Difference between revisions of "TOBJ"

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(New page: {{IdeSection | game = GTA III, GTA VC, GTA SA, GTA IV | description = Used to define timed map objects }} '''TOBJ''' is a section in the item definition file. It...)
 
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==GTA III - San Andreas==
 
==GTA III - San Andreas==
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All TOBJ objects needs a daytime and a nighttime object at a point to show up at all times. If one object doesn't have the correct timing or is missing entirely, the game will keep using the existing TOBJ object. You will not see a hole in the ground.
 
===Format===
 
===Format===
 
  ID, ModelName, TextureName, ObjectCount, DrawDist, [DrawDist2, ...], Flags, TimeOn, TimeOff
 
  ID, ModelName, TextureName, ObjectCount, DrawDist, [DrawDist2, ...], Flags, TimeOn, TimeOff

Revision as of 18:52, 28 November 2009

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

TOBJ is a section in the item definition file. It is used to define timed map objects. Objects will be visible at during specific time. They can be made to appear to change from one object to another on a specific time of day.

GTA III - San Andreas

All TOBJ objects needs a daytime and a nighttime object at a point to show up at all times. If one object doesn't have the correct timing or is missing entirely, the game will keep using the existing TOBJ object. You will not see a hole in the ground.

Format

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

All but the last two columns are the same as the OBJS section.

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)
TimeOn
activation time in game hours (integer)
TimeOff
deactivation time in game hours (integer)

GTA IV

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. All but the last column are the same as the OBJS section.

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
NightFlag
assumed to be hardcoded time flags