Difference between revisions of "Item Definition"

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(OBJS)
Line 137: Line 137:
 
;Wad: name of the (.wad) animation archive, without extension (string)
 
;Wad: name of the (.wad) animation archive, without extension (string)
  
===PEDS===
+
===[[PEDS]]===
''GTA III and VC format:''
+
''GTA III format:''
  ID, ModelName, TextureName, Threat, Behavior, AnimationType, ?, StartAnimation?, ?, ?
+
ID, ModelName, TxdName, Threat, Behavior, AnimationType, VehClass
;Threat: running over and shooting other peds
+
 
;Behavior: angry/hateful/thrilled
+
{|{{Prettytable}} width="100%" class="collapsible collapsed"
;AnimationType: being drunk like walk
+
!width="250px"|Identifier
 +
!Description
 +
|-
 +
|<center>ID</center>||Unique model ID
 +
|-
 +
|<center>ModelName</center>||Name of the .dff [[model file]], without extension
 +
|-
 +
|<center>TxdName</center>||Name of the .txd [[texture dictionary]], without extension
 +
|-
 +
|<center>Threat</center>||The threat of the ped as defined in the ped.dat file
 +
|-
 +
|<center>Behavior</center>||The behavior of the ped as defined in the pedstats.dat file
 +
|-
 +
|<center>AnimationType</center>||The type of animation being used on the ped for movements
 +
|-
 +
|<center>VehClass</center>||The class of vehicle that the ped will drive<br>The value is in hex! It needs to be converted into decimal and back
 +
|}
 +
 
 +
''Vice City format''
 +
  ID, ModelName, TxdName, Threat, Behavior, AnimationType, VehClass, StartAnimation?, Radio1, Radio2
 +
 
 +
{|{{Prettytable}} width="100%" class="collapsible collapsed"
 +
!width="250px"|Identifier
 +
!Description
 +
|-
 +
|<center>ID</center>||Unique model ID
 +
|-
 +
|<center>ModelName</center>||Name of the .dff [[model file]], without extension
 +
|-
 +
|<center>TxdName</center>||Name of the .txd [[texture dictionary]], without extension
 +
|-
 +
|<center>Threat</center>||The threat of the ped as defined in the ped.dat file
 +
|-
 +
|<center>Behavior</center>||The behavior of the ped as defined in the pedstats.dat file
 +
|-
 +
|<center>AnimationType</center>||The type of animation being used on the ped for movements
 +
|-
 +
|<center>VehClass</center>||The class of vehicle that the ped will drive<br>The value is in hex! It needs to be converted into decimal and back
 +
|-
 +
|<center>Radio1, Radio2</center>||Ped's preferred radio station
 +
|}
  
 
===WEAP===
 
===WEAP===
Line 150: Line 190:
  
 
===[[CARS (IDE Section)|CARS]]===
 
===[[CARS (IDE Section)|CARS]]===
''GTA III and VC format:''
+
''GTA III formats''
 +
 
 +
''Car''
 +
ID, ModelName, TxdName, Type, HandlingID, GameName, Class, Frequency, Level, Comprules, WheelID, WheelScale
 +
 
 +
''Boat and Train''
 +
ID, ModelName, TxdName, Type, HandlingID, GameName, Class, Frequency, Level, Comprules
 +
 
 +
''Plane''
 +
ID, ModelName, TxdName, Type, HandlingID, GameName, Class, Frequency, Level, Comprules, LODModel
 +
 
 +
{|{{Prettytable}} width="100%" class="collapsible collapsed"
 +
!width="250px"|Identifier
 +
!Description
 +
|-
 +
|<center>ID</center>||Unique model ID
 +
|-
 +
|<center>ModelName</center>||Name of the .dff [[model file]], without extension
 +
|-
 +
|<center>TxdName</center>||Name of the .txd [[texture dictionary]], without extension
 +
|-
 +
|<center>Type</center>||Type of vehicle, which includes ''car'', ''boat'', ''train'', and ''plane''<br>This data is related to hardcoded functions and must not be changed or else it might crash the game
 +
|-
 +
|<center>HandlingID</center>||Name corresponding to its handling data in the [[handling.cfg]] file
 +
|-
 +
|<center>GameName</center>||Name corresponding to its [[GXT]] entry, case sensitive and must be seven characters or less!<br>Invalid name will show up as ''NAME missing''
 +
|-
 +
|<center>Class</center>||Class of the vehicle
 +
|-
 +
|<center>Frequency</center>||Frequency of the vehicle spawning randomly on the streets
 +
|-
 +
|<center>Level</center>||unknown
 +
|-
 +
|<center>Comprules</center>||unknown
 +
|-
 +
|<center>WheelID</center>||ID number of wheel model<br>Only available for type ''car'', has no effect if used on type ''boat''
 +
|-
 +
|<center>WheelScale</center>||Scale of wheel and [[Collision File|collision]] models, 1.0 for original size of wheel and collision models<br>Only available for type ''car'', has no effect if used on type ''boat''
 +
|-
 +
|<center>LODModel</center>||ID number of LOD model, can be any valid vehicle model<br>Only available for type ''plane''
 +
|}
 +
 
 +
''Vice City formats''
 +
 
 +
''Car''
 
  ID, ModelName, TxdName, Type, HandlingID, GameName, Anims, Class, Frequency, Level, Comprules, WheelID, WheelScale
 
  ID, ModelName, TxdName, Type, HandlingID, GameName, Anims, Class, Frequency, Level, Comprules, WheelID, WheelScale
  
{|{{Prettytable}} width="100%" class="collapsible collapsed"
+
''Bike''
 +
ID, ModelName, TxdName, Type, HandlingID, GameName, Anims, Class, Frequency, Level, Comprules, Unknown, WheelScale
 +
 
 +
''Boat and Heli''
 +
ID, ModelName, TxdName, Type, HandlingID, GameName, Anims, Class, Frequency, Level, Comprules
 +
 
 +
''Plane''
 +
ID, ModelName, TxdName, Type, HandlingID, GameName, Anims, Class, Frequency, Level, Comprules, LODModel
 +
 
 +
{|{{Prettytable}} width="100%" class="collapsible collapsed"
 
!width="250px"|Identifier
 
!width="250px"|Identifier
 
!Description
 
!Description
Line 163: Line 256:
 
|<center>TxdName</center>||Name of the .txd [[texture dictionary]], without extension
 
|<center>TxdName</center>||Name of the .txd [[texture dictionary]], without extension
 
|-
 
|-
|<center>Type</center>||Type of vehicle, which includes ''car'', ''boat'', ''plane'', and, for Vice City only, ''bike'' and ''heli''. ''Heli'' and ''plane'' are used only for NPC aircrafts.
+
|<center>Type</center>||Type of vehicle, which includes ''car'', ''bike'', ''boat'', ''plane'', and ''heli''; flyable helicopters are type ''car''
 
|-
 
|-
 
|<center>HandlingID</center>||Name corresponding to its handling data in the [[handling.cfg]] file.
 
|<center>HandlingID</center>||Name corresponding to its handling data in the [[handling.cfg]] file.
 
|-
 
|-
|<center>GameName</center>||Name corresponding to its [[GXT]] entry, must be seven characters or less
+
|<center>GameName</center>||Name corresponding to its [[GXT]] entry, case sensitive and must be seven characters or less!<br>Invalid name will not show up in the game
 
|-
 
|-
 
|<center>Anims</center>||Appropriate animation file mainly used on bikes
 
|<center>Anims</center>||Appropriate animation file mainly used on bikes
 
|-
 
|-
|<center>Class</center>||[[CARS (IDE Section)#Class|Class]] of the vehicle
+
|<center>Class</center>||Class of the vehicle
 +
|-
 +
|<center>Frequency</center>||Frequency of the vehicle spawning randomly on the streets
 
|-
 
|-
|<center>Frequency</center>||
+
|<center>Level</center>||unknown
 
|-
 
|-
|<center>Level</center>||
+
|<center>Comprules</center>||unknown
 
|-
 
|-
|<center>Comprules</center>||
+
|<center>WheelID</center>||ID number of wheel model<br>Only available for type ''car'', has no effect if used on type ''boat''
 
|-
 
|-
|<center>WheelID</center>||[[CARS (IDE Section)#Wheels|Wheel model ID]], not available for type "boat" and special for bikes
+
|<center>WheelScale</center>||Scale of wheel and [[Collision File|collision]] models for type ''car'', scale of wheel collision model for type ''bike'', 1.0 for original size of wheel and collision models<br>Only available for types ''car'' and ''bike'', has no effect if used on type ''boat''
 
|-
 
|-
|<center>WheelScale</center>||not available for type "boat"
+
|<center>LODModel</center>||ID number of LOD model, can be any valid vehicle model<br>Only available for type ''plane''
 
|}
 
|}
  

Revision as of 05:07, 18 August 2009

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

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 Notepad.

Structure

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.

Example:

objs
...
end

OBJS

Used to define standard static map objects.

GTA III, VC and SA format

ID, ModelName, TextureName, ObjectCount, DrawDist, [DrawDist2, ...], Flags

GTA IV format

ModelName, TextureName, DrawDistance, Flag1, Flag2, (Bounds min)X,Y,Z, (Bounds max)X,Y,Z, (Bounds Sphere)X, Y, Z, Radius, WDD

Note that GTA IV does not use any unique object ID numbers

TOBJ

Used to define timed map objects. All but the last two columns are the same as the OBJS section.

GTA III, VC and SA format:

ID, ModelName, TextureName, ObjectCount, DrawDist, [DrawDist2, ...], Flags, TimeOn, TimeOff

GTA IV format

ModelName, TextureName, DrawDist, Flag1, Flag2, (Bounds min)X,Y,Z, (Bounds max)X,Y,Z, (Bounds Sphere)X,Y,Z, Radius, WDD, NightFlag

Note that GTA IV does not use any unique object ID numbers.

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 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 Sphere)X,Y,Z, Radius, WDD
ModelName, TextureName, DrawDistance, Flags, Bounds min, Bounds max, Bounds Sphere X,Y,Z, Radius, WDD
same as for the OBJS section
Wad
name of the (.wad) animation archive, without extension (string)

PEDS

GTA III format:

ID, ModelName, TxdName, Threat, Behavior, AnimationType, VehClass

Vice City format

ID, ModelName, TxdName, Threat, Behavior, AnimationType, VehClass, StartAnimation?, Radio1, Radio2

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 formats

Car

ID, ModelName, TxdName, Type, HandlingID, GameName, Class, Frequency, Level, Comprules, WheelID, WheelScale

Boat and Train

ID, ModelName, TxdName, Type, HandlingID, GameName, Class, Frequency, Level, Comprules

Plane

ID, ModelName, TxdName, Type, HandlingID, GameName, Class, Frequency, Level, Comprules, LODModel

Vice City formats

Car

ID, ModelName, TxdName, Type, HandlingID, GameName, Anims, Class, Frequency, Level, Comprules, WheelID, WheelScale

Bike

ID, ModelName, TxdName, Type, HandlingID, GameName, Anims, Class, Frequency, Level, Comprules, Unknown, WheelScale

Boat and Heli

ID, ModelName, TxdName, Type, HandlingID, GameName, Anims, Class, Frequency, Level, Comprules

Plane

ID, ModelName, TxdName, Type, HandlingID, GameName, Anims, Class, Frequency, Level, Comprules, LODModel

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 (.txd). 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 Sphere)X,Y,Z, Radius, WDD
ModelName
name of the .wdr model file, without extension (string)
TextureName
set to 'null' by default in procobj.ide
DrawDistance
draw distance in units, 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 Sphere
X,Y,Z Coords
Radius
Of Bounds Sphere
WDD
set to 'null' by default in procobj.ide

Tools

External Links