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 |
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. |