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complete known IDE-definitions

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ODIE
  • ODIE

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#1

Posted 27 June 2003 - 10:25 PM

Here is the complete definition for IDE Files in Vice City:

Code Sample

objs
..
..
..  //  shows normal objects in the following format

ID#, Name, Texturepack, unknown(1), viewdistance, parameter

..
..
end


Parameter:
0   - normal Object
1   - normal object shown wet while raining
4   - normal object with alpha-textures
36  - unknown
132 - unknown
128 - unknown
172 - unknown
196 - unknown
256 - unknown

Code Sample

tobj
..
..
..  //  shows timecontroled objects (for day and/or night) in the following format

ID#, Name, Texturepack, unknown(1), viewdistance, parameter, time on, time off

..
..
end


notice: you may use two different objects, that makes a change between day/night
or a single objects, only shown in a time section (like night windows)
parameters like below


Code Sample

path
 // not used
end

Code Sample

2dfx
..
..
..  // Lights, sunreflections, particles, animation zones like below
..
..
end



Lights:
-------

3104, 24.6233, 21.8299, -4.50003, 246, 19, 238, 200, 0, "coronastar", "shad_exp", 100, 18, 4, 8, 40, 1, 0, 0, 50
ID#, x, y, z, R, G, B, unknown(200), unknown(0), "coronastar", "shad_exp", viewdistance, outer_range, lamp_size, inner_range, corona_size, control, reflection_on_wet_roads, lensflare, dust

control:
0  - light day/night
1  - light night
2  - flicker day/night
3  - flicker night
4  - blink 1 sec, day/night
5  - blink 1 sec, night
6  - blink 2 sec, day/night
7  - blink 2 sec, night
8  - light day
9  - blink 3 sec, night
10 - blink 3 sec, day/night
11 - random flicker at night (streetlamps)
12 and higher - unknown


Sunreflections:
---------------

1275, 14.9979, -0.610352, -12.0374, 184, 255, 0, 120, 4,
ID#, x, y, z, R, G, B, unknown(0), Viewdistance, Unknown(4),

notice: RGB seems to be unused

Particles:
----------

2314, -0.164546, 2.86462, -1.36819, 177, 26, 88, 200, 1, 6, 8.25081e-005, 0.00472687, 0.00162784, 0.5
ID#, x, y, z, R, G, B, unknown(200), unknown(1), type, unknown_output1, unknown_output2, size

type:
0 - white steam medium
1 - white steam small
2 - white steam big
3 - Fire
4 - black smoke
5 - water spray up
6 - water fall down

notice: RGB seems to be unused


Ped animation areas:
--------------------

5910, 0, -1.9572, 0.0, 184, 255, 0, 120, 3, 1, 0.0428454, -0.991032, -0.126571, 0.0428454, -0.991032, -0.126571
ID#, x, y, z, R, G, B, unknown(120), unknown(3), type, unknown_direction1, unknown_direction2, unknown_direction3, unknown_direction1, unknown_direction2, unknown_direction3

type:
0 - Automat (handle with object)
1 - seatplace
2 - Busstop
3 - display window
4 - seems to be nothing (but is used)

notice: RGB seems to be unused

maybe someone can figure out some unknown parameters

greetings

ODIE

REspawn
  • REspawn

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#2

Posted 28 June 2003 - 12:54 AM

Nice work!

.:R2D2:.
  • .:R2D2:.

    Mostly Harmless

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#3

Posted 28 June 2003 - 06:38 PM

great info, this makes me wanna buy VC:PC. i had no idea all this modding was ongoing until i noticed this forum. great work, guys. ;)

-r2d2 :)

KCow
  • KCow

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#4

Posted 28 June 2003 - 07:24 PM

Great work ODIE :D

Quote
Parameter:
0   - normal Object
1   - normal object shown wet while raining
4   - normal object with alpha-textures
36  - unknown
132 - unknown
128 - unknown
172 - unknown
196 - unknown
256 - unknown


These are actually set as flags, so

1 = Wet Whilst Raining
2 = Unknown
4 = Alpha Textures
8 = Unknown
16 = Unknown
32 = Unknown
64 = Unknown
128 = Unknown
256 = Unknown

And to get multiple flags set you just add them together, so the paremeter 36 just means flags 32 and 4 are set.

Quote
1275, 14.9979, -0.610352, -12.0374, 184, 255, 0, 120, 4,
ID#, x, y, z, R, G, B, unknown(0), Viewdistance, Unknown(4),


Unfortunately, this is slightly wrong. It should actually look like:

Code Sample

ID#, x, y, z, R, G, B, Unknown(120), Effect_Type(4),


which means that the 2dfx entries always start as

Code Sample
ID#, x, y, z, R, G, B, Unknown(120), Effect_Type


Where as can be deduced from above, effect type is one of these:

0 = Light
1 = Particle
2 = Unknown
3 = Ped Animation
4 = Sun Reflection

I have not yet been able to identify what effect type 2 is yet, but it appears only in some files in gta 3, for example:

Code Sample
739, -34.1959, -6.45374, -14.2679, 186, 252, 173, 0, 2, 1, -0.996917, -0.0784589, 0, 128
739, -34.3633, 5.7262, -14.2679, 186, 252, 173, 0, 2, 1, -0.909961, 0.414693, 0, 128
739, -33.5349, 23.0713, -14.2679, 186, 252, 173, 0, 2, 1, -0.909961, 0.414693, 0, 200


I'm sure with a bit of playing around and looking in-game this effect can be documented, but I havent tried that yet. Anyway, these are just my findings and corrections :D Moo!

steve-m
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#5

Posted 29 June 2003 - 11:13 AM

Great that we finally have such a topic! :D

Quote (ODIE @ June 28 2003,00:25)
objs
ID#, Name, Texturepack, unknown(1), viewdistance, parameter
end


I have some corrections for this line:
Code Sample
ID#, Name, Texturepack, ObjCount, Viewdist01, [Viewdist02, Viewdist03, ...], Parameter

ObjCount = Number of subobjects in a dff, for example the damage models for streetlamps (L0 and L1)
In this case ObjCount is 2 and there are two view distances, one for each subobject! For VC this isn't higher than 3, for the most objects 1.

This is the same for the time object (tobj) section:
Code Sample
tobj
ID#, Name, Texturepack, ObjCount, Viewdist01, [Viewdist02, Viewdist03, ...], parameter, time on, time off
end


Wow, KCow figured out the parameters are flags, why didn't I think of this? ;) I always thought this just defines the render priority (the higher the value, the later it is rendered). Great! So we have to figure out the other flags now...

SuperDanny
  • SuperDanny

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#6

Posted 07 July 2003 - 10:30 AM

uhhhm and fot what can you use this??

TRN4L
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#7

Posted 21 July 2003 - 05:25 AM

for creating IDE files, and special mapping effects in the IDE.

MrMilti
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#8

Posted 23 July 2003 - 08:15 AM

did you guys ever created a "Water spray up" effect?
Because anytime i try this it doesnt work!

Daven
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#9

Posted 23 July 2003 - 09:57 AM

TGR of http://gtawip.com has created a fountain effect (water spraying up) for his castle mod for gta3 if that helps.

***TGR***
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#10

Posted 23 July 2003 - 02:34 PM Edited by ***TGR***, 23 July 2003 - 02:37 PM.

For GTA3

02A2: create_particle( 10?, 0?) at( X!, Y!, Z!)

This is the code I used to create fire, if you replace the 10 with a 7 it gives you a water spray and if you use any number between 1 and if I remember right 14, it gives you different effects smoke,a star thing,small explosions etc etc


-----------------------------------------------------------

And this is the topic I've been waiing on cheers odie. biggrin.gif


MrMilti
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#11

Posted 23 July 2003 - 04:39 PM

@tgr: is this specified in the .ide?
because this create_particle confuses me a little (hope it need not to be defined in main.scm)

***TGR***
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#12

Posted 24 July 2003 - 12:10 AM

Sorry bud this is for the main.scm. As for adding it thru the ide file I dont know

MrMilti
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#13

Posted 25 July 2003 - 07:06 PM

@ODIE:
You wrote on the top how to create Particle effects through an ide file.
Now i ask myself, why this wont work. I guess that it must be defined in both main.scm and ide file (main.scm for definition and ide for placement?)
Would be great, if you could tell me more about this stuff.

thx
MrMilti

Pagnell
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#14

Posted 29 July 2003 - 08:17 PM

Does anyone know how the game makes certain surfaces slippery, like open areas of grass?

I'd hoped it was in the .ide's, but comparing lines for an object that I know is slippery, it just has the standard 1, viewdistance, 0 parameters. sad.gif

I had a search but couldn't find anything relevant, so any ideas anyone?

solo
  • solo

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#15

Posted 29 July 2003 - 08:44 PM

QUOTE (Pagnell @ Jul 29 2003, 08:17 PM)
Does anyone know how the game makes certain surfaces slippery, like open areas of grass?

I'd hoped it was in the .ide's, but comparing lines for an object that I know is slippery, it just has the standard 1, viewdistance, 0 parameters. sad.gif

I had a search but couldn't find anything relevant, so any ideas anyone?

It is defined in the col. If you open up your col in steves col editor, you can select a few faces and change them into anything you want eg grass, wood, dirt etc. So if you change your surface into grass it will become slippery when wet (oh no that sounds like a Bon Jovi album) confused.gif

Opius
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#16

Posted 12 August 2003 - 11:49 AM

Some people already know this, but for some 2DFX, you need to start a new game for them to show up.

Inky
  • Inky

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#17

Posted 15 November 2003 - 05:10 AM

QUOTE (ODIE @ Jun 27 2003, 22:25)
Lights:
-------

3104, 24.6233, 21.8299, -4.50003, 246, 19, 238, 200, 0, "coronastar", "shad_exp", 100, 18, 4, 8, 40, 1, 0, 0, 50
ID#, x, y, z, R, G, B, unknown(200), unknown(0), "coronastar", "shad_exp", viewdistance, outer_range, lamp_size, inner_range, corona_size, control, reflection_on_wet_roads, lensflare, dust

control:
0  - light day/night
1  - light night
2  - flicker day/night
3  - flicker night
4  - blink 1 sec, day/night
5  - blink 1 sec, night
6  - blink 2 sec, day/night
7  - blink 2 sec, night
8  - light day
9  - blink 3 sec, night
10 - blink 3 sec, day/night
11 - random flicker at night (streetlamps)
12 and higher - unknown

Okay, here's a question. This is helpfull and all, but could I make colored lights?

steve-m
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#18

Posted 15 November 2003 - 11:05 AM

Of course!!!

CODE
ID#, x, y, z, R, G, B, ...

See the RGB values? Change them to get other colors.
(e.g. red: 255, 0, 0)

Inky
  • Inky

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#19

Posted 15 November 2003 - 06:40 PM

Oh awsome! I didn't catch that the first time, thanks man, I'll get right on this! biggrin.gif biggrin.gif

Inky
  • Inky

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#20

Posted 15 November 2003 - 08:12 PM

Okay, could someone fix this:
CODE
objs
6008, Shrine, Shrine, 1, 300, 0
end

2dfx
6009, -826.300, -335.67049, 10.3333, 246, 19, 238, 200, 0, "coronastar", "shad_exp", 100, 18, 4, 8, 40, 1, 0, 0, 50
end

ZanderZ
  • ZanderZ

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#21

Posted 16 November 2003 - 12:08 AM

QUOTE (Inky @ Nov 15 2003, 21:12)
Okay, could someone fix this:
CODE
objs
6008, Shrine, Shrine, 1, 300, 0
end

2dfx
6009, -826.300, -335.67049, 10.3333, 246, 19, 238, 200, 0, "coronastar", "shad_exp", 100, 18, 4, 8, 40, 1, 0, 0, 50
end

I belief those coordinates are relative to the object, not to the world itself smile.gif You might want to try that

steve-m
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#22

Posted 16 November 2003 - 12:37 AM

That true, coordinates of 2dfx stuff are always relative to an object, that why you have to use the ID of the object it belongs to, not a new one! You must use 6008.

Inky
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#23

Posted 16 November 2003 - 05:12 AM

Oh so ic. Well:
CODE
objs
6008, Shrine, Shrine, 1, 120, 0
end

2dfx
6008, -826.300, -335.67049, 15.9999, 255, 255, 255, 200, 0, "coronastar", "shad_exp", 4000, 22, 5, 22, 50, 5, 0, 0, 0
end

Now, I hope that this code is wrong because the light just ain't showing up. I think this might be an oversight...

DexX
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#24

Posted 16 November 2003 - 06:00 AM Edited by ashdexx, 16 November 2003 - 06:02 AM.

ive had this problem too, once you get the hang of it, its really simple.

CODE
6008, -826.300, -335.67049, 15.9999,

the co-ordinates of the light, relative to the object. you have it appearing very far away from the object.

Now, compare that to one of the lamposts in the game...
CODE
351, -1.40575, 0.20891, 3.67026,

notice, this light is VERY close to the object. i recommend trying 0,0,0, that should place it at the center of your object, and then you can adjust it from there.

edit, heeyyyy, just noticed your sig. thats quality work man, fight the power! biggrin.gif

Inky
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#25

Posted 16 November 2003 - 06:07 AM

OOOOOOOh, I get it now!!! Thanks man!

steve-m
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#26

Posted 16 November 2003 - 11:39 AM

QUOTE (ashdexx)

edit, heeyyyy, just noticed your sig. thats quality work man, fight the power! biggrin.gif


Mean me? I was the fifth person who voted there! wink.gif

DexX
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#27

Posted 16 November 2003 - 11:45 AM Edited by ashdexx, 16 November 2003 - 11:46 AM.

i meant inky, he has a link to my petition in his sig. but hey, im glad you voted!

edit, sh*t, steve i didnt notice you did too. good work! the more the merrier, have a cookie.gif

Inky
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#28

Posted 25 November 2003 - 11:51 PM

Hey everyone I'm back and with one more question. I tryed to add fire to an object for the Big Empty Island mod but the game freezes. I already added the line of code:
CODE
4012, 0, 0, 0, 256, 0, 0, 200, 0, "coronastar", "shad_exp", 80, 18, 0, 8, 0, 1, 0, 0, 4

under 2DFX. Don't mind the ID right now, I need to update everything soon. So, could someone help

ZanderZ
  • ZanderZ

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#29

Posted 30 November 2003 - 11:35 AM Edited by ZanderZ, 30 November 2003 - 11:35 AM.

QUOTE (Inky @ Nov 26 2003, 00:51)
Hey everyone I'm back and with one more question. I tryed to add fire to an object for the Big Empty Island mod but the game freezes. I already added the line of code:
CODE
4012, 0, 0, 0, [b]256[/b], 0, 0, 200, 0, "coronastar", "shad_exp", 80, 18, 0, 8, 0, 1, 0, 0, 4

under 2DFX. Don't mind the ID right now, I need to update everything soon. So, could someone help

Your value is 256, it can only be 255. Changing that might help.

I have a question on my own too. I made a house, added two lamps to it, added the lights in the ide file, but some things I don't get (bold values):

4780, 3.999, 3.00, 3.84, 240, 248, 255, 200, 0, "coronastar", "shad_exp", 150, 18, 4, 8, 40, 0, 0, 0, 50

First of all, the view distance. At close range, it disappears. It seems to me that this is the mimimum value that you can see it. So if I'm 140 away I can't see it, but at 160 I can. Is this true?
Next, outer_range, lamp_size, inner_range and corona_size. What do these values do exactly? I can experiment with it of course, but if someone could give me a clear idea, that would be faster.
Thanks in advance

DexX
  • DexX

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#30

Posted 09 December 2003 - 03:06 AM

I have a question about LOD's. How can i get my LOD model to appear just as the normal model fades out? i can get both to appear at the same time, but not make a transition from one to the other. my lines...
CODE
4819, dome, test, 1, 300, 1
4835, LOD_dome, test, 1, 1700, 132

ive tried messing with the viewing distance, to no avail, the problem is both models are visible at the same time, even when im up close....




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