OBJS

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OBJS (IDE section)
Supported games:GTA III, GTA VC, GTA SA, GTA IV
Brief description:Used to define standard 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 map objects. There are also sections to extend default object definitions:

  • TOBJ for defining an additional ingame time range the object gets rendered in.
  • ANIM which links an animation to an object.
  • TANM which does both of the previously mentioned sections.


Format

GTA III, Vice City and San Andreas

ID, ModelName, TextureName, ObjectCount, DrawDistance, [DrawDistance2, ...], Flags
Identifier Description
ID
Unique object ID.
ModelName
Name of the .dff model file without extension.
TextureName
Name of the .txd texture dictionary without extension.
ObjectCount
Number of clumps. 1 by default and optional for San Andreas.
DrawDistance
Draw distance in units (one for each clump).
Flags
Object flags (see below).

GTA IV

ModelName, TextureName, DrawDistance, Flags, Unknown, MinX, MinY, MinZ, MaxX, MaxY, MaxZ, SphereX, SphereY, SphereZ, Radius, LOD Model
Identifier Description
ModelName
Name of the .wdr model file without extension.
TextureName
name of the .wtd texture dictionary without extension.
DrawDistance
Draw distance in units.
Flag1
Object flag (see below).
Unknown
Unknown integer (0 by default).
MinX, MinY, MinZ
Lower left corner of the bounding box for the object.
MaxX, MaxY, MaxZ
Upper right corner of the bounding box for the object.
SphereX, SphereY, SphereZ
Center of the bounding sphere for the object.
Radius
Radius of the bounding sphere into all dimensions.
LOD Model
Name of the .wdd file that contains the lod model for the defined modelname.

GTA IV stores bounding informations inside the item definitions for better performance. The previous games stored bounding informations inside the collision files. Also it uses the hashes of the model names as a key of an hash table instead of the ID as an index to the definition array for previous games.

Object Flags

Flags are used to specify the behaviour of objects. They are signed 32-bit integer values where each bit descripes a boolean value of an special aspect.

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.

See also