Item Definition

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

Item definition files, usually identicated 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. They are stored in plain text format, so that they can be opened by any text editing program (like Notepad), but there are also some tools to simplify editing.

Overview

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.

Format and syntax description

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.

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.

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 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 ASCII encrypted and the decimal seperator is '.'.

Section example

objs
...
end

Sections

The following table contains basic information about all known sections. For additional information read the articles itself.

Identifier Supported games Description
OBJS
GTA III Vice City San Andreas GTA IV
Most important section: defines objects for the map.
Those objects get placed inside the INST section of the item placement files.
TOBJ
GTA III Vice City San Andreas GTA IV
Basicly does the same as OBJS, but it has two additional parameters defining the ingame time range the object can get rendered.
Those objects get placed inside the INST section of the item placement files.
ANIM
GTA III Vice City San Andreas GTA IV
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.
Those objects get placed inside the INST section of the item placement files.
PEDS
GTA III Vice City San Andreas GTA IV
Used to define "pedestrians" (Random NPC's).
WEAP
GTA III Vice City San Andreas GTA IV
Used to define weapons.
CARS
GTA III Vice City San Andreas GTA IV
Used to define vehicles.
HIER
San Andreas GTA IV
Partly unknown. Used to define objects for interactions with actors for example in cutscenes.
TXDP
San Andreas
Used to virtually extent texture dictionarys.
2DFX
GTA III Vice City
Used to add particles to objects, defined in one of the sections above (except TXDP).
PATH
GTA III
Used to create waypoints for random NPC spawns (Paths).
TREE
GTA IV
TANM
GTA IV
Used to combine TOBJ and ANIM sections.
Those objects get placed inside the INST section of the item placement files.
MLO
GTA IV
AMAT
GTA IV

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 boolean value of an different aspect. The following table shows the standart flags used for objects defined in OBJS, TOBJ and ANIM section.

Flag Supported games Binary Description
-1
1111 1111 1111 1111 1111 1111
Enables all flags. [1] 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
Indicates that the object gets rendered at night for objects defined in TOBJ.
4
GTA III Vice City San Andreas GTA IV
0000 0000 0000 0000 0000 0100
Alpha transparency 1
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
San Andreas GTA IV
0000 0000 0000 0000 0100 0000
Disables the shadow mesh to project a shadow.
128
San Andreas GTA IV
0000 0000 0000 0000 1000 0000
Object surface will not be culled.
256
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
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
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
0000 0000 0001 0000 0000 0000
Indicates an multiclump object (Object switches from clump 2 to clump 1 after collision – requires object.dat registration).
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 clump 2 to clump 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.

For flags defining different aspects of different definitions read the articles about their sections.

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 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.

Tools

See also

References

External Links