jcab42 0 Posted August 28, 2004 (edited) You refuse to look at my example. Ok, here's more screens (even though I already put a link to one) here's more. looks like you suggested 132. Ok: revision = 132 glass = 1028 notice the undesired culling next, you suggested: revision = 160 glass = 1028 gee I wonder why that happened. Could it be rw 3.3? next: revision = 64 glass = 1028 That one seems to have worked, but wait, you turn around and you see: and It's culling models behind the transparent faces, just like if it was 0. Furthermore 64 doesn't give us any advantage over 0, especially not in this case. Got any more suggestions? If not then the easy credit auto revision model will get a 0 on the next build, just like I said over two weeks ago. Edited October 14, 2004 by jcab42 Quote Share this post Link to post Share on other sites
Mark Pagliaro 9 Posted September 7, 2004 for some reason the view distance also determines the collison if set to high collision is turned off. I am realizing this while PatrickW codes the train for LC. I am trying to take care of the model portion. Maybe only for a set path? Quote Share this post Link to post Share on other sites
Aschratt 7 Posted April 24, 2007 (edited) We found some new Flagvalues for IDE. But first I will tell you my theory about how Flagvalues work: Like most Flags in SA the Flag value is of type UInt32. So if you see it binary it consits of BitFlags, and you need a calculator. I´ve codet such a tool. If it is of type UInt32 there are many Flags missing. (At least more than 21!) We`ve discovered 3 new, where we know what they mean. And 1 where we dont know for what they are used. We also startet a topic >>>Klick (German+ English)<<< where we try to find out all Flagvalues, we know for now. Theres also a description how they work. But now lets come back to the new values. 0000000000000000000100000000000 = 2048 - Garagedoor 0000000000000000001000000000000 = 4096 - 2-Clump-Object (Switches from Clump 2 to Clump 1 after collision) | Still some testing but it should work ^^...0000000000100000000000000000000 = 1048576 - Deactivates Texture (?) 0000000001000000000000000000000 = 2097152 - Double-Layer-Texture (Texture on both sides of a plane) It would be nice if someone tryes with us to find the last missing Flags. You see it can be very usefull! Link to my Calculator (Updatet if there are new Flags discovered): http://files.aschratt.com/GTA/ID_Calc.rar Cheers! //EDIT: I´ve discovered 6 new Flags today ^^ Edited April 24, 2007 by Aschratt Quote Share this post Link to post Share on other sites
REspawn 1 Posted May 21, 2007 Just like old times, some of you will remember the days of using a text editor to make a small change to gta and then running the game to test it, some of you wont, while it might sound stupid it was actually fun and extremely rewarding when you found something new. Today I got to do just that, I was messing around in the vice city exe and found some corona references in order so I gave them a go. In the 2DFX lights section there is a "coronastar" parameter, if you swap that word in quotes for one of the ones below you get a different effect. Screenshots below with a list of the lights I found, I only did this in vice city, might have a look through the other games later. Click the screens for larger ones... Effect Preview Effect Name cloudhilit cloudmasked coronacircle coronaheadlightline coronahex coronamoon coronareflect coronaringa streek Quote Share this post Link to post Share on other sites
DexX 43 Posted May 21, 2007 ...thus ending 4 years of wondering what exactly those strings were for. New moons anyone ? Quote Share this post Link to post Share on other sites
steve-m 23 Posted May 21, 2007 ...thus ending 4 years of wondering what exactly those strings were for. 4 long years chained to the modding PCs in the forums basement - without sleep, food or daylight - finally over. Hail REspawn, our savior! Quote Share this post Link to post Share on other sites
AK-73 2 Posted May 25, 2007 ...thus ending 4 years of wondering what exactly those strings were for. 4 long years chained to the modding PCs in the forums basement - without sleep, food or daylight - finally over. Hail REspawn, our savior! Well, it obviously refers to textures from particle.txd. I shouldn't probably say that I noticed it some time ago but thought it was public knowledge. Since respawn was the first to post it, all credit belongs to him though. Alex Quote Share this post Link to post Share on other sites
dertyjerzian 3 Posted May 26, 2007 ...thus ending 4 years of wondering what exactly those strings were for. 4 long years chained to the modding PCs in the forums basement - without sleep, food or daylight - finally over. Hail REspawn, our savior! Well, it obviously refers to textures from particle.txd. I shouldn't probably say that I noticed it some time ago but thought it was public knowledge. Since respawn was the first to post it, all credit belongs to him though. Alex Did you miss that his post was about those texture's application? Come on AK! Quote Share this post Link to post Share on other sites
REspawn 1 Posted May 26, 2007 Not just applications but effects of them, for example the "streek" is streatched out to form an effect instead of just a colored billboard version of the texture from the file. Quote Share this post Link to post Share on other sites
dertyjerzian 3 Posted May 26, 2007 That streak has particularly interested me and I wonder what kind of load it would be to apply it practically to every light as an effect for drunkenness, coming down off of a tweak/adrenaline pill, or being tired and sleepy. New mechanics anyone? Anyone know the translations for those other flags ashcraft has found? Quote Share this post Link to post Share on other sites
Gforce 559 Posted May 27, 2007 (edited) its good to see that people are still finding what some of the flag multiples are capable of. one of my personal favourites is the 2097152, a similar effect can supposedly be acheived using 1028 for breakable glass (with single plane col) and the 8324 flag is also good for when you make your own tree's with single sided alpha planes without colfiles. not sure if this has been mentioned but for static underwater objects 0 is usually best, and 4 is a good one for underwater models using alpha textures. i know this info can be found on the gtamodding wiki but i think you should pin this topic underneath the pinned ipl definitions topic. ps: slightly off topic, i think it may be possible that some of the flags for generic object's appear to link with the colfile target type, ie:- some of the breakable stuff tends to be in Col2 format for models that do not use prelighting, and some flags are for models that do not have collisions for certain parts/pollies of the target model, this may be for ped trigger dummies that cause peds to react in certain ways when they encounter certain models with these dummy/trigger sections. here's an example of what i mean taken from the dynamic.ide ... 1281, parkbench1, benches, 47, 2097280 this model automatically spawns peds, it also causes a TC map mod to crash if you have too many of these items mapped within a certain map space, i assume this is linked to the (hardcoded) peds spawning system somewhere. it also may be possible that certain flags work in a different way for R* because it may be possible that those flags are to denote that the ipl is in the img in a binary.ipl. sorry for the off topicness but i have no idea where else around here i could have posted these thoughts, rantings and findings. Edited May 27, 2007 by Gforce Quote Share this post Link to post Share on other sites
spaceeinstein 1,772 Posted August 23, 2011 (edited) Can someone help figure out 2DFX type 3 behavior 4? I have figured out 0 to 3 a long time ago but 4 still boggles me. Here's a map I have created of all its locations: I have documented almost everything about the 2DFX section for Vice City. I'm guessing column H is a useless alpha value associated to columns E,F,G, which are also apparently useless outside type 1. I want someone to confirm that it really has no apparent effect in the game. Ninja edit: I have mapped all 2DFX type 2, which is also entirely unknown, in GTA III: 2DFX is almost done! Edited February 12, 2012 by spaceeinstein Quote Share this post Link to post Share on other sites
spaceeinstein 1,772 Posted June 15, 2015 (edited) I was exploring how the rendering of the tunnels was controlled by the cull zones in III and discovered that some IDE flags described here aren't exactly accurate or doesn't apply to III, so I looked into this more deeply. Here are my findings so far: Object 274 (indsubway03) -- the Portland subway station escalators and stairs Flag 16 (default, with blanked cull zones) Flag 0 (with blanked cull zones) From this test, flag 16 sets the object to be invisible, with its visibility controlled by the CULLZONE.DAT file. This flag is not equivalent to VC, which has its own interior system separate from the IDE. Object 265 (indtrainshad) -- the shadow of the Hepburn Heights station Flag 68 (default) Flag 64 Flag 4 Flag 0 From this test, flag 4 sets the object to render transparencies behind a transparency. Flag 64 sets the object to render the "shadow" and "light" textures behind a transparency (compare the light emitted onto the ground by the traffic light between the flag 4 and flag 68 images). For both flags, VC shows the same behavior and they have been correctly described previously for the most part (the description did not include the light texture). Object 243 (luigiineerclub) -- Back area of Luigi's club, placed in the sky for visibility Flag 6 (default) Flag 4 Flag 2 Flag 0 From this test, flag 2 sets the object to not fade. Normally when you approach or move away from an object, it fades into or out from view. For this flag, VC shows the same behavior and have been incorrectly described previously. It does make sense to use this flag on timed objects though. Edited June 15, 2015 by spaceeinstein Quote Share this post Link to post Share on other sites