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Archetype Definition (.ytyp)

Archetype definitions (.ytyp) is basically the configuration file to define properties of objects. inside the .ytyp you will find multiple Archetypes, each archetype is for one object, there is 3 types of archetypes, Base, Time and MLO. Base is for .ydr, .ydd, .yft objects, Time archetypes are for time based objects such as window emissives that only show up at night. MLO archetypes are for MLOs (.ybn) objects.

Settings
Description

Type

Archetype type (Base, Time, MLO)

Name

Archetype Name

Special Attribute

0-13 (mainly used for doors)

Texture Dictionary

Texture dictionary (.ytd)

Clip Dictionary

Linked YCD Animation (.YCD)

Drawable Dictionary

Physics Dictionary

Blank or same as Archetype Name if embedded

HD Texture Distance

Distance at what the HD Textures (+hi.ytd, +hidr.ytd) load

LOD Distance

Distance at which the object unloads

Asset Type

Assetless, Drawable Dictionary (.YDD), Drawable (.YDR), Fragment (.YFT), Unintialized

Asset Name

Same as Archetype Name

Linked Object

Object in blender scene linked to the archetype

Archetype Flags

Archetype flags are used to define certain properties of the archetype, like its vertex colours and its physics and how it renders

Flag
Description

Unknown 1

Unknown 2

Unknown 3

Unknown 4

Unknown 5

Static

Freeze entity, disables physics

Unknown 7

Instance

Used for procedural objects

Unknown 9

Bone Anims (YCD)

Enable Bone Animations

UV Anims (YCD

Enable UV Animations

Invisible but blocks lights/shadows

Unknown 13

Object Won't Cast Shadow

Disable shadows for object

Dynamic

Enable Physics

Unknown 19

Unknown 20

Unknown 21

Unknown 22

Unknown 23

Unknown 24

Unknown 25

Unknown 26

Enable Special Attribute

Enables the special attribute

Unknown 28

Disable Red Vertex Colour Channel

Disable Red Vertex Colours

Disable Green Vertex Colour Channel

Disable Green Vertex Colours (used alot for props)

Disable Blue Vertex Colour Channel

Disable Blue Vertex Colours

Disable Alpha Vertex Colour Channel

Disable Alpha Vertex Colours

Archetype Extensions

Used to add things like particles, ped spawns, ladders, and light shafts to be attached to the entity

CExtensionDefExpression

Used for:

Setting
Description

CExtensionProcObject

Used For: Attaching / Spreading procedural objects

Setting
Description

CExtensionDefWindDisturbance

Used for:

Setting
Description

CExtensionDefSpawnPointOverride

Used For: Spawning / overriding ped spawns

Setting
Description

CExtensionDefSpawnPoint

Used For: Attaching peds / ped scenarios to objects

Setting
Description

CExtensionDefLightShaft

Used For: Light Rays / God Rays

Setting
Description

Highest possible scale value

Min Scale Z

Lowest possible scale value on the Z axis

Max Scale Z

Highest possible scale value on the Z axis

Min Z Offset

lowest possible offset on the Z Axis

Max Z Offset

Highest possible offset on the Z Axis

Object Hash

procedural object to use

Flags

Offset Position XYZ

Extension offset relative to entity origin

Offset Position XYZ

Extension offset relative to entity origin

Ped Model Set

Radius

Radius of the Spawn Point Override

Time Till ped Leaves

Time until ped stops task (in minutes?)

Available in MP/SP

Whether it is SP only or MP

Scenario Flags

Offset Position XYZ

Extension offset relative to entity origin

Interior Name (if inside one)

Required Map

Probability

Chance for the scenario to spawn

Time Till Ped Leaves

Time until ped stops task (in minutes?)

Radius

Radius of the Spawn Point

Start

Time the scenario starts

End

Time the scenario ends

High Priority

Prioritizes spawning of scenario

Extended Range

Extend range at which the scenario can spawn relative to the player

Short Range

Decrease range at which the scenario can spawn relative to the player

Available in MP/SP

Whether it is SP only or MP

Scenario Flags

Offset Position XYZ

Extension offset relative to entity origin

Color of the Light Shaft

Intensity

Intensity of the Light Shaft

Flashiness

Flags for how fast and if the Light Shaft should flash / flicker

Flags

Only Possible flags are 35, 99, 83, 115, 51

Fade In Time Start

When the Light Shaft should begin to appear

Fade in time End

when the Light Shaft is fully visible

Fade Out Time Start

When the Light Shaft should begin fading away

Fade Out Time End

when the Light Shaft Shouldnt be visible

Fade Distance Start

Distance at which the Light Shaft begins Fading

Fade Distance End

Distance at which the Light Shaft is fully Faded

Softness

Corner A XYZ

Top Left Corner Coords

Corner B XYZ

Top Right Corner Coords

Corner C XYZ

Bottom Right Corner Coords

Corner D XYZ

Bottom Left Corner Coords

Offset Position XYZ

Extension offset relative to entity origin

Name

Expression Dictionary Name

Expression Name

Creature Metadata Name

Initialize on Collision

Offset Position XYZ

Extension offset relative to entity origin

Name

Extension Name

Radius Inner

Inside radius of a circle around the extension

Radius Outer

outside radius of a circle around the extension

Spacing

Distance between procedural objects

Min Scale

Lowest possible scale value

Name

Extension Name

Offset Rotation XYZ

Extension rotation

Disturbance Type

Bone Tag

Linked bone's Bone Tag(Optional?)

Size XYZW

Name

Extension Name

Scenario Type

Scenario type from .ymt scenarios

iTime Start Override

When the override should start

iTime End Override

When the override should end

Group

Ped Group

Name

Extension Name

Offset Rotation XYZ

Extension rotation

Spawn Type

Ped Type

Group

Ped Group

Density Type

How dense the light shaft should be

Volume Type

Shape of the shaft

Scale By Sun Intensity

Use in game sun intensity to effect brightness

Direction Amount

Length

Length of the Light Shaft

Max Scale

Flags

Model Set

Interior

Color