Difference between revisions of "Template:Object-Flags"

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<pre>{{Object-Flags}}</pre></noinclude>
 
<pre>{{Object-Flags}}</pre></noinclude>
 
Flags are used to specify the behaviour of objects. They are signed 32-bit integer values where each bit describes a [[wikipedia:Boolean_algebra_(logic)|boolean]] value of an special aspect.
 
Flags are used to specify the behaviour of objects. They are signed 32-bit integer values where each bit describes a [[wikipedia:Boolean_algebra_(logic)|boolean]] value of an special aspect.
{|width="100%" class="collapsible wikitable"
+
{|class="mw-collapsible wikitable center-col-1 center-col-2 center-col-3" style="width: 100%;"
!width="120px"|Flag
+
!style="width: 7em;"|Flag
!width="100px"|Supported games
+
!style="width: 8em;"|Supported games
 
!width="25%"|Binary
 
!width="25%"|Binary
 
!Description
 
!Description
 
|-
 
|-
|{{a|c}}|-1 ||{{a|c}}|&ndash; ||{{a|c}}|<code>1111 1111 1111 1111 1111 1111</code> ||Enables all flags.{{ref|a}} Never used by default.
+
| -1 || &ndash; || <code>1111 1111 1111 1111 1111 1111</code> ||Enables all flags.{{ref|a}} Never used by default.
 
|-
 
|-
|{{a|c}}|1 ||{{a|c}}|{{Icon|trilogy}} {{Icon|4}} ||{{a|c}}|<code>0000 0000 0000 0000 0000 0001</code> ||Wet effect (objects appear darker).
+
| 1 || {{Icon|trilogy}} {{Icon|4}} || <code>0000 0000 0000 0000 0000 0001</code> ||Wet effect (objects appear darker).
 
|-
 
|-
|{{a|c}}|2 ||{{a|c}}|{{Icon|trilogy}} {{Icon|4}} ||{{a|c}}|<code>0000 0000 0000 0000 0000 0010</code> ||Indicates that the object gets rendered at night for objects defined in ''TOBJ''.
+
| 2 || {{Icon|trilogy}} {{Icon|4}} || <code>0000 0000 0000 0000 0000 0010</code> ||Do not fade the object when it is being loaded into or out of view.
 
|-
 
|-
|{{a|c}}|4 ||{{a|c}}|{{Icon|trilogy}} {{Icon|4}} ||{{a|c}}|<code>0000 0000 0000 0000 0000 0100</code> ||Alpha transparency 1
+
| 4 || {{Icon|trilogy}} {{Icon|4}} || <code>0000 0000 0000 0000 0000 0100</code> ||Allow transparencies of other objects to be visible through this object.
 
|-
 
|-
|{{a|c}}|8 ||{{a|c}}|{{Icon|trilogy}} {{Icon|4}} ||{{a|c}}|<code>0000 0000 0000 0000 0000 1000</code> ||Alpha transparency 2
+
| 8 || {{Icon|trilogy}} {{Icon|4}} || <code>0000 0000 0000 0000 0000 1000</code> ||Alpha transparency 2
 
|-
 
|-
|{{a|c}}|16 ||{{a|c}}|{{Icon|trilogy}} {{Icon|4}} ||{{a|c}}|<code>0000 0000 0000 0000 0001 0000</code> ||Opposite to flag '''2'''
+
| 16 || {{Icon|trilogy}} {{Icon|4}} || <code>0000 0000 0000 0000 0001 0000</code> ||Opposite to flag '''2'''
 
|-
 
|-
|{{a|c}}|32 ||{{a|c}}|{{Icon|trilogy}} {{Icon|4}} ||{{a|c}}|<code>0000 0000 0000 0000 0010 0000</code> ||Indicates an object to be used inside an interior.
+
| 32 || {{Icon|trilogy}} {{Icon|4}} || <code>0000 0000 0000 0000 0010 0000</code> ||Indicates an object to be used inside an interior.
 
|-
 
|-
|{{a|c}}|64 ||{{a|c}}|{{Icon|trilogy}} {{Icon|4}} ||{{a|c}}|<code>0000 0000 0000 0000 0100 0000</code> ||Disables the [[COLL#Shadow_Mesh|shadow mesh]] to project a shadow.
+
| 64 || {{Icon|trilogy}} {{Icon|4}} || <code>0000 0000 0000 0000 0100 0000</code> ||Disables the [[COLL#Shadow_Mesh|shadow mesh]] to project a shadow; allow transparencies of other objects, shadows, and lights to be visible through this object.
 
|-
 
|-
|{{a|c}}|128 ||{{a|c}}|{{Icon|trilogy}} {{Icon|4}} ||{{a|c}}|<code>0000 0000 0000 0000 1000 0000</code> ||Object surface will not be [[Wikipedia:Hidden_surface_determination|culled]].
+
| 128 || {{Icon|VC}} {{Icon|SA}} {{Icon|4}} || <code>0000 0000 0000 0000 1000 0000</code> ||Object surface will not be [[Wikipedia:Hidden_surface_determination|culled]].
 
|-
 
|-
|{{a|c}}|256 ||{{a|c}}|{{Icon|trilogy}} {{Icon|4}} ||{{a|c}}|<code>0000 0000 0000 0001 0000 0000</code> ||Disables draw distance (Only used for [[LOD]] objects with an ''LOD'' value greater than 299).
+
| 256 || {{Icon|VC}} {{Icon|SA}} {{Icon|4}} || <code>0000 0000 0000 0001 0000 0000</code> ||Disables draw distance (Only used for [[LOD]] objects with an ''LOD'' value greater than 299).
 
|-
 
|-
|{{a|c}}|512 ||{{a|c}}|{{Icon|trilogy}} {{Icon|4}} ||{{a|c}}|<code>0000 0000 0000 0010 0000 0000</code> ||Object is breakable (like glass &ndash; additional parameters defined inside the [[object.dat]] file, otherwise there is no effect).
+
| 512 || {{Icon|VC}} {{Icon|SA}} {{Icon|4}} || <code>0000 0000 0000 0010 0000 0000</code> ||Object is breakable (like glass &ndash; additional parameters defined inside the [[object.dat]] file, otherwise there is no effect).
 
|-
 
|-
|{{a|c}}|1024 ||{{a|c}}|{{Icon|trilogy}}{{Icon|4}} ||{{a|c}}|<code>0000 0000 0000 0100 0000 0000</code> ||Similar to flag '''512''': object first cracks on a strong collision, then it breaks (does also require ''object.dat'' registration).
+
| 1024 || {{Icon|VC}} {{Icon|SA}} {{Icon|4}} || <code>0000 0000 0000 0100 0000 0000</code> ||Similar to flag '''512''': object first cracks on a strong collision, then it breaks (does also require ''object.dat'' registration).
 
|-
 
|-
|{{a|c}}|2048 ||{{a|c}}|{{Icon|SA}} {{Icon|4}} ||{{a|c}}|<code>0000 0000 0000 1000 0000 0000</code> ||Indicates an object as an garage door (for more information see [[GRGE#Types_of_doors|GRGE]] &ndash; requires ''object.dat'' registration).
+
| 2048 || {{Icon|SA}} {{Icon|4}} || <code>0000 0000 0000 1000 0000 0000</code> ||Indicates an object as an garage door (for more information see [[GRGE#Types_of_doors|GRGE]] &ndash; requires ''object.dat'' registration).
 
|-
 
|-
|{{a|c}}|4096 ||{{a|c}}|{{Icon|SA}} {{Icon|4}} ||{{a|c}}|<code>0000 0000 0001 0000 0000 0000</code> ||Indicates a multi mesh object (Object switches from clump ''2'' to clump ''1'' after collision &ndash; requires ''object.dat'' registration).
+
| 4096 || {{Icon|SA}} {{Icon|4}} || <code>0000 0000 0001 0000 0000 0000</code> ||Indicates a multi mesh object (Object switches from mesh ''2'' to mesh ''1'' after collision &ndash; requires ''object.dat'' registration).
 
|-
 
|-
|{{a|c}}|32768 ||{{a|c}}|{{Icon|SA}} {{Icon|4}} ||{{a|c}}|<code>0000 0000 1000 0000 0000 0000</code> ||Uses object brightness from the current weather definition (See [[timecyc.dat]] &ndash; ''PoleShd'').
+
| 16384 || {{Icon|SA}} || <code>0000 0000 0100 0000 0000 0000</code> ||Indicates a vegetation object (Object moves in wind).
 
|-
 
|-
|{{a|c}}|65536 ||{{a|c}}|{{Icon|SA}} {{Icon|4}} ||{{a|c}}|<code>0000 0001 0000 0000 0000 0000</code> ||Object explodes after getting hit (requires ''object.dat'' registration).
+
| 32768 || {{Icon|SA}} {{Icon|4}} || <code>0000 0000 1000 0000 0000 0000</code> ||Uses object brightness from the current weather definition (See [[timecyc.dat]] &ndash; ''PoleShd'').
 
|-
 
|-
|{{a|c}}|131072 ||{{a|c}}|{{Icon|SA}} ||{{a|c}}|<code>0000 0010 0000 0000 0000 0000</code> ||Unknown &ndash; apparently some flag for the [[SCM|Script]].
+
| 65536 || {{Icon|SA}} {{Icon|4}} || <code>0000 0001 0000 0000 0000 0000</code> ||Object explodes after getting hit (requires ''object.dat'' registration).
 
|-
 
|-
|{{a|c}}|262144 ||{{a|c}}|{{Icon|SA}} ||{{a|c}}|<code>0000 0100 0000 0000 0000 0000</code> ||Unknown &ndash; only used 1 time in [[GTA SA|San Andreas]].
+
| 131072 || {{Icon|SA}} || <code>0000 0010 0000 0000 0000 0000</code> ||Unknown &ndash; apparently some flag for the [[SCM|Script]].
 
|-
 
|-
|{{a|c}}|1048576 ||{{a|c}}|{{Icon|SA}} ||{{a|c}}|<code>0000 1000 0000 0000 0000 0000</code> ||Object will switch from mesh ''2'' to mesh ''1'' after getting sprayed by the player (graffity flag).
+
| 262144 || {{Icon|SA}} || <code>0000 0100 0000 0000 0000 0000</code> ||Unknown &ndash; only used 1 time in [[GTA SA|San Andreas]].
 
|-
 
|-
|{{a|c}}|2097152 ||{{a|c}}|{{Icon|SA}} ||{{a|c}}|<code>0001 0000 0000 0000 0000 0000</code> ||Disables backface culling &ndash; as an result the texture will be drawed on both sides of the model (Always enabled for GTA III and [[GTA VC|Vice City]])
+
| 1048576 || {{Icon|SA}} || <code>0000 1000 0000 0000 0000 0000</code> ||Object will switch from mesh ''2'' to mesh ''1'' after getting sprayed by the player (graffity flag).
 
|-
 
|-
|{{a|c}}|4194304 ||{{a|c}}|{{Icon|SA}} ||{{a|c}}|<code>0010 0000 0000 0000 0000 0000</code> ||Unknown &ndash; apparently related into physics.
+
| 2097152 || {{Icon|SA}} || <code>0001 0000 0000 0000 0000 0000</code> ||Disables backface culling &ndash; as an result the texture will be drawed on both sides of the model (Always enabled for GTA III and [[GTA VC|Vice City]])
 +
|-
 +
| 4194304 || {{Icon|SA}} || <code>0010 0000 0000 0000 0000 0000</code> ||Unknown &ndash; apparently related into physics.
 
|-
 
|-
 
|colspan="4" style="text-align: right;" |<span class="plainlinks" style="font-size: 10px;">[http://www.gtamodding.com/index.php?title=Template:Object-Flags&action=edit edit]</span>
 
|colspan="4" style="text-align: right;" |<span class="plainlinks" style="font-size: 10px;">[http://www.gtamodding.com/index.php?title=Template:Object-Flags&action=edit edit]</span>
 
|}
 
|}
 
* {{note|a}} [[wikipedia:Two%27s_complement|Two's complement]]
 
* {{note|a}} [[wikipedia:Two%27s_complement|Two's complement]]

Latest revision as of 17:50, 11 August 2015

Example:

{{Object-Flags}}

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

Flag Supported games Binary Description
-1 1111 1111 1111 1111 1111 1111 Enables all flags.[a] 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 Do not fade the object when it is being loaded into or out of view.
4 GTA III Vice City San Andreas GTA IV 0000 0000 0000 0000 0000 0100 Allow transparencies of other objects to be visible through this object.
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 GTA III Vice City San Andreas GTA IV 0000 0000 0000 0000 0100 0000 Disables the shadow mesh to project a shadow; allow transparencies of other objects, shadows, and lights to be visible through this object.
128 Vice City San Andreas GTA IV 0000 0000 0000 0000 1000 0000 Object surface will not be culled.
256 Vice City 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 Vice City 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 Vice City 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 GTA IV 0000 0000 0001 0000 0000 0000 Indicates a multi mesh object (Object switches from mesh 2 to mesh 1 after collision – requires object.dat registration).
16384 San Andreas 0000 0000 0100 0000 0000 0000 Indicates a vegetation object (Object moves in wind).
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 mesh 2 to mesh 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.
edit