation to enter, exit, drive, and drive-by from a vehicle
 
;WheelID: not available for type "boat"
 
;WheelSize: not available for type "boat"
 
 
 
''SA Format comming soon''
 
 
 
===HIER===
 
 
 
''SA Format only''
 
 
 
This is (e.g.) used in default.ide in the 'data\'-folder
 
Normal structure is like this:
 
 
 
  ID, model, texture, null, float (normally 2000.00)
 
 
 
The meaning of these lines isn't known yet, but it seems to be a kind of bodyparts for the player.
 
 
 
===TXDP===
 
;Texture Archive Parent
 
''SA and GTA 4 format''
 
  TextureName, TextureParentName
 
Both parameters are names of texture archives (<code>.txd</code>). The second archive (the "parent") virtually extends the first one. Practically, the game looks up a texture in the primary archive, and if it's not there and a parent txd has been assigned, it checks for the texture in the parent archive. This way shared archives can be created, which contain often used textures, without the need to create duplicates or split up a model just for that purpose.
 
 
 
===2DFX===
 
'''Particle and Environment Effects'''
 
 
 
''GTA III and VC format''
 
ID, X, Y, Z, R, G, B, U, Type, ...
 
;ID: ID of the object it's assigned to (integer)
 
;X, Y, Z: position of the effect, relative to the object (3 floats)
 
;R, G, B: color of the effect, if available (3 integers, 0 - 255)
 
;U: unknown color component, always 200 (integer)
 
;Type: specifies the type of effect
 
 
 
====Effect #0: Light====
 
Coming soon.
 
 
 
====Effect #1: ...====
 
Coming soon.
 
 
 
Please note that the 2dfx Section is moved to the DFF Files by using R*'s custom section IDs in SA!
 
 
 
===PATH===
 
'''Ped and Car Paths''', defines paths relative to the objects. Only used in ''GTA III'', quite complicated format and hardly usable without a editing program (such as [[Ked]]).
 
 
 
===TREE===
 
''GTA4 only''
 
 
 
===TANM===
 
''GTA4 only''
 
 
 
===MLO===
 
''GTA4 only''
 
 
 
===AMAT===
 
''GTA4 only''
 
 
 
Modelname, Flag1, Flag2
 
 
 
==procobj.ide==
 
 
 
===OBJS===
 
 
 
''GTA IV format''
 
 
 
ModelName, TextureName, DrawDistance, Flag1, Flag2, (Bounds min)X, Y, Z, (Bounds max)X, Y, Z, (Bounds Rotation)X, Y, Z, W, WDD
 
 
 
;ModelName: name of the .wdr [[model file]], without extension (string)
 
;TextureName: set to 'null' by default in procobj.ide
 
;DrawDistance: [[draw distance]] in [[unit]]s, 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 of a model bounding box
 
;Bounds Max: Upper Right vertex of a model bounding box
 
;Bounds Rotation: Rotation of the bounding box in [[Wikipedia:Quarternion|Quarternion]] values
 
;WDD: set to 'null' by default in procobj.ide
 
 
 
==Tools==
 
* {{GTAG|4817|IDEditor}} - By {{U|Xmen}}
 
* [http://www.aschratt.com/fileview.php?file=1004 FlagValue Calculator] - By {{U|Aschratt}} - Calculates all Flagvalues (even those unknown)
 
 
 
==External Links==
 
* {{GTAF|102833|GTAVC IDE Definitions}} - topic by {{U|ODIE}} covering specific details of IDE files in GTA VC
 
* {{GTAF|118193|GTA3/VC Map File Documentation and Troubleshooting}} - topic by {{U|Opius}} covering general features of IDE files in GTA3 and GTA VC
 
* {{GTAF|93990|Paths Documentation for SA, VC and GTA3}} - topic by {{U|REspawn}} detailing GTA3's paths
 
* [http://gta-worldmods.t-n-network.de/forum/thread.php?threadid=3382 ID Flagvalue Decoding Project] - project to decode all missing flag values
 
 
 
{{GTA4-navi}}
 
{{SA-navi}}
 
 
 
[[Category:Map Formats]][[Category:GTA 3]][[Category:GTA VC]][[Category:GTA SA]][[Category:GTA 4]]
 

Revision as of 03:00, 6 July 2009

I've updatet the Object-Flags, and added the tool I created to calculate them. Would be nice if anyone could test for some new! ;) --Aschratt 14:38, 20 May 2007 (CDT)

Disposing and Adaption

This article should perhaps be rewritten or at least disposed and adapted for IV. For example see 2dfx, AMAT, MLO, TREE or TANM --Aschratt 12:37, 31 January 2009 (UTC) I agree with possibly making a IV only definition page due to the IV ide running in a different structure order to the current layout --Gforce01:56 22 July 2009