Difference between revisions of "Item Definition"

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'''Item definition''' files, usually identicated by the file extension <code>.ide</code>, are used to declare many different aspects for the map system or to specify special behaviour rules for one of the aspects. They are stored in plain text format, so that they can be opened by any text editing program (like [[Wikipedia:Notepad|Notepad]]), but there are also some tools to simplify editing.
+
'''Item definition''' files, usually identified by the file extension <code>.ide</code>, are used to declare many different aspects for the map system or to specify special behaviour rules for one of the aspects.
  
== Overview ==
+
== Format ==
The ''item definition'' files are split up into several sections. Each section itself is optional which means there is no rule descriping in which order you use the sections. Also there is no need for using all sections inside your file.  
+
The files are plain text, so they can be opened with text editors such as Notepad. They resemble [[wikipedia:Comma-separated_values|CSV files]], but with some extra features.
  
=== Format and syntax description ===
+
=== Comments ===
 +
Comments are prefixed with the <code>#</code> symbol. Anything after that symbol is ignored, which means that comments can appear on their own lines as well as at the end of other lines:
 +
<syntaxhighlight lang="perl">
 +
# This comment has its own line.
 +
data1, 183, 2.2 # This comment is at the end of a line.
 +
</syntaxhighlight>
  
The basic structure of the different sections is pretty simple. Each section starts with an 4 character identifier indicating how the content of the section gets interpreted by the game. The identifier is followed by the definition entries. Every entry takes one line and every line follows certain rules which get descriped in the articles handling the sections in detail (see below). However lines can also be empty or commented. If so they get ignored by the games parser. The end of every section gets indicated by the string "end". Both (section identifier and terminating string) are not case sensitive, but by default they are written in lower case.
+
=== Sections ===
 +
Files are separated into sections with <code>section...end</code> directives:
 +
 
 +
<syntaxhighlight lang="tcl">
 +
section_name
 +
# ...
 +
end
 +
</syntaxhighlight>
 +
 
 +
Sections are global – multiple files can contribute to them
  
Comments are usually indicated by the character '#'. It is possible to add comments to the end of an line, but breaking the line format for the current section using comments may cause hard to find game crashes during loading stage. This is why a comment should always be placed on an seperate line. Comments can also be placed outside of sections.
+
=== Data ===
 +
Data values can be comma- or space-delimited: commas are replaced with spaces when the game reads a line from the file.
  
The line format itself is always the same. It only differs in the number of parameters. Parameters are the semantical content of the line. Parameters are usually seperated by a comma character. Starting and ending [[wikipedia:Whitespace_character|whitespace characters]] get trimmed. However using whitespaces inside a parameter is not possible in almost every case so that they are simply used to structure the file more clearly. Strings can be encased by the character '"', but this is optional and rarely used by default. Also the games parser uses an invariant culture to parse numerical values and strings. Which means strings are [[Wikipedia:ASCII|ASCII]] encrypted and the decimal seperator is '.'.
+
<syntaxhighlight lang="perl">
 +
# Both are valid:
 +
123, mystring, 22.4
 +
123 mystring 22.4
 +
</syntaxhighlight>
  
==== Section example ====
+
Additionally, because the game uses [https://en.cppreference.com/w/cpp/io/c/fscanf#Parameters|<code>sscanf()</code>] to parse these files, any number of spaces is read whenever a single space is encountered in the format string in the game code. As such, values can be aligned into columns:
  
objs
+
<syntaxhighlight lang="perl">
...
+
# Identifier    Some value    Another value
end
+
  1              a_value        12345
 +
  2              another        67890
 +
</syntaxhighlight>
  
=== Sections ===
+
Rockstar developers used this alignment ability a lot.
 +
 
 +
=== Rules and details ===
 +
* The game only reads 256 characters per line. Anything longer will be truncated.
 +
* Section identifiers and the <code>end</code> string are case-sensitive.
 +
* The files are ASCII-encoded. The game does not expect non-ASCII characters to appear, so they will likely cause issues.
 +
* Decimal places in floating-point values must use <code>.</code> as the decimal point character. <code>,</code> would be replaced with a space when read.
 +
* Any ASCII [[wikipedia:Control_character|control characters]] – anything less than the space character, <syntaxhighlight lang="c" inline>0x20</syntaxhighlight> – is replaced with a space when the game reads the character. The same is done for commas.
 +
* After reading a line, the game re-reads it to find the first character that is not a space or control character. The final line string starts from this character. This is equivalent to trimming the start of the string.
 +
* In 3D era games, the section identifiers are always 4 characters long. GTA IV largely adheres to this convention, but not always.
 +
 
 +
== Sections ==
  
The following table contains basic information about all known sections. For additional information read the articles itself.
+
The following table contains all known sections in the item definition. The supported games column lists games that support the sections but it doesn't necessarily means they're functional in the games.
  
{|{{Prettytable}} class="collapsible"
+
{|class="wikitable center-col-1 center-col-2" style="width: 100%;"
!width="120px"|Identifier
+
!style="width: 7em;"|Section
!width="100px"|Supported games
+
!style="width: 8em;"|Supported games
 
!Description
 
!Description
 
|-
 
|-
|<center>[[OBJS]]</center>||<center>{{Icon|3}} {{Icon|VC}} {{Icon|SA}} {{Icon|4}}</center>||Most important section: defines objects for the map.
+
|<code>[[OBJS|objs]]</code>||{{Icon|t}} {{Icon|4}}||Defines simple objects. They can be placed into the world through the <code>[[INST|inst]]</code> section of the [[IPL|item placement files]].
 
|-
 
|-
|<center>[[TOBJ]]</center>||<center>{{Icon|3}} {{Icon|VC}} {{Icon|SA}} {{Icon|4}}</center>||Basicly does the same as ''OBJS'', but it has two additional parameters defining the ingame time range the object can get rendered.
+
|<code>[[TOBJ|tobj]]</code>||{{Icon|t}} {{Icon|4}}||Defines time objects. The section functions similarly to <code>objs</code> but has two additional parameters defining the in-game time range the object can get rendered. These objects can be placed into the world through the <code>inst</code> section of the item placement files.
 
|-
 
|-
|<center>[[ANIM]]</center>||<center>{{Icon|3}} {{Icon|VC}} {{Icon|SA}} {{Icon|4}}</center>||Basicly does the same as ''OBJS'', but it has one additional parameter identicating an [[IFP]] or [[WAD]] animation file to assign an animation to the object.
+
|<code>[[HIER|hier]]</code>||{{Icon|t}} {{Icon|4}}||Defines clump objects for use in cutscenes.
 
|-
 
|-
|<center>[[PEDS]]</center>||<center>{{Icon|3}} {{Icon|VC}} {{Icon|SA}} {{Icon|4}}</center>||Used to define ''"pedestrians"'' (Random [[wikipedia:Non-player_character|NPC's]]).
+
|<code>[[CARS (IDE Section)|cars]]</code>||{{Icon|t}} {{Icon|4}}||Defines vehicle objects.
 
|-
 
|-
|<center>[[WEAP]]</center>||<center>{{Icon|3}} {{Icon|VC}} {{Icon|SA}} {{Icon|4}}</center>||Used to define weapons.
+
|<code>[[PEDS|peds]]</code>||{{Icon|t}} {{Icon|4}}||Defines pedestrian objects (random [[wikipedia:Non-player character|NPC's]]).
 
|-
 
|-
|<center>[[CARS_(IDE_Section)|CARS]]</center>||<center>{{Icon|3}} {{Icon|VC}} {{Icon|SA}} {{Icon|4}}</center>||Used to define vehicles.
+
|<code>[[PATH (IDE Section)|path]]</code>||{{Icon|3}} {{Icon|VC|16||Vice City (unstable)}} {{Icon|SA}}||Adds path nodes to defined objects. This section is unstable in Vice City.
 
|-
 
|-
|<center>[[HIER]]</center>||<center>{{Icon|SA}} {{Icon|4}}</center>||Partly unknown. Used to define objects for interactions with [[actor|actors]] for example in cutscenes.
+
|<code>[[2DFX|2dfx]]</code>||{{Icon|t}} {{Icon|4}}||Adds particle effects and simple ped behaviors to defined objects.
 
|-
 
|-
|<center>[[TXDP]]</center>||<center>{{Icon|SA}}</center>||Used to virtually extent [[TXD|texture dictionarys]].
+
|<code>[[WEAP|weap]]</code>||{{Icon|VC}} {{Icon|SA}} {{Icon|4}}||Defines weapon objects.
 
|-
 
|-
|<center>[[2DFX]]</center>||<center>{{Icon|3}} {{Icon|VC}}</center>||Used to add particles to objects, defined in one of the sections above (except ''TXDP'').
+
|<code>[[ANIM|anim]]</code>||{{Icon|SA}} {{Icon|4}}||Defines animated objects. The section functions similarly to <code>objs</code> but has one additional parameter indicating an [[IFP]] or [[WAD]] animation file to assign an animation to the object. These objects can be placed into the world through the <code>inst</code> section of the item placement files.
 
|-
 
|-
|<center>[[PATH]]</center>||<center>{{Icon|3}}</center>||Used to create waypoints for random NPC spawns ([[Paths]]).
+
|<code>[[TXDP|txdp]]</code>||{{Icon|SA}} {{Icon|4}}||Used to virtually extend [[TXD|texture dictionaries]].
 
|-
 
|-
|<center>[[TREE]]</center>||<center>{{Icon|4}}</center>||&ndash;
+
|<code>[[TANM|tanm]]</code>||{{Icon|4}}||Used to combine <code>tobj</code> and <code>anim</code> sections.<br>Those objects get placed inside the <code>inst</code> section of the ''WPL''.
 
|-
 
|-
|<center>[[TANM]]</center>||<center>{{Icon|4}}</center>||Used to combine ''TOBJ'' and ''ANIM'' sections.
+
|<code>[[TREE|tree]]</code>||{{Icon|4|16||GTA IV (not functional)}}||This section is not functional.
 
|-
 
|-
|<center>[[MLO]]</center>||<center>{{Icon|4}}</center>||&ndash;
+
|<code>[[VNOD|vnod]]</code>||{{Icon|4}}||&ndash;
 
|-
 
|-
|<center>[[AMAT]]</center>||<center>{{Icon|4}}</center>||&ndash;
+
|<code>[[LINK|link]]</code>||{{Icon|4}}||&ndash;
 +
|-
 +
|<code>[[MLO|mlo]]</code>||{{Icon|4}}||Used to create [[interior]]s. This section does also contain information about portals (previous <code>[[ENEX|enex]]</code> connections) and dimensions of the interior which influences certain aspects, like the weather, for example. All objects are placed relative to an offset placed using <code>[[MLO+|mlo+]]</code> inside the [[IPL]] or [[WPL]] file.
 +
|-
 +
|<code>[[AMAT|amat]]</code>||{{Icon|4}}||This is Audio Materials. Possible Used to make a sound effect at the model. Usually used for dynamic objects.
 +
|-
 +
|<code>[[LODM|lodm]]</code>||{{Icon|4|16||GTA IV (not functional)}}||This section is not functional.
 +
|-
 +
|<code>[[AGRPS|agrps]]</code>||{{Icon|4}}||&ndash;
 +
|-
 +
|<code>[[HAND|hand]]</code>||VC Xbox/Mobile||&ndash;
 
|}
 
|}
  
 
== IDE Flags ==
 
== IDE Flags ==
  
Flags are used in order to specify the behaviour of objects. They are interpreted as signed 32-bit integer values where each bit descripes a [[wikipedia:Boolean_algebra_(logic)|boolean]] value of an different aspect. The following table shows the standart flags used for objects defined in ''OBJS'', ''TOBJ'' and ''ANIM'' section.
+
Flags are used in order to specify the behaviour of objects. They are interpreted as signed 32-bit integer values where each bit describes a [[wikipedia:Boolean_algebra_(logic)|boolean]] value of a different aspect.
 +
 
 +
=== {{Icon|3}} GTA III ===
 +
{| class="wikitable"
 +
! Bits !! Dec !! Hex !! Name !! Description !! Examples
 +
|-
 +
| 0 || 1 || 0x1 || - || Cull model if player doesn't look at it? Read, but ignored. || Fences
 +
|-
 +
| 1 || 2{{ref|1}} || 0x2 || DO_NOT_FADE || Do not fade the object when it is being loaded into or out of view. || Some lampposts
 +
|-
 +
| 2 || 4{{ref|1}} || 0x4 || DRAW_LAST || Model is transparent. Render this object after all opaque objects, allowing transparencies of other objects to be visible through this object. || Trees
 +
|-
 +
| 3 || 8 || 0x8 || ADDITIVE || Render with additive blending. Previous flag must be enabled too. ||
 +
|-
 +
| 4 || 16{{ref|1}} || 0x10 || IS_SUBWAY || Model is a tunnel, i.e. set the object as invisible unless the player enters [[Cullzone.dat|cull zone flag 128]]. This flag works only with static models. || Tunnels, some dynamic objects
 +
|-
 +
| 5 || 32 || 0x20 || IGNORE_LIGHTING || Don't use static lighting, we want dynamic if it's possible. || Some lampposts and trafficlights
 +
|-
 +
| 6 || 64{{ref|1}} || 0x40 || NO_ZBUFFER_WRITE || Model is a shadow. Disable writing to z-buffer when rendering it, allowing transparencies of other objects, shadows, and lights to be visible through this object. Not implemented in the PS2 version. || Shadow
 +
|}
 +
 
 +
=== {{Icon|VC}} GTA Vice City ===
 +
 
 +
{| class="wikitable"
 +
! Bits !! Dec !! Hex !! Name !! Description !! Examples
 +
|-
 +
| 0 || 1 || 0x1 || IS_ROAD || Identifies objects to draw "wet reflections" on them. || Roads
 +
|-
 +
| 1 || 2 || 0x2 || DO_NOT_FADE || Do not fade the object when it is being loaded into or out of view. || Some night objects, North Point Mall
 +
|-
 +
| 2 || 4 || 0x4 || DRAW_LAST || Model is transparent. Render this object after all opaque objects, allowing transparencies of other objects to be visible through this object. || Fences, trees
 +
|-
 +
| 3 || 8 || 0x8 || ADDITIVE || Render with additive blending. Previous flag will be enabled automatically. || Night windows
 +
|-
 +
| 4 || 16 || 0x10 || - || Read, but not used. || _dy, _dt objects
 +
|-
 +
| 5 || 32 || 0x20 || IGNORE_LIGHTING || Don't use static lighting, we want dynamic if it's possible. || Interior objects
 +
|-
 +
| 6 || 64 || 0x40 || NO_ZBUFFER_WRITE || Model is a shadow. Disable writing to z-buffer when rendering it, allowing transparencies of other objects, shadows, and lights to be visible through this object. || Tree shadows
 +
|-
 +
| 7 || 128 || 0x80 || DONT_RECEIVE_SHADOWS || Do not draw dynamic shadows on this object. || Small objects, pickups, lamps, trees
 +
|-
 +
| 8 || 256 || 0x100 || IGNORE_DRAW_DISTANCE || Ignore draw distance for this object (sets its "level" (island id) to 0). || LOD models, North Bridge
 +
|-
 +
| 9 || 512 || 0x200 || IS_GLASS_TYPE_1 || Breakable glass type 1: glass object changes its textures when breaking. || Small windows
 +
|-
 +
| 10 || 1024 || 0x400 || IS_GLASS_TYPE_2 || Breakable glass type 2: glass object doesn't change its textures when breaking. || Large windows
 +
|}
 +
 
 +
==== Reference table ====
 +
 
 +
{| class="wikitable"
 +
! Bits !! Dec !! Hex !! Name !! Model info flag !! Ref address !! Ref description
 +
|-
 +
| 0 || 1 || 0x1 || IS_ROAD || 0x04 || 0x4CA1D7 || <font face="Consolas"><b>CRenderer::RenderRoads()</b></font>
 +
<source lang="cpp">if (CModelInfo::GetModelInfo(entity->m_nModelIndex)->m_nFlags & IS_ROAD)
 +
    entity->Render();</source>
 +
|-
 +
| 1 || 2 || 0x2 || DO_NOT_FADE || 0x20 || 0x4C7E03 || <font face="Consolas"><b>CRenderer::ShouldModelBeStreamed(CEntity *,CVector const&)</b></font>
 +
<source lang="cpp">if (model->m_nFlags & DO_NOT_FADE) {
 +
    if (distance >= model->GetLargestLodDistance() + 30.0f)
 +
        return true;
 +
}
 +
else if ( distance >= model->GetLargestLodDistance() + 50.0f)
 +
    return true;</source>
 +
|-
 +
| 2 || 4 || 0x4 || DRAW_LAST || 0x40 || 0x56F4F3 || <font face="Consolas"><b>CSimpleModelInfo::SetupBigBuilding(int,int)</b></font>
 +
<source lang="cpp">if (model->m_nFlags & DRAW_LAST) {
 +
    model->m_nFlags &= ~DRAW_LAST;
 +
    dbgprint("%s was draw last\n", model->m_szName);
 +
}</source>
 +
|-
 +
| 3 || 8 || 0x8 || ADDITIVE || 0x80 || 0x582590 || <font face="Consolas"><b>CVisibilityPlugins::RenderFadingAtomic(RpAtomic *,float)</b></font>
 +
<source lang="cpp">if (model->m_nFlags & ADDITIVE)
 +
    RwRenderStateSet(rwRENDERSTATEDESTBLEND, rwBLENDONE);</source>
 +
|-
 +
| 4 || 16 || 0x10 || -  || 0x100 || - || -
 +
|-
 +
| 5 || 32 || 0x20 || IGNORE_LIGHTING || 0x200 || 0x56F7C4 || <font face="Consolas"><b>CSimpleModelInfo::SetAtomic(int,RpAtomic *)</b></font>
 +
<source lang="cpp">if (model->m_nFlags & IGNORE_LIGHTING)
 +
    atomic->geometry->flags &= ~rpGEOMETRYLIGHT;</source>
 +
|-
 +
| 6 || 64 || 0x40 || NO_ZBUFFER_WRITE || 0x400 || 0x581390 || <font face="Consolas"><b>CVisibilityPlugins::RenderFadingEntities(CLinkList<CVisibilityPlugins::AlphaObjectInfo> &)</b></font>
 +
<source lang="cpp">if (model->m_nType == MODEL_INFO_SIMPLE && model->m_nFlags & NO_ZBUFFER_WRITE)
 +
    RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, FALSE);</source>
 +
|-
 +
| 7 || 128 || 0x80 || DONT_RECEIVE_SHADOWS || 0x800 || 0x48AF21 || <font face="Consolas"><b>CFileLoader::LoadObjectInstance(char const*)</b></font>
 +
<source lang="cpp">if (model->m_nFlags & DONT_RECEIVE_SHADOWS)
 +
    entity->m_nFlags.bDontCastShadowsOn = true;</source>
 +
|-
 +
| 8 || 256 || 0x100 || IGNORE_DRAW_DISTANCE || 0x1000 || 0x487CDE || <font face="Consolas"><b>CEntity::SetupBigBuilding()</b></font>
 +
<source lang="cpp">if (model->m_afLodDistances[0] > 2500.0f || model->m_nFlags & IGNORE_DRAW_DISTANCE)
 +
    entity->m_nLevel = 0;</source>
 +
|-
 +
| 9 || 512 || 0x200 || IS_GLASS_TYPE_1 || 0x2000 || 0x488CCD || <font face="Consolas"><b>CEntity::PreRender()</b>, probably in-lined <b>CModelInfo::IsGlassModel(int)</b> @0x488CAA</font>
 +
<source lang="cpp">bool CModelInfo::IsGlassModel(int modelId) {
 +
    CBaseModelInfo *model = CModelInfo::GetModelInfo(modelId);
 +
    if (model->m_nType == MODEL_INFO_SIMPLE || model->m_nType == MODEL_INFO_TIME) {
 +
        CSimpleModelInfo *simpleModel = reinterpret_cast<CSimpleModelInfo *>(model);
 +
        return simpleModel->m_nFlags & IS_GLASS_TYPE_1 || simpleModel->m_nFlags & IS_GLASS_TYPE_2;
 +
    }
 +
    return false;
 +
}</source>
 +
|-
 +
| 10 || 1024 || 0x400 || IS_GLASS_TYPE_2 || 0x4000 || 0x488CE7 || <font face="Consolas"><b>CEntity::PreRender()</b></font>
 +
<source lang="cpp">if (CModelInfo::IsGlassModel(modelId)) {
 +
    if (!(CModelInfo::GetModelInfo(modelId)->m_nFlags & IS_GLASS_TYPE_2) ) {
 +
        CGlass::AskForObjectToBeRenderedInGlass(entity);
 +
        entity->m_nFlags.bIsVisible = false;
 +
    }
 +
}</source>
 +
|}
 +
 
 +
=== {{Icon|SA}} GTA San Andreas ===
  
{|{{Prettytable}} width="100%" class="collapsible"
+
{| class="wikitable"
!width="120px"|Flag
+
! Bits !! Dec !! Hex !! Name !! Description !! Examples
!width="100px"|Supported games
+
|-
!width="25%"|Binary
+
| 0 || 1 || 0x1 || IS_ROAD || This model is a road. || Roads
!Description
+
|-
 +
| 1 || 2 || 0x2 || - || Not read, but present in IDE files. ||
 
|-
 
|-
|<center>-1</center>||<center>&ndash;</center>||<center><code>1111 1111 1111 1111 1111 1111</code></center>||Enables all flags. {{ref|1}} Never used by default.
+
| 2 || 4 || 0x4 || DRAW_LAST || Model is transparent. Render this object after all opaque objects, allowing transparencies of other objects to be visible through this object. || Fences, trees
 
|-
 
|-
|<center>1</center>||<center>{{Icon|3}} {{Icon|VC}} {{Icon|SA}} {{Icon|4}}</center>||<center><code>0000 0000 0000 0000 0000 0001</code></center>||Wet effect (objects appear darker).
+
| 3 || 8 || 0x8 || ADDITIVE || Render with additive blending. Previous flag will be enabled automatically. || Night windows
 
|-
 
|-
|<center>2</center>||<center>{{Icon|3}} {{Icon|VC}} {{Icon|SA}} {{Icon|4}}</center>||<center><code>0000 0000 0000 0000 0000 0010</code></center>||Indicates that the object gets rendered at night for objects defined in ''TOBJ''.
+
| 4 || 16 || 0x10 || - || Not read, not present in IDE files. || -
 
|-
 
|-
|<center>4</center>||<center>{{Icon|3}} {{Icon|VC}} {{Icon|SA}} {{Icon|4}}</center>||<center><code>0000 0000 0000 0000 0000 0100</code></center>||Alpha transparency 1
+
| 5 || 32 || 0x20 || || Works only with animated objects ('anim' section in IDE). || Doors
 
|-
 
|-
|<center>8</center>||<center>{{Icon|3}} {{Icon|VC}} {{Icon|SA}} {{Icon|4}}</center>||<center><code>0000 0000 0000 0000 0000 1000</code></center>||Alpha transparency 2
+
| 6 || 64 || 0x40 || NO_ZBUFFER_WRITE || Disable writing to z-buffer when rendering this model, allowing transparencies of other objects, shadows, and lights to be visible through this object. || Shadows, lights
 
|-
 
|-
|<center>16</center>||<center>{{Icon|3}} {{Icon|VC}} {{Icon|SA}} {{Icon|4}}</center>||<center><code>0000 0000 0000 0000 0001 0000</code></center>||Opposite to flag '''2'''
+
| 7 || 128 || 0x80 || DONT_RECEIVE_SHADOWS || Do not draw shadows on this object. || Small objects, pickups, lamps, trees
 
|-
 
|-
|<center>32</center>||<center>{{Icon|3}} {{Icon|VC}} {{Icon|SA}} {{Icon|4}}</center>||<center><code>0000 0000 0000 0000 0010 0000</code></center>||Indicates an object to be used inside an interior.
+
| 8 || 256 || 0x100 || - || Not read, not present in IDE files. || -
 
|-
 
|-
|<center>64</center>||<center>{{Icon|SA}} {{Icon|4}}</center>||<center><code>0000 0000 0000 0000 0100 0000</code></center>||Disables the [[COLL#Shadow_Mesh|shadow mesh]] to project a shadow.
+
| 9 || 512 || 0x200 || IS_GLASS_TYPE_1 || Breakable glass type 1 (additional parameters defined inside the object.dat file, otherwise there is no effect) || Small windows
 
|-
 
|-
|<center>128</center>||<center>{{Icon|SA}} {{Icon|4}}</center>||<center><code>0000 0000 0000 0000 1000 0000</code></center>||Object surface will not be [[Wikipedia:Hidden_surface_determination|culled]].
+
| 10 || 1024 || 0x400 || IS_GLASS_TYPE_2 || Breakable glass type 2: object first cracks on a strong collision, then it breaks (does also require object.dat registration). || Large windows
 
|-
 
|-
|<center>256</center>||<center>{{Icon|SA}} {{Icon|4}}</center>||<center><code>0000 0000 0000 0001 0000 0000</code></center>||Disables draw distance (Only used for [[LOD]] objects with an ''LOD'' value greater than 299).
+
| 11 || 2048 || 0x800 || IS_GARAGE_DOOR || Indicates an object as an garage door (for more information see GRGE – requires object.dat registration). || Garage doors
 
|-
 
|-
|<center>512</center>||<center>{{Icon|SA}} {{Icon|4}}</center>||<center><code>0000 0000 0000 0010 0000 0000</code></center>||Object is breakable (like glass &ndash; additional parameters defined inside the [[object.dat]] file, otherwise there is no effect).
+
| 12 || 4096 || 0x1000 || IS_DAMAGABLE || Model with ok/dam states. || Vehicle upgrades, barriers
 
|-
 
|-
|<center>1024</center>||<center>{{Icon|SA}} {{Icon|4}}</center>||<center><code>0000 0000 0000 0100 0000 0000</code></center>||Similar to flag '''512''': object first cracks on a strong collision, then it breaks (does also require ''object.dat'' registration).
+
| 13 || 8192 || 0x2000 || IS_TREE || Trees and some plants. These objects move on wind. || Trees, some plants
 
|-
 
|-
|<center>2048</center>||<center>{{Icon|SA}} {{Icon|4}}</center>||<center><code>0000 0000 0000 1000 0000 0000</code></center>||Indicates an object as an garage door (for more information see [[GRGE#Types_of_doors|GRGE]] &ndash; requires ''object.dat'' registration).
+
| 14 || 16384 || 0x4000 || IS_PALM || Palms. These objects move on wind. || Palms
 
|-
 
|-
|<center>4096</center>||<center>{{Icon|SA}}</center>||<center><code>0000 0000 0001 0000 0000 0000</code></center>||Indicates an [[RenderWare_binary_stream_file|multiclump]] object (Object switches from clump ''2'' to clump ''1'' after collision &ndash; requires ''object.dat'' registration).
+
| 15 || 32768 || 0x8000 || DOES_NOT_COLLIDE_WITH_FLYER || Does not collide with flyer (plane or heli). || Trees, street lights, traffic lights, road signs, telegraph pole
 
|-
 
|-
|<center>32768</center>||<center>{{Icon|SA}} {{Icon|4}}</center>||<center><code>0000 0000 1000 0000 0000 0000</code></center>||Uses object brightness from the current weather definition (See [[timecyc.dat]] &ndash; ''PoleShd'').
+
| 16 || 65536 || 0x10000 || - || Not read, but present in IDE files. || Explosive things
 
|-
 
|-
|<center>65536</center>||<center>{{Icon|SA}} {{Icon|4}}</center>||<center><code>0000 0001 0000 0000 0000 0000</code></center>||Object explodes after getting hit (requires ''object.dat'' registration).
+
| 17 || 131072 || 0x20000 || - || Not read, but present in IDE files. || chopcop_ models
 
|-
 
|-
|<center>131072</center>||<center>{{Icon|SA}}</center>||<center><code>0000 0010 0000 0000 0000 0000</code></center>||Unknown &ndash; apparently some flag for the [[SCM|Script]].
+
| 18 || 262144 || 0x40000 || - || Not read, but present in IDE files. || pleasure-DL.dff
 
|-
 
|-
|<center>262144</center>||<center>{{Icon|SA}}</center>||<center><code>0000 0100 0000 0000 0000 0000</code></center>||Unknown &ndash; only used 1 time in [[GTA SA|San Andreas]].
+
| 19 || 524288 || 0x80000 || - || Unused special object type. Read, but not present in IDE files. || -
 
|-
 
|-
|<center>1048576</center>||<center>{{Icon|SA}}</center>||<center><code>0000 1000 0000 0000 0000 0000</code></center>||Object will switch from clump ''2'' to clump ''1'' after getting sprayed by the player (graffity flag).
+
| 20 || 1048576 || 0x100000 || IS_TAG || This model is a tag. Object will switch from mesh 2 to mesh 1 after getting sprayed by the player. || Tags
 
|-
 
|-
|<center>2097152</center>||<center>{{Icon|SA}}</center>||<center><code>0001 0000 0000 0000 0000 0000</code></center>||Disables backface culling &ndash; as an result the texture will be drawed on both sides of the model (Always enabled for GTA III and [[GTA VC|Vice City]])
+
| 21 || 2097152 || 0x200000 || DISABLE_BACKFACE_CULLING || Disables backface culling as an result the texture will be drawed on both sides of the model. || Roads, houses, trees, vehicle parts
 
|-
 
|-
|<center>4194304</center>||<center>{{Icon|SA}}</center>||<center><code>0010 0000 0000 0000 0000 0000</code></center>||Unknown &ndash; apparently related into physics.
+
| 22 || 4194304 || 0x400000 || IS_BREAKABLE_STATUE || Object with this model can't be used as cover, i.e. peds won't try to cover behind this object. || Statue parts in atrium
 
|}
 
|}
  
For flags defining different aspects of different definitions read the articles about their sections.
+
=== {{Icon|4}} GTA IV ===
 +
{{Incomplete}}
  
 
== Difference between GTA III and GTA IV engines ==
 
== Difference between GTA III and GTA IV engines ==
  
[[GTA IV]] not only uses different formats to the previous games, it also does not use ID's any longer in order to identify objects. While [[GTA 3|GTA III]] era games are using an ID as an index inside an array of definitions GTA IV uses the hashes of the model name as an key inside an hashtable. For more information about this see [[Map System]].
+
[[GTA IV]] not only uses different formats to the previous games, it also does not use IDs to identify objects anymore. While [[GTA 3|GTA III]] era games use an ID as an index inside an array of definitions, GTA IV uses the hashes of the model name as a key inside a hash table. For more information about this see [[Map system]].
  
 
== Tools ==
 
== Tools ==
Line 130: Line 286:
  
 
* [[Item placement]]
 
* [[Item placement]]
* [[Map System]]
+
* [[Map system]]
 +
* [[Dynamic Object]]
  
 
== References ==
 
== References ==
  
* {{note|1}} [[wikipedia:Two%27s_complement|Two's complement]]
+
* {{note|1}} {{GTAF|post|102833|1067607073|Screenshots of flags in GTA III}}
  
== External Links ==
+
== External links ==
  
 
* {{GTAF|102833|GTAVC IDE Definitions}} - topic by {{U|ODIE}} covering specific details of IDE files in GTA VC
 
* {{GTAF|102833|GTAVC IDE Definitions}} - topic by {{U|ODIE}} covering specific details of IDE files in GTA VC
Line 142: Line 299:
 
* [http://gta-worldmods.t-n-network.de/forum/thread.php?threadid=3382 ID Flagvalue Decoding Project] - project to decode all missing flag values
 
* [http://gta-worldmods.t-n-network.de/forum/thread.php?threadid=3382 ID Flagvalue Decoding Project] - project to decode all missing flag values
  
{{N|4|SA}}
+
{{N|V|IV|VCS|LCS|SA|VC|III}}
  
[[Category:Map Formats]][[Category:GTA 3]][[Category:GTA VC]][[Category:GTA SA]][[Category:GTA 4]]
+
[[Category:Map Formats]]

Latest revision as of 23:12, 12 January 2021

Item Definition
IDE Sections:
2DFX AMAT ANIM CARS HIER HAND MLO OBJS
PATH PEDS TANM TOBJ TREE TXDP WEAP

Item definition files, usually identified by the file extension .ide, are used to declare many different aspects for the map system or to specify special behaviour rules for one of the aspects.

Format

The files are plain text, so they can be opened with text editors such as Notepad. They resemble CSV files, but with some extra features.

Comments

Comments are prefixed with the # symbol. Anything after that symbol is ignored, which means that comments can appear on their own lines as well as at the end of other lines:

# This comment has its own line.
data1, 183, 2.2 # This comment is at the end of a line.

Sections

Files are separated into sections with section...end directives:

section_name
# ...
end

Sections are global – multiple files can contribute to them

Data

Data values can be comma- or space-delimited: commas are replaced with spaces when the game reads a line from the file.

# Both are valid:
123, mystring, 22.4
123 mystring 22.4

Additionally, because the game uses sscanf() to parse these files, any number of spaces is read whenever a single space is encountered in the format string in the game code. As such, values can be aligned into columns:

# Identifier     Some value     Another value
  1              a_value        12345
  2              another        67890

Rockstar developers used this alignment ability a lot.

Rules and details

  • The game only reads 256 characters per line. Anything longer will be truncated.
  • Section identifiers and the end string are case-sensitive.
  • The files are ASCII-encoded. The game does not expect non-ASCII characters to appear, so they will likely cause issues.
  • Decimal places in floating-point values must use . as the decimal point character. , would be replaced with a space when read.
  • Any ASCII control characters – anything less than the space character, 0x20 – is replaced with a space when the game reads the character. The same is done for commas.
  • After reading a line, the game re-reads it to find the first character that is not a space or control character. The final line string starts from this character. This is equivalent to trimming the start of the string.
  • In 3D era games, the section identifiers are always 4 characters long. GTA IV largely adheres to this convention, but not always.

Sections

The following table contains all known sections in the item definition. The supported games column lists games that support the sections but it doesn't necessarily means they're functional in the games.

Section Supported games Description
objs GTA III Vice City San Andreas GTA IV Defines simple objects. They can be placed into the world through the inst section of the item placement files.
tobj GTA III Vice City San Andreas GTA IV Defines time objects. The section functions similarly to objs but has two additional parameters defining the in-game time range the object can get rendered. These objects can be placed into the world through the inst section of the item placement files.
hier GTA III Vice City San Andreas GTA IV Defines clump objects for use in cutscenes.
cars GTA III Vice City San Andreas GTA IV Defines vehicle objects.
peds GTA III Vice City San Andreas GTA IV Defines pedestrian objects (random NPC's).
path GTA III Vice City (unstable) San Andreas Adds path nodes to defined objects. This section is unstable in Vice City.
2dfx GTA III Vice City San Andreas GTA IV Adds particle effects and simple ped behaviors to defined objects.
weap Vice City San Andreas GTA IV Defines weapon objects.
anim San Andreas GTA IV Defines animated objects. The section functions similarly to objs but has one additional parameter indicating an IFP or WAD animation file to assign an animation to the object. These objects can be placed into the world through the inst section of the item placement files.
txdp San Andreas GTA IV Used to virtually extend texture dictionaries.
tanm GTA IV Used to combine tobj and anim sections.
Those objects get placed inside the inst section of the WPL.
tree GTA IV (not functional) This section is not functional.
vnod GTA IV
link GTA IV
mlo GTA IV Used to create interiors. This section does also contain information about portals (previous enex connections) and dimensions of the interior which influences certain aspects, like the weather, for example. All objects are placed relative to an offset placed using mlo+ inside the IPL or WPL file.
amat GTA IV This is Audio Materials. Possible Used to make a sound effect at the model. Usually used for dynamic objects.
lodm GTA IV (not functional) This section is not functional.
agrps GTA IV
hand VC Xbox/Mobile

IDE Flags

Flags are used in order to specify the behaviour of objects. They are interpreted as signed 32-bit integer values where each bit describes a boolean value of a different aspect.

GTA III GTA III

Bits Dec Hex Name Description Examples
0 1 0x1 - Cull model if player doesn't look at it? Read, but ignored. Fences
1 2[1] 0x2 DO_NOT_FADE Do not fade the object when it is being loaded into or out of view. Some lampposts
2 4[1] 0x4 DRAW_LAST Model is transparent. Render this object after all opaque objects, allowing transparencies of other objects to be visible through this object. Trees
3 8 0x8 ADDITIVE Render with additive blending. Previous flag must be enabled too.
4 16[1] 0x10 IS_SUBWAY Model is a tunnel, i.e. set the object as invisible unless the player enters cull zone flag 128. This flag works only with static models. Tunnels, some dynamic objects
5 32 0x20 IGNORE_LIGHTING Don't use static lighting, we want dynamic if it's possible. Some lampposts and trafficlights
6 64[1] 0x40 NO_ZBUFFER_WRITE Model is a shadow. Disable writing to z-buffer when rendering it, allowing transparencies of other objects, shadows, and lights to be visible through this object. Not implemented in the PS2 version. Shadow

Vice City GTA Vice City

Bits Dec Hex Name Description Examples
0 1 0x1 IS_ROAD Identifies objects to draw "wet reflections" on them. Roads
1 2 0x2 DO_NOT_FADE Do not fade the object when it is being loaded into or out of view. Some night objects, North Point Mall
2 4 0x4 DRAW_LAST Model is transparent. Render this object after all opaque objects, allowing transparencies of other objects to be visible through this object. Fences, trees
3 8 0x8 ADDITIVE Render with additive blending. Previous flag will be enabled automatically. Night windows
4 16 0x10 - Read, but not used. _dy, _dt objects
5 32 0x20 IGNORE_LIGHTING Don't use static lighting, we want dynamic if it's possible. Interior objects
6 64 0x40 NO_ZBUFFER_WRITE Model is a shadow. Disable writing to z-buffer when rendering it, allowing transparencies of other objects, shadows, and lights to be visible through this object. Tree shadows
7 128 0x80 DONT_RECEIVE_SHADOWS Do not draw dynamic shadows on this object. Small objects, pickups, lamps, trees
8 256 0x100 IGNORE_DRAW_DISTANCE Ignore draw distance for this object (sets its "level" (island id) to 0). LOD models, North Bridge
9 512 0x200 IS_GLASS_TYPE_1 Breakable glass type 1: glass object changes its textures when breaking. Small windows
10 1024 0x400 IS_GLASS_TYPE_2 Breakable glass type 2: glass object doesn't change its textures when breaking. Large windows

Reference table

Bits Dec Hex Name Model info flag Ref address Ref description
0 1 0x1 IS_ROAD 0x04 0x4CA1D7 CRenderer::RenderRoads()
if (CModelInfo::GetModelInfo(entity->m_nModelIndex)->m_nFlags & IS_ROAD)
    entity->Render();
1 2 0x2 DO_NOT_FADE 0x20 0x4C7E03 CRenderer::ShouldModelBeStreamed(CEntity *,CVector const&)
if (model->m_nFlags & DO_NOT_FADE) {
    if (distance >= model->GetLargestLodDistance() + 30.0f)
        return true;
}
else if ( distance >= model->GetLargestLodDistance() + 50.0f)
    return true;
2 4 0x4 DRAW_LAST 0x40 0x56F4F3 CSimpleModelInfo::SetupBigBuilding(int,int)
if (model->m_nFlags & DRAW_LAST) {
    model->m_nFlags &= ~DRAW_LAST;
    dbgprint("%s was draw last\n", model->m_szName);
}
3 8 0x8 ADDITIVE 0x80 0x582590 CVisibilityPlugins::RenderFadingAtomic(RpAtomic *,float)
if (model->m_nFlags & ADDITIVE)
    RwRenderStateSet(rwRENDERSTATEDESTBLEND, rwBLENDONE);
4 16 0x10 - 0x100 - -
5 32 0x20 IGNORE_LIGHTING 0x200 0x56F7C4 CSimpleModelInfo::SetAtomic(int,RpAtomic *)
if (model->m_nFlags & IGNORE_LIGHTING)
    atomic->geometry->flags &= ~rpGEOMETRYLIGHT;
6 64 0x40 NO_ZBUFFER_WRITE 0x400 0x581390 CVisibilityPlugins::RenderFadingEntities(CLinkList<CVisibilityPlugins::AlphaObjectInfo> &)
if (model->m_nType == MODEL_INFO_SIMPLE && model->m_nFlags & NO_ZBUFFER_WRITE)
    RwRenderStateSet(rwRENDERSTATEZWRITEENABLE, FALSE);
7 128 0x80 DONT_RECEIVE_SHADOWS 0x800 0x48AF21 CFileLoader::LoadObjectInstance(char const*)
if (model->m_nFlags & DONT_RECEIVE_SHADOWS)
    entity->m_nFlags.bDontCastShadowsOn = true;
8 256 0x100 IGNORE_DRAW_DISTANCE 0x1000 0x487CDE CEntity::SetupBigBuilding()
if (model->m_afLodDistances[0] > 2500.0f || model->m_nFlags & IGNORE_DRAW_DISTANCE)
    entity->m_nLevel = 0;
9 512 0x200 IS_GLASS_TYPE_1 0x2000 0x488CCD CEntity::PreRender(), probably in-lined CModelInfo::IsGlassModel(int) @0x488CAA
bool CModelInfo::IsGlassModel(int modelId) {
    CBaseModelInfo *model = CModelInfo::GetModelInfo(modelId);
    if (model->m_nType == MODEL_INFO_SIMPLE || model->m_nType == MODEL_INFO_TIME) {
        CSimpleModelInfo *simpleModel = reinterpret_cast<CSimpleModelInfo *>(model);
        return simpleModel->m_nFlags & IS_GLASS_TYPE_1 || simpleModel->m_nFlags & IS_GLASS_TYPE_2;
    }
    return false;
}
10 1024 0x400 IS_GLASS_TYPE_2 0x4000 0x488CE7 CEntity::PreRender()
if (CModelInfo::IsGlassModel(modelId)) {
    if (!(CModelInfo::GetModelInfo(modelId)->m_nFlags & IS_GLASS_TYPE_2) ) {
        CGlass::AskForObjectToBeRenderedInGlass(entity);
        entity->m_nFlags.bIsVisible = false;
    }
}

San Andreas GTA San Andreas

Bits Dec Hex Name Description Examples
0 1 0x1 IS_ROAD This model is a road. Roads
1 2 0x2 - Not read, but present in IDE files.
2 4 0x4 DRAW_LAST Model is transparent. Render this object after all opaque objects, allowing transparencies of other objects to be visible through this object. Fences, trees
3 8 0x8 ADDITIVE Render with additive blending. Previous flag will be enabled automatically. Night windows
4 16 0x10 - Not read, not present in IDE files. -
5 32 0x20 Works only with animated objects ('anim' section in IDE). Doors
6 64 0x40 NO_ZBUFFER_WRITE Disable writing to z-buffer when rendering this model, allowing transparencies of other objects, shadows, and lights to be visible through this object. Shadows, lights
7 128 0x80 DONT_RECEIVE_SHADOWS Do not draw shadows on this object. Small objects, pickups, lamps, trees
8 256 0x100 - Not read, not present in IDE files. -
9 512 0x200 IS_GLASS_TYPE_1 Breakable glass type 1 (additional parameters defined inside the object.dat file, otherwise there is no effect) Small windows
10 1024 0x400 IS_GLASS_TYPE_2 Breakable glass type 2: object first cracks on a strong collision, then it breaks (does also require object.dat registration). Large windows
11 2048 0x800 IS_GARAGE_DOOR Indicates an object as an garage door (for more information see GRGE – requires object.dat registration). Garage doors
12 4096 0x1000 IS_DAMAGABLE Model with ok/dam states. Vehicle upgrades, barriers
13 8192 0x2000 IS_TREE Trees and some plants. These objects move on wind. Trees, some plants
14 16384 0x4000 IS_PALM Palms. These objects move on wind. Palms
15 32768 0x8000 DOES_NOT_COLLIDE_WITH_FLYER Does not collide with flyer (plane or heli). Trees, street lights, traffic lights, road signs, telegraph pole
16 65536 0x10000 - Not read, but present in IDE files. Explosive things
17 131072 0x20000 - Not read, but present in IDE files. chopcop_ models
18 262144 0x40000 - Not read, but present in IDE files. pleasure-DL.dff
19 524288 0x80000 - Unused special object type. Read, but not present in IDE files. -
20 1048576 0x100000 IS_TAG This model is a tag. Object will switch from mesh 2 to mesh 1 after getting sprayed by the player. Tags
21 2097152 0x200000 DISABLE_BACKFACE_CULLING Disables backface culling – as an result the texture will be drawed on both sides of the model. Roads, houses, trees, vehicle parts
22 4194304 0x400000 IS_BREAKABLE_STATUE Object with this model can't be used as cover, i.e. peds won't try to cover behind this object. Statue parts in atrium

GTA IV GTA IV

This section is incomplete. You can help by fixing and expanding it.

Difference between GTA III and GTA IV engines

GTA IV not only uses different formats to the previous games, it also does not use IDs to identify objects anymore. While GTA III era games use an ID as an index inside an array of definitions, GTA IV uses the hashes of the model name as a key inside a hash table. For more information about this see Map system.

Tools

See also

References

External links