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)

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 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.
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Upper/lower case identifiers

Should all references to identifiers be changed to lower case or remain upper case?--Spaceeinstein (talk) 22:29, 28 June 2017 (UTC)