2dfx is a section of .dff file in GTA:SA. This section allows attaching special things to models. In San Andreas we have 10 types of 2dfx effects. One of them can be added through .ide files only (furnitur 2dfx), so you couldn't put it into dff (it simply won't work).
2dfx section in RwAnalyze
We can find this section (if it exists) in Clump->Geometry List->Geometry->Extension section.
You can export/import this section by clicking RMB and selecting needed command.
After you exported the section, it will have no extension. Add ".2dfx" extension to the name of the file, so we could use it in 2dfx tool.
This tool is very simple. It generates .txt file from .2dfx, and .2dfx files from .txt ones.
So, if you want to edit original 2dfx section, you need:
- export original section to file, add ".2dfx" extension to file's name;
- put .2dfx file to "2dfx" folder;
- launch SA2dfx.exe tool;
- open generated .txt file (it will be placed in same, "2dfx" folder) and edit it;
- put edited .txt file to "txt" folder;
- launch SA2dfx.exe tool;
- get generated .2dfx file from "txt" folder and import it into dff with RwAnalyze.
Text file starts with number of 2dfx effects in the section.
NumEntries 12After this, effects are described.
Each effect has its own format, but all of them start with this:
2dfxType LIGHTWhere "LIGHT" is effect type.
Available types are:
LIGHT PARTICLE PED SUNFLARE ENEX ROADSIGN SLOTMACHINEWHEEL NAVIPOINT ESCALATORAfter tool will read the effect type, it will select specific format read the information.
This type is used to create a light. It consists of
- corona (2d sprite);
- shadow (projection on a ground);
- pointlight (dynamic light affects peds & vehicles).
2dfxType LIGHT Position 2.468750 3.131592 4.541241 Color 191 206 132 200 CoronaFarClip 100.000000 PointlightRange 18.000000 CoronaSize 1.000000 ShadowSize 8.000000 CoronaShowMode DEFAULT CoronaReflection 0 CoronaFlareType 0 ShadowColorMP 40 ShadowZDistance 0 CoronaTexName coronastar ShadowTexName shad_exp Flags1 AT_NIGHT Flags2 - ViewVector 0 0 100I think most of parameter don't need additional explanation, we will look into some of them only.
This param is like an additional type of light.
DEFAULT ALWAYS_AT_WET_WEATHER TRAFFICLIGHT TRAINCROSSLIGHT AT_RAIN_ONLYThese are known modes. But you can also try unknown (put numbers 1,3,4,5,6,9,11,12,13 instead of text value).
CORONA_CHECK_OBSTACLES FOG_TYPE1 FOG_TYPE2 WITHOUT_CORONA CORONA_ONLY_AT_LONG_DISTANCE AT_DAY AT_NIGHT BLINKING1Flags2
CORONA_ONLY_FROM_BELOW BLINKING2 UDPDATE_HEIGHT_ABOVE_GROUND CHECK_DIRECTION BLINKING3Using flags
If you want to use few flags, you need to separate them with "," symbol. If you don't want to use any of available flags, you must fill the field with symbol "-".
For example, this
Flags1 AT_DAY,AT_NIGHTWill make the light is working during hole day.
Attaching particle effect.
2dfxType PARTICLE Position 0.000000 0.000000 0.000000 Name simplefxPED
Attracting peds to model's object.
2dfxType PED Position -0.572941 0.661896 0.030715 Type SIT_ON_BENCH_DAY_ONLY Rotation -0.993852 0.006778 -0.110507 -0.993852 0.006778 -0.110507 0.995570 -0.009073 0.093582 ExternalScript - ExistingProb 75 Unknown1 0 Unknown2 0Available types of attracting:
USE_ATM_DAY_ONLY SIT_ON_BENCH_DAY_ONLY STANDSTILL_DAY_ONLY STANDSTILL_THEN_GO_AWAY GO_AWAY_BUT_STAY_IF_RAINY SCRIPTED STANDSTILL_GO_AWAY_2 LIE_DAY_ONLY_GO_AWAY_AFTER_6PM SIT_AT_HOUSEIf using type SCRIPTED, "ExternalScript" field must be filled with script name.
Simulating sun flare on a model with creating a corona.
2dfxType SUNFLARE Position 0.000000 0.000000 0.000000ROADSIGN
2dfxType ROADSIGN Position 1637.679321 -2063.918701 28.069563 Size 5.000000 2.500000 Rotation 48.999981 -90.000008 -90.000015 NumLines 4 SymbolsInLine 16 Color WHITE Text1 Bluffs_^_______ Text2 Downtown_^_____ Text3 Mulholland^____ Text4 Vinewood_^_____Color types
WHITE BLACK GREEN REDSLOTMACHINEWHEEL
2dfxType SLOTMACHINEWHEEL Position 0.074211 0.510475 0.921751 WheelIndex 0NAVIPOINT
2dfxType NAVIPOINT Position -0.637695 -12.929321 -4.864481 XY -0.000001 -1.000000 Type 1ESCALATOR
2dfxType ESCALATOR BasePosition -0.957153 6.627189 -3.237147 BottomPosition -0.947021 4.526084 -3.237147 TopPosition -0.980835 -4.370117 3.380810 EndPosition -0.985107 -6.449219 3.380810 Direction UPDirection types
Edited by DK22Pac, 22 September 2013 - 09:18 PM.