Model flags

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Flag Name Description Examples
is_road Identifies objects to draw "wet reflections" on them. Roads
draw_last Model is transparent. Render this object after all opaque objects, allowing transparencies of other objects to be visible through this object. Fences, trees
additive Render with additive blending. The previous flag "draw_last" will be enabled automatically to ensure rendering it in a proper order. Night windows
ignore_lighting Don't use static lighting, we want dynamic if it's possible. Interior objects
no_zbuffer_write Model is a shadow. Disable writing to z-buffer when rendering it, allowing transparencies of other objects, shadows, and lights to be visible through this object. Tree shadows
dont_receive_shadows Do not draw dynamic shadows on this object. Small objects, pickups, lamps, trees
is_glass_type_1 Breakable glass type 1: glass object changes its textures when breaking. Small windows
is_glass_type_2 Breakable glass type 2: glass object doesn't change its textures when breaking. Large windows
is_garage_door Indicates an object as a garage door (requires object.dat registration). Garage doors
is_damagable Model with ok/dam states. Vehicle upgrades, barriers
is_tree Trees and some plants. These objects move on wind. Trees, some plants
is_palm Palms. These objects move on wind. Palms
does_not_collide_with_flyer Does not collide with flyer (plane or heli). Trees, street lights, traffic lights, road signs, telegraph poles
is_tag This model is a tag. Object will switch from mesh 2 to mesh 1 after getting sprayed by the player. Tags
disable_backface_culling Disables backface culling – as a result, the texture will be drawn on both sides of the model. Roads, houses, trees, vehicle parts
is_breakable_statue Object with this model can't be used as cover, i.e., peds won't try to cover behind this object. Statue parts in atrium
is_crane Not in provided information.