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2DFX (IDE section)
Supported games:GTA III, GTA VC
Short description:Used to place 2D effects and ped behaviors on objects
IDE Sections:
2DFX ANIM • CARS • HIER • OBJS
PEDS TOBJ TXDP • WEAP

2DFX is a section in the item definition file. It is used to place 2D effects (like lights and particles) and ped behaviors on objects. This section is somewhat unique compared to other sections because it needs to be attached to an existing object rather than defining itself. If too much effects are loaded or drawn in the game, some of the effects will load in and out or won't appear at all.

GTA III - Vice City[]

Type 0: Coronas[]

This can create a complex light source on an object. If the object has a sub object, the light will disappear when the main object changes into the sub object (like when lampposts are knocked).

ID, X, Y, Z, R, G, B, unknown (0 or 200), 0, Corona, Shadow, Distance, Outer range, Size, Inner range, IDE flag, Flash, Wet, Flare, Dust
Identifier Description
ID
Associated to existing object ID defined in OBJS or TOBJ section.
X, Y, Z
X, Y, and Z coordinates relative to the center of the object.
R, G, B, A
Color and alpha of the light, except alpha isn't used. This also affects the intensity of the light so that darker the color the dimmer the light (meaning black (0,0,0) will yield a light so dim that it's not visible).
CoronaTexName
Corona texture associated to the light, texture defined in particle.txd, usually "coronastar" for lights
ShadowTexName
Light texture that is cast on the ground, texture defined in particle.txd, usually "shad_exp" for lights.
FarClip
The draw distance of the corona, this is limited by the draw distance of the host object.
PointLightRange
The range the light can cast on dynamic objects like the player, cars and peds.
CoronaSize
The size of the corona, can be a float or integer, size 0 means no visible corona but effect of light still visible
ShadowSize
The size of the light texture under the corona.
IDE flag
IDE flag, only the time-dependent flags are usable.
Flash
Sets the type of flashing (see below)
CoronaReflection
Sets the particle to be "reflective" on wet grounds, will only work if the ground around the light is set to wet when raining
0 - not reflective when wet, 1 - reflective when wet
CoronaFlareType
Sets the particle to create a lens flare on the screen, similar to what the sun does
0 - no lens flare, 1 - lens flare effect
Dust
sets the intensity of light reflecting off dust, values 4 to 7 have visible effects

Types of Flashes[]

0 constantly lit all time
1 constantly lit at night
2 occasional flicker all time
3 occasional flicker at night
4 ~1 second flashes
5 ~1 second flashes at night
6 ~2 seconds flashes
7 ~2 seconds flashes at night
8 ~3 seconds flashes
9 ~3 seconds flashes at night
10 random flicker
11 random flicker at night
12 hardcoded traffic lights properties

Type 12 is involved in hardcoded properties of traffic lights. It is mainly used to position the lights on the traffic light. A traffic light without a 2DFX entry will crash the game when the traffic light is loading.

Type 1: Particles[]

This can create simple particles on an object.

ID, X, Y, Z, R, G, B, unknown (63 or 200), 1, Particle, unk1, unk2, unk3, Size
Identifier Description
ID
associated to existing object ID defined in OBJS or TOBJ section
X, Y, Z
X, Y, and Z coordinates relative to the center of the object
R, G, B
useless values
Particle
particle type (see below)
unk1, unk2, unk3
unknown, rotation of particle?
Size
the size of the particle

Types of Particles[]

Image link - Ordered from 6 to 0 from left to right, all size is 1 with Tommy at the bottom for comparison

0 small white smoke
1 medium white smoke
2 large white smoke
3 fire (it doesn't burn)
4 black smoke
5 water fountain (Vice City only, will spray water droplets on the screen)
6 water spray (Vice City only, will spray water droplets on the screen)

Type 2[]

It is unknown what this type does. This type is only used in GTA III.

ID, X, Y, Z, R, G, B, unknown (63 or 200), 2, unk1, unk2, unk3, unk4, unk5

Type 3: Peds[]

This can make a ped have simple behaviors around the object. This type is only available in Vice City.

ID, X, Y, Z, R, G, B, unknown (200), 3, Behavior, unk1, unk2, unk3, RotX, RotY, RotZ
Identifier Description
ID
associated to existing object ID defined in OBJS or TOBJ section
X, Y, Z
X, Y, and Z coordinates relative to the center of the object
R, G, B
useless values
Behavior
behavior type (see below)
unk1, unk2, unk3
unknown, useless values?
RotX, RotY, RotZ
rotation of ped when animation is playing

Types of Behaviors[]

0 walks to the coordinates to use an ATM then walks away
1 walks to the coordinates to sit down for a while then stand back up and walks away
2 walks to the coordinates to wait for a bus; additional peds will line up behind each other
3 walks to the coordinates, stands for a very short while, then leave (like window shopping)
4 unknown, used in game

Type 4: Sun Reflections[]

This can create a sun "reflection" exactly and behaving like the ones seen on cars. This type is only available in Vice City.

ID, X, Y, Z, R, G, B, unknown (120), 4
Identifier Description
ID
associated to existing object ID defined in OBJS or TOBJ section
X, Y, Z
X, Y, and Z coordinates relative to the center of the object
R, G, B
useless values
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Navigation[]

[ ve ]Game files and formats in Grand Theft Auto
Important!See our Policy on modded content.
File formatsIMG Archive | DFF | TXD | IDE | GXT | Handling.cfg | Carcols Dynamic Object
Game filesAnimviewer.dat/GTAVC | Bink | Default.dat/GTAVC | Chassis Vlo | Fistfite.dat/GTAVC | Flight.dat | Gta vc.dat | Object.dat/GTAVC | OpenGTA2 | Particle.cfg/GTAVC | Particle (SA) | Paths | Ped.dat/GTAVC | Pedgrp.dat/GTAVC | Pedstats.dat/GTAVC | Scenarios.dat | Scripted Path | Surface.dat/GTAVC | Surfaud.dat | TimeCyc Definition | Timecyc.dat/GTAVC | Train.dat/GTAVC | Train.dat/GTAVC | Train.dat/GTAVC | Train2.dat/GTAVC | WAD | WBD-WBN | WPFL | Water.dat | Water.dat/GTAVC | Weapon.dat/GTAVC | Weaponinfo.xml
File toolsCodeWalker | OpenIV | Spark IV
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