Model flags: Difference between revisions
Jump to navigation
Jump to search
(Created page with "{| class="wikitable" !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 |- |addictive |Render with additive blending. Previous flag will be enabled automatically. |Night windows |- |ignore_lighting |Don't use static lighting, we want dynamic if...") |
(updated the description for the "addictive" flag in the table to make it more clear. The new description explains that when the "addictive" flag is enabled, it will automatically enable the "draw_last" flag.) |
||
Line 13: | Line 13: | ||
|- | |- | ||
|addictive | |addictive | ||
|Render with additive blending. | |Render with additive blending. The previous flag "draw_last" will be enabled automatically to ensure rendering it in a proper order. | ||
|Night windows | |Night windows | ||
|- | |- |
Revision as of 02:22, 17 April 2023
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 |
addictive | 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. |