ODIE Posted June 27, 2003 Share Posted June 27, 2003 Here is the complete definition for IDE Files in Vice City: objs...... // shows normal objects in the following formatID#, 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 tobj...... // shows timecontroled objects (for day and/or night) in the following formatID#, 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 path // not usedend 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 Shagg_E 1 Link to comment Share on other sites More sharing options...
REspawn Posted June 28, 2003 Share Posted June 28, 2003 Nice work! Link to comment Share on other sites More sharing options...
.:R2D2:. Posted June 28, 2003 Share Posted June 28, 2003 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 ☆☆☆☆☆ nite nite Link to comment Share on other sites More sharing options...
KCow Posted June 28, 2003 Share Posted June 28, 2003 Great work ODIE 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. 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: ID#, x, y, z, R, G, B, Unknown(120), Effect_Type(4), which means that the 2dfx entries always start as 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: 739, -34.1959, -6.45374, -14.2679, 186, 252, 173, 0, 2, 1, -0.996917, -0.0784589, 0, 128739, -34.3633, 5.7262, -14.2679, 186, 252, 173, 0, 2, 1, -0.909961, 0.414693, 0, 128739, -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 Moo! Link to comment Share on other sites More sharing options...
steve-m Posted June 29, 2003 Share Posted June 29, 2003 Great that we finally have such a topic! objsID#, Name, Texturepack, unknown(1), viewdistance, parameter end I have some corrections for this line: 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: tobjID#, Name, Texturepack, ObjCount, Viewdist01, [Viewdist02, Viewdist03, ...], parameter, time on, time offend 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... Link to comment Share on other sites More sharing options...
SuperDanny Posted July 7, 2003 Share Posted July 7, 2003 uhhhm and fot what can you use this?? Link to comment Share on other sites More sharing options...
TRN4L Posted July 21, 2003 Share Posted July 21, 2003 for creating IDE files, and special mapping effects in the IDE. Link to comment Share on other sites More sharing options...
MrMilti Posted July 23, 2003 Share Posted July 23, 2003 did you guys ever created a "Water spray up" effect? Because anytime i try this it doesnt work! Link to comment Share on other sites More sharing options...
Daven Posted July 23, 2003 Share Posted July 23, 2003 TGR of http://gtawip.com has created a fountain effect (water spraying up) for his castle mod for gta3 if that helps. Link to comment Share on other sites More sharing options...
***TGR*** Posted July 23, 2003 Share Posted July 23, 2003 (edited) 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. Edited July 23, 2003 by ***TGR*** Link to comment Share on other sites More sharing options...
MrMilti Posted July 23, 2003 Share Posted July 23, 2003 @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) Link to comment Share on other sites More sharing options...
***TGR*** Posted July 24, 2003 Share Posted July 24, 2003 Sorry bud this is for the main.scm. As for adding it thru the ide file I dont know Link to comment Share on other sites More sharing options...
MrMilti Posted July 25, 2003 Share Posted July 25, 2003 @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 Link to comment Share on other sites More sharing options...
Pagnell Posted July 29, 2003 Share Posted July 29, 2003 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. I had a search but couldn't find anything relevant, so any ideas anyone? Link to comment Share on other sites More sharing options...
solo Posted July 29, 2003 Share Posted July 29, 2003 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. 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) Link to comment Share on other sites More sharing options...
Opius Posted August 12, 2003 Share Posted August 12, 2003 Some people already know this, but for some 2DFX, you need to start a new game for them to show up. Link to comment Share on other sites More sharing options...
Inky Posted November 15, 2003 Share Posted November 15, 2003 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? Link to comment Share on other sites More sharing options...
steve-m Posted November 15, 2003 Share Posted November 15, 2003 Of course!!! ID#, x, y, z, R, G, B, ... See the RGB values? Change them to get other colors. (e.g. red: 255, 0, 0) Link to comment Share on other sites More sharing options...
Inky Posted November 15, 2003 Share Posted November 15, 2003 Oh awsome! I didn't catch that the first time, thanks man, I'll get right on this! Link to comment Share on other sites More sharing options...
Inky Posted November 15, 2003 Share Posted November 15, 2003 Okay, could someone fix this: objs6008, Shrine, Shrine, 1, 300, 0end2dfx6009, -826.300, -335.67049, 10.3333, 246, 19, 238, 200, 0, "coronastar", "shad_exp", 100, 18, 4, 8, 40, 1, 0, 0, 50end Link to comment Share on other sites More sharing options...
ZanderZ Posted November 16, 2003 Share Posted November 16, 2003 Okay, could someone fix this: objs6008, Shrine, Shrine, 1, 300, 0end2dfx6009, -826.300, -335.67049, 10.3333, 246, 19, 238, 200, 0, "coronastar", "shad_exp", 100, 18, 4, 8, 40, 1, 0, 0, 50end I belief those coordinates are relative to the object, not to the world itself You might want to try that Link to comment Share on other sites More sharing options...
steve-m Posted November 16, 2003 Share Posted November 16, 2003 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. Link to comment Share on other sites More sharing options...
Inky Posted November 16, 2003 Share Posted November 16, 2003 Oh so ic. Well: objs6008, Shrine, Shrine, 1, 120, 0end2dfx6008, -826.300, -335.67049, 15.9999, 255, 255, 255, 200, 0, "coronastar", "shad_exp", 4000, 22, 5, 22, 50, 5, 0, 0, 0end Now, I hope that this code is wrong because the light just ain't showing up. I think this might be an oversight... Link to comment Share on other sites More sharing options...
DexX Posted November 16, 2003 Share Posted November 16, 2003 (edited) ive had this problem too, once you get the hang of it, its really simple. 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... 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! Edited November 16, 2003 by ashdexx Link to comment Share on other sites More sharing options...
Inky Posted November 16, 2003 Share Posted November 16, 2003 OOOOOOOh, I get it now!!! Thanks man! Link to comment Share on other sites More sharing options...
steve-m Posted November 16, 2003 Share Posted November 16, 2003 edit, heeyyyy, just noticed your sig. thats quality work man, fight the power! Mean me? I was the fifth person who voted there! Link to comment Share on other sites More sharing options...
DexX Posted November 16, 2003 Share Posted November 16, 2003 (edited) 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 Edited November 16, 2003 by ashdexx Link to comment Share on other sites More sharing options...
Inky Posted November 25, 2003 Share Posted November 25, 2003 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: 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 Link to comment Share on other sites More sharing options...
ZanderZ Posted November 30, 2003 Share Posted November 30, 2003 (edited) 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: 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 Edited November 30, 2003 by ZanderZ Link to comment Share on other sites More sharing options...
DexX Posted December 9, 2003 Share Posted December 9, 2003 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... 4819, dome, test, 1, 300, 14835, 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.... Link to comment Share on other sites More sharing options...