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ODIE

complete known IDE-definitions

Recommended Posts

ODIE

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

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REspawn

Nice work!

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.:R2D2:.

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 :)

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KCow

Great work ODIE :D

 

 

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 :D Moo!

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steve-m

Great that we finally have such a topic! :D

 

 

objs

ID#, 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...

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SuperDanny

uhhhm and fot what can you use this??

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TRN4L

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

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MrMilti

did you guys ever created a "Water spray up" effect?

Because anytime i try this it doesnt work!

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Daven

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

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***TGR***

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

 

 

Edited by ***TGR***

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MrMilti

@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)

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***TGR***

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

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MrMilti

@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

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Pagnell

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?

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solo

 

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

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Opius

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

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Inky
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?

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steve-m

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)

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Inky

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

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Inky

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

 

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ZanderZ

 

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 smile.gif You might want to try that

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steve-m

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.

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Inky

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...

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DexX

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! biggrin.gif

Edited by ashdexx

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Inky

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

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steve-m

 

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

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DexX

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

Edited by ashdexx

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Inky

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

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ZanderZ

 

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 by ZanderZ

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DexX

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....

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