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Question about 'anim' and 'txdp' in IDE

5 replies to this topic
Kam
  • Kam

    JINX

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#1

Posted 02 September 2005 - 08:53 PM

Sorry for the dulpicated question, it seems I saw them somewhere but I can't find it now! bored.gif

I need to know the defination of 'anim' and 'txdp' section in SA IDE. And what are the use for?

Thanks in advance.

GTASan Andreas CJ Rules
  • GTASan Andreas CJ Rules

    ARMax_King

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#2

Posted 03 September 2005 - 09:47 AM

well anim = animations, the game has put them all into txd's anyway. but u can take anim's and put them in inst to get that animated object. (SPRUNK POLE)

djjack
  • djjack

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#3

Posted 03 September 2005 - 02:13 PM Edited by djjack, 03 September 2005 - 02:35 PM.

Hi Kam!!!

Now import correct ! colgate.gif I am very happy biggrin.gif colgate.gif biggrin.gif

user posted image

user posted image

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DiCanio
  • DiCanio

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#4

Posted 03 September 2005 - 06:58 PM

TXDP = TXD Parent

not sure if the use is known
there was a post recently (by Steve M I think) which mentioned them
but can't find it at the moment

steve-m
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#5

Posted 03 September 2005 - 07:17 PM

anim = animated map objects
same as the objs section, except for an additional .ifp name after the .txd name, so:

ID, dffname, txdname, ifpname, drawdist, flags


txdp = txd parent, to extend texture packages with generic textures

txdname, txdparentname

If a texture for an object isn't found in the assigned txd, and there is a parent txd specified, the game looks there for the texture. Might even work hierarchical, haven't tested yet (parent of parent of txd).

Hammer83
  • Hammer83

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#6

Posted 04 September 2005 - 01:35 AM

Also to note is that there were 760 txdp's in PS2 data files and only 23 in PC version. So I guess it was working as some kind of resource optimization for PS2. PC version obviously can handle the game without hierarchical txd structure.




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