OBJS

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OBJS (IDE section)
Supported games:GTA III, GTA VC, GTA SA, GTA IV
Brief description:Used to define standard static map objects
IDE Sections:
2DFX AMAT ANIM CARS HIER HAND MLO OBJS
PATH PEDS TANM TOBJ TREE TXDP WEAP

OBJS is a section in the item definition file. It is used to define standard static map objects.

GTA III - San Andreas

Format

ID, ModelName, TextureName, ObjectCount, DrawDist, [DrawDist2, ...], Flags
Identifier Description
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 units, one for each sub object (float)
Flags
object flags, defining special behavior, default 0 (integer)

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:

Binary Decimal Description
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 Excludes object from culling
0000000000000000000000100000000 256 Disable Draw Distance for LODs
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 Disable backface culling
0000000010000000000000000000000 4194304 UNKNOWN (Parts of a statue in Atrium) (?)
... All flags in this range are unused/unknown
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

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

GTA IV

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

Identifier Description
ModelName
name of the .wdr model file, without extension (string)
TextureName
name of the .wtd texture dictionary, without extension (string)
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 local position of a model bounding box
Bounds Max
Upper Right vertex local position of a model bounding box
Radius
Radius dimensions of the bounding Sphere
WDD
the model dictionary file that contains the LOD model for the defined Modelname