*.IDE
File Formats
Fil_Map_ide.html

Name

*.IDE Files - contains object types, paths and 2dfx for the area it covers

Location

\data\maps\ *.ide

Description

Contains four blocks of information about the objects, changeable objects, pathes of cars and peds, 2D Effects

Sturucture of File


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

Section Description

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"

Examples

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

To Do

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

Author

ODIE with much help from Steve M.

See Also

-

Programs

Notepad

File Formats

Last change: 10 August 2002

unofficial GTA III Reference