*.IDE |
File Formats |
Fil_Map_ide.html |
*.IDE Files - contains object types, paths and 2dfx for the area it covers
\data\maps\ *.ide
Contains four blocks of information about the objects, changeable objects, pathes of cars and peds, 2D Effects
objs - Identification and general parameters about the objects
tobj - Identification and general parameters about changeable objects
path - Parameters about cars and peds
2dfx - Parameters and locations of the 2D effects, like Lamps and steam
objs
ID#, Name, Texturepack, ?1, distance, ?2
ID#, - the identificationnumber of the object, also used in *.ILP file
Name, - the name of the object, also used in *.col and *.ipl file
Texturepack, - the name of the texturepack in the txd.img file, used on the object
?1, - unknown, mostly 1
distance, the distance of the farest point you can see the object
?2, unknown, mostly 0
tobj
ID#, name, texturepack, ?1, distance, ?2, time_on, time_off
ID#, - the identification number of the object, also used in *.ILP file
Name, - the name of the object, also used in *.col and *.ipl file
Texturepack, - the name of the texturepack in the txd.img file, used on the object
?1, - unknown, mostly 1
distance, the distance of the farest point you can see the object
?2, unknown, mostly 0
time_on, the time (hour) when the object apears
time_off, the time (hour) until the object disapears
Notice: You should have an other object, to shown it in the other time of the day
path
ped, ID#, Name
ped, - the command for informations about peds
ID#, - the identificationnumber of the object, also used in *.ILP file and in the section objs
Name, - the name of the object, also used in *.col and *.ipl file and in the section objs
it follows a block with twelfe line, with 10 parameters for the using by peds *must be encrypted*
car, ID#, Name
car, - the command for informations about cars
ID#, - the identificationnumber of the object, also used in *.ILP file and in the section objs
Name, - the name of the object, also used in *.col and *.ipl file and in the section objs
its follow a block with twelfe line, with 10 parameters for the using by cars *must be encrypted*
2dfx
ID#, x-pos, xpos, z-pos, R, G, B, ?1, ?2, "effect1", "effect2", distance, ?3, LampSz, ?4, CoroSz, control, ?5, ?6, ?7 (used for lights)
ID#, - the identification number of the object, also used in *.ILP file and in objs
x-pos, y-pos, z-pos, - the position of the lamp relativ to the objects hook
R, G, B, - color of the lamp in RGB
?1, ?2, - unknown
"effect1", - almost used "coronastar", you see a lightning star with a corona
"effect2", - almost used "shad_exp", the lamp will expect shadows of peds, cars and the player
distance, the distance of the farest point you can see the object
?3, - unknown
LampSz, - the size of the lampstar
?4, - the size of the corona
control, - control of the light
# 0 lightning day + night
# 1 lightning night
# 2 Flicker d+n
# 3 Flicker night
# 4 Blink (1sec) d+n
# 5 Blink (1sec) n
# 6 Blink (2sec) d+n
# 7 Blink (2sec) n
# 8 lightning day
# 9 Blink (3sec) n
#10 Blink (3sec) d+n
#11 lightning n
#12 reserved for trafficlight
#13 Blink (1 sec) maybe bridge
#14 Blink (1/2 sec) maybe bridge
#15 and higher no effect, no lightning
?5, ?6, ?7 - unknown
ID#, x-pos, xpos, z-pos, R, G, B, ?1, ?2, ?3, x-rot, y-rot, z-rot, rot-val (used for steam)
ID#, - the identification number of the object, also used in *.ILP file and in objs
x-pos, y-pos, z-pos, - the position of the steam relativ to the objects hook
R, G, B, - color of the lamp in RGB
?1, ?2, ?3, - unknown
x-rot, y-rot, z-rot, rot-val, - the direction of the steam
Notice: Steam will not apear until starting a "NEW GAME"
objs
283, ind_land095, indredlitblk1b, 1, 150, 0
290, playerwarehouseint, playerint, 1, 45, 0
end
tobj
224, redlightbuild05_dy, indredlitblk1b, 1, 130, 0, 6, 19
261, redlightbuild05_nt, indredlitblk1b, 1, 130, 0, 19, 6
end
path
ped, 287, cussRoads5
2, 5, 0, -129, -129, 2, 160, 1, 1
2, 2, 0, 126, -126, 2, 160, 1, 1
1, -1, 0, 160, -119, 2, 160, 1, 1
1, 0, 0, -160, -120, 2, 160, 1, 1
1, 1, 0, 123, -160, 0, 160, 1, 1
1, -1, 0, -118, -160, 2, 160, 1, 1
0, -1, 0, 0, 0, 0, 0, 0, 17
0, -1, 0, 0, 0, 0, 0, -78, 17
0, -1, 0, 0, 0, 0, 0, 120, -48
0, -1, 0, 0, 0, 0, 0, -25, 18
0, -1, 0, 0, 0, 0, 0, 0, 52
0, -1, 0, 0, 0, 0, 0, 5, -62
car, 287, cussRoads5
2, 2, 0, -3, 0, 0, 160, 1, 1
1, 0, 0, -160, 0, 0, 160, 1, 1
1, -1, 0, 160, 0, 0, 160, 1, 1
1, 0, 0, 0, -160, 0, 160, 1, 1
1, 0, 0, 0, 160, 0, 160, 1, 1
0, -1, 0, 0, 0, 0, 0, 1, 1
0, -1, 0, 0, 0, 0, 0, 0, 17
0, -1, 0, 0, 0, 0, 0, -78, 17
0, -1, 0, 0, 0, 0, 0, 120, -48
0, -1, 0, 0, 0, 0, 0, -25, 18
0, -1, 0, 0, 0, 0, 0, 0, 52
0, -1, 0, 0, 0, 0, 0, 5, -62
end
2dfx
283, -12.0944, 24.0586, 4.52212, 255, 255, 255, 100, 1, 0, -0.005, -1.93715e-009, 5.96046e-010, 0.5
290, 5.52057, 0.921326, 2.24529, 255, 255, 255, 200, 0, "coronastar", "shad_exp", 50, 0, 0.8, 0, 40, 1, 0, 0, 2
end
if you insert new .dff objects to the gta3.img, you MUST give then an identification in a .IDE file.
Make two buildings, one for day and one for night and they will apear on the specified times
Make objects with lights, lamps, building with lamps inside, or signallights.
Make objects with steam
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Notepad
|
File Formats |
Last change: 10 August 2002 |
unofficial GTA III Reference |