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.


Contents

Format

GTA III, Vice City and San Andreas

Type 0

This type was never used in the game.

GTA III Vice City San Andreas Identifier Type Description
A
ID
integer Unique object ID.
B
ModelName
string Name of the .dff model file without extension.
C
TextureName
string Name of the .txd texture dictionary without extension.
D
ObjectCount?
integer Number of clumps?

Type 1

This is the most common type used in the game.

GTA III Vice City San Andreas Identifier Type Description
A
ID
integer Unique object ID.
B
ModelName
string Name of the .dff model file without extension.
C
TextureName
string Name of the .txd texture dictionary without extension.
D
ObjectCount
integer Number of clumps. 1 for this type.
E
DrawDistance
float Draw distance in units.
F
Flags
integer Object flags (see below).

Type 2

This is used for breakable objects.

GTA III Vice City San Andreas Identifier Type Description
A
ID
integer Unique object ID.
B
ModelName
string Name of the .dff model file without extension.
C
TextureName
string Name of the .txd texture dictionary without extension.
D
ObjectCount
integer Number of clumps. 2 for this type.
E,F
DrawDistance1, DrawDistance2
float[2] Draw distance in units (one for each clump).
G
Flags
integer Object flags (see below).

Type 3

This is used for complex breakable objects.

GTA III Vice City San Andreas Identifier Type Description
A
ID
integer Unique object ID.
B
ModelName
string Name of the .dff model file without extension.
C
TextureName
string Name of the .txd texture dictionary without extension.
D
ObjectCount
integer Number of clumps. 3 for this type.
E,F,G
DrawDistance1, DrawDistance2, DrawDistance3
float[3] Draw distance in units (one for each clump).
H
Flags
integer Object flags (see below).

Type 4

This is used for objects with only 1 clump. San Andreas uses this almost exclusively.

San Andreas Identifier Type Description
A
ID
integer Unique object ID.
B
ModelName
string Name of the .dff model file without extension.
C
TextureName
string Name of the .txd texture dictionary without extension.
D
DrawDistance
float Draw distance in units.
E
Flags
integer Object flags (see below).

GTA IV

Type 1

GTA 4 Identifier Type Description
A
ModelName
string Name of the .wdr model file without extension.
B
TextureName
string Name of the .wtd texture dictionary without extension.
C
DrawDistance
float Draw distance in units.
D
Flag1
integer Object flag (see below).
E
Unknown
float Unknown integer (usually 0 but uses other values as high as 32).
F,G,H
MinX, MinY, MinZ
float[3] Lower left corner of the bounding box for the object.
I,J,K
MaxX, MaxY, MaxZ
float[3] Upper right corner of the bounding box for the object.
L,M,N
SphereX, SphereY, SphereZ
float[3] Center of the bounding sphere for the object.
O
Radius
float[3] Radius of the bounding sphere into all dimensions.
P
LODModel
string Name of the .wdd file that contains the lod model for the defined modelname; otherwise null.

GTA IV stores bounding information inside the item definitions for better performance. The previous games stored bounding information 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 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 4 0000 0000 0000 0000 0000 0001 Wet effect (objects appear darker).
2 GTA III Vice City San Andreas GTA 4 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 4 0000 0000 0000 0000 0000 0100 Alpha transparency 1
8 GTA III Vice City San Andreas GTA 4 0000 0000 0000 0000 0000 1000 Alpha transparency 2
16 GTA III Vice City San Andreas GTA 4 0000 0000 0000 0000 0001 0000 Opposite to flag 2
32 GTA III Vice City San Andreas GTA 4 0000 0000 0000 0000 0010 0000 Indicates an object to be used inside an interior.
64 GTA III Vice City San Andreas GTA 4 0000 0000 0000 0000 0100 0000 Disables the shadow mesh to project a shadow.
128 GTA III Vice City San Andreas GTA 4 0000 0000 0000 0000 1000 0000 Object surface will not be culled.
256 GTA III Vice City San Andreas GTA 4 0000 0000 0000 0001 0000 0000 Disables draw distance (Only used for LOD objects with an LOD value greater than 299).
512 GTA III Vice City San Andreas GTA 4 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 GTA III Vice City San AndreasGTA 4 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 4 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 4 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 4 0000 0000 1000 0000 0000 0000 Uses object brightness from the current weather definition (See timecyc.datPoleShd).
65536 San Andreas GTA 4 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.
edit

Statistics

Total number of OBJS entries in:

GTA III: 2908
Type 1: 2844
Type 2: 63
Type 3: 1
Vice City: 3800
Type 1: 3761
Type 2: 38
Type 3: 1
San Andreas: 14052
Type 1: 1
Type 4: 14051
GTA IV: 24820

See also

v · d · e
GTA 4 Grand Theft Auto IV
File Formats.dat.gxt.ide.img.ipl.nod.sco.rpf.rrr.wad.wbd/.wbn.wdd.wdr.wft.whm.wpl.wtd
DocumentationAudioBink VideoCryptographyCutscenesImage listingMap ListingNative functionsPathsScenariosSavesVTableWeapons
ToolsASI LoaderENBSeriesG-TextureGIMSIV NeedleOpenIVScoclSparkIVXLiveLessWPL ManagerX Mod Installer
AliceC++ Script Hook.NET Script Hook
TutorialsImporting Textures with OpenIVImporting Textures with SparkIV
MultiplayerFour MultiplayerIV MultiplayerIV:Online
ModificationsGTA 3 HD RageGTA Vice City RageIV:SAGostown IV
Useful linksCommunity portalDiscussion forumsGTA IV Modding ForumMods on GTAGarage.com
v · d · e
San Andreas Grand Theft Auto: San Andreas
File Formats.col.cfg.cut.dff.dat.fxp.gxt.ide.ifp.img.iplnodes*.dat.rep.rrr.scm.set.txd
DocumentationAudioCryptographyCutscenesHandling.cfgMap ListingMission PacksOpcodesPathsReplaysSavesScripts
ToolsCLEOCollision File Editor IIENBSeriesG-ToolsIMG ToolLimit AdjusterMap EditorSan Andreas Audio ToolkitSanny BuilderTXD Workshop
TutorialsSan Andreas v2.0 ModdingHow to create a missionHow to create a threadHow to use Map Editor
ModificationsDesign Your Own MissionGostown ParadiseGTA: UnitedMyriad Islands
MultiplayergtaTournamentMulti Theft AutoSan Andreas Multiplayer(more...)
Useful linksCommunity portalDiscussion forumsMods on GTAGarage.comOpcodes database
v · d · e
Vice City Grand Theft Auto: Vice City
File Formats.adf.col.cfg.dff.dat.gxt.ide.ifp.img/.dir.ipl.raw/.sdt.rep.scm.txd
DocumentationHandlingMap ListingOpcodesScript PathsSavesSound Effects
ToolsCLEOCollision File Editor IIG-ToolsGXT EditorIMG ToolLimit AdjusterKEd (map editor)Sanny Builder (script editor)TXD Workshop
TutorialsHow to create a missionHow to create a thread
ModificationsGTA: Liberty CityState of Liberty
MultiplayerGTA:LC MultiplayergtaTournamentMulti Theft AutoState Of Liberty OnlineVice City MultiplayerVice City OnlineMulti-Vice
Useful linksCommunity portalDiscussion forumsMods on GTAGarage.comOpcodes database
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