Difference between revisions of "Item Definition"

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m (Object Flags)
(Object Flags)
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1 means Enabled, 0 disabled.
1 means Enabled, 0 disabled.
Heres a list of all Flags know till now:
Heres a list of all SA Flags known until now:
  0000000000000000000000000000001 = 1 - Wet Effect
  0000000000000000000000000000001 = 1 - Wet Effect

Revision as of 08:11, 9 July 2007


Item definition files are known by the extension .ide and 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.


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.




Static Map Objects, used to define standard map objects.

GTA III, VC and SA format:

ID, ModelName, TextureName, ObjectCount, DrawDist, [DrawDist2, ...], Flags
unique object ID (integer)
name of the .dff model file, without extension (string)
name of the .txd texture dictionary, without extension (string)
ammount of sub objects, e.g. damaged parts, usually 1 (integer) - optional for SA, default 1
draw distance in units, one for each sub object (float)
object flags, defining special behavior, default 0 (integer)

Object Flags

Object Flags in SA are textformattet 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.

Heres a list of all SA Flags known until now:

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-Objekt **
0000000000000000000000001000000 = 64 - Disable Shadow Mesh (?)
0000000000000000000000010000000 = 128 - Disables Collision Mesh (?)
0000000000000000000000100000000 = 256 - Disable Draw Distance (?)
0000000000000000000001000000000 = 512 - Breakable Glas **
0000000000000000000010000000000 = 1024 - Breakable Glas with crack **
0000000000000000000100000000000 = 2048 - Garagedoor ** 
0000000000000000001000000000000 = 4096 - 2-Clump-Object ** (Switches from Clump 2 to 1 after Collision)
0000000000000000010000000000000 = 8192 - Small Vegetation (?)
0000000000000000100000000000000 = 16384 - Standart Vegetation **  (Palms in Hotels, etc.) (?)
0000000000000001000000000000000 = 32768 - Generical Object Renderer (Seems to render often used
Objects faster) (?)
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 - Graffity Flag 
0000000001000000000000000000000 = 2097152 - Double-Layer Texture 
0000000010000000000000000000000 = 4194304 - UNKNOWN (Parts of a statue in Atrium) (?) 
1000000000000000000000000000000 = 1073741824 - Unknown

* If theres no Interior the Texture behind the object changes to black (=> IPL | Interior-value)
** Objects needs to be activatet using Object.dat
(?) Not 100 % known
... All Flags in a special intervall are unknown

To connect diffrent 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


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
activation time in hours (integer)
deactivation time in hours (integer)


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
name of the .ifp animation archive, without extension (string)


GTA III and VC format:

ID, ModelName, TextureName, Threat, Behavior, AnimationType, ?, StartAnimation?, ?, ?
From ped.dat, sets a ped to attack and avoid certain peds
From pedstats.dat, behavior for a ped
From ped.ifp, type of animation a ped use to walk


GTA III and VC format:

ID, ModelName, TextureName, Animation, ?, DrawDistance, ?
From ped.ifp, animation used to wield and shoot the weapon


GTA III and VC format:

ID, ModelName, TextureName, Type, HandlingID, GXTEntry, PedDrivingAnimation, Class, Frequency, Level, 
SpecificType, WheelID, WheelSize
From handling.cfg
From ped.ifp, type of animation to enter, exit, drive, and drive-by from a vehicle
not available for type "boat"
not available for type "boat"

SA format coming soon.


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 (normaly 2000.00)

The meaning of these lines isn't known yet, but it seems to be a kind of bodyparts for the player.


Parent Texture

SA format only:

ModelName, TextureName

Assigns texture to the model.


Particle and Environment Effects

GTA III and VC only:

ID, X, Y, Z, R, G, B, U, Type, ...
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)
unknown color component, always 200 (integer)
specifies the type of effect

Effect #0: Light

Coming soon.

Effect #1: ...

Coming soon.


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).

External Links