Samutz Posted June 24, 2005 Share Posted June 24, 2005 Has anyone figured out the 2dfx format (which numbers mean what) in the ide files yet? They aren't the same as III or VC. I played around with them for a while hoping to make a mod like the Northern Lights mods for III and VC that put lights at the hidden packages (except for horseshoes and oysters in SA), but I haven't had any luck. I tried taking the 2dfx data from other objects and putting them on horseshoes, but everytime when I went to go look at them ingame, there were no lights. I also can't figure out what the other objects even are since most of their labels/ids don't contain actual words, such as 'int_7_11A40'. Link to comment Share on other sites More sharing options...
DexX Posted June 24, 2005 Share Posted June 24, 2005 the 2dfx lights are now stored in the model itself (dff), in their own section type, 0x253F2F8. In your case, what you would need to do is find the model of the pickup that you want to add a light too, and add it to the dff manually, using RW Analyze by steve m. Unfortunately its really tricky (but not impossible) to do at the moment, since the light format changed a bit, and not everything is known This might seem like a pisser for mappers, but its better for the game overall since you can add a map light to pretty much anything now, including vehicles. Link to comment Share on other sites More sharing options...
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