Talk:Item Definition

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I've updatet the Object-Flags, and added the tool I created to calculate them. Would be nice if anyone could test for some new! ;) --Aschratt 14:38, 20 May 2007 (CDT)

Contents

Disposing and Adaption

This article should perhaps be rewritten or at least disposed and adapted for IV. For example see 2dfx, AMAT, MLO, TREE or TANM --Aschratt 12:37, 31 January 2009 (UTC)

I agree with possibly making a IV only definition page due to the IV ide running in a different structure order to the current layout --Gforce 01:56 22 July 2009
Well I don't exactly know how far the IV format does differ from the current one, but I guess the lines do only got a different format - I suggest creating articles for each section and then write the IV format there. Just like we did for the IPL sections. --Aschratt - oO 11:55, 26 July 2010 (UTC)

Article rewriting steps and timeline

  • Writing articles for sections
    • OBJS – Update --Aschratt - oO 12:38, 26 July 2010 (UTC)
    • TOBJ – Update --Aschratt - oO 13:08, 26 July 2010 (UTC)
    • ANIMWrite this article. GTA IV format missing.
    • PEDS – IV format missing
    • WEAP – finished. --Aschratt - oO 09:26, 20 August 2010 (UTC)
    • CARS – IV format missing, perhaps some more detailed information about limitations and stuff...
    • HIER – Apparently used to build up hierarchies for objects (?). Format appears like this:
      ParentID, modelName, textureName, string (gxtKey?), float
      ParentID, modelName, textureName
    • 2DFX – Incomplete?
    • PATH_(IDE_Section)
    • TREE
    • TANM
    • MLO
    • AMAT
  • This article
    • 1. ! Confirm 'description' and 'version' of the sections
    • 2. Add description for TREE, MLO and AMAT
    • 3. ! Confirm 'description' and 'version' of the flags
    • 4. Find out redirects to now removed article sections (e.g. IDE#OBJS) – update or delete.
  • Article Map System
    Write an article descriping the interaction of the various files like IDE, IPL, object.dat their sections and so on, in detail.

Can anyone please take a few minutes and to finish the confirmation points? If each point is confirmed remove the rewrite template from the article. – Thank you! --Aschratt - oO 11:55, 26 July 2010 (UTC)

(IV) procobj.ide

I do not belive, that there is any difference between the formats inside the procobj.ide and any other IDE for GTA IV - also I do not see a difference written in here (instead of the WDD link is set to "null", which does not change the format itself). So is there any reason to keep the Item_Definition#Procobj.ide section? --Aschratt - oO 09:40, 26 July 2010 (UTC)

Removed for now... if anyone wants it back, than take a look to the previous revisions and copy it from there. --Aschratt - oO 11:56, 26 July 2010 (UTC)

IDE Flags

Would it be better to place the object flags in a template? If there's any change to the table, you won't have to find and edit each page, just only the template.--Spaceeinstein 10:50, 20 August 2010 (UTC)

Good idea: feel free to use: {{Object-Flags}} --Aschratt - oO 11:57, 20 August 2010 (UTC)

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.
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