All but the last two columns are the same as the OBJS section. The model dictionary file that contains the LOD model for the defined Modelname ![]() Upper Right vertex local position of a model bounding box Lower Left vertex local position of a model bounding box Object flag, defining special behavior, default 0 (integer) wtd texture dictionary, without extension (string) wdr model file, without extension (string) Note that GTA IV does not use any unique object ID numbers GTA IV format ModelName, TextureName, DrawDistance, Flag1, Flag2, (Bounds min)X,Y,Z, (Bounds max)X,Y,Z, (Bounds Sphere)X, Y, Z, Radius, WDD Object flags, defining special behavior, default 0 (integer) damaged parts, usually 1 (integer) - optional for SA, default 1ĭraw distance in units, one for each sub object (float) txd texture dictionary, without extension (string)Īmount of sub objects, e.g. dff model file, without extension (string) ![]() GTA III, VC and SA format ID, ModelName, TextureName, ObjectCount, DrawDist,, Flags Used to define standard static map objects. Each section starts with a section identifier and ends with the keyword "end", both in a single line. How many of them you use in your file is optional, they can even be empty. ide files are split up into many sections.
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