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Official extended scenery set
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OpenGL renderer
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Overall program structure
Peep AI
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RCT1 ride and vehicle types and their RCT2 equivalents
RCT12_MAX_SOMETHING versus MAX_SOMETHING
Rebase and Sync fork with OpenRCT2
Release Checklist
Replay System
Ride rating calculation
Roadmap
STEX support removal
SV6 Ride Structure
Sandbox Mode
Settings in config.ini
Sizes and angles in the game world
Sprite List csg1.dat
Sprite List g1.dat
Sprite compiler
Strings used in RCT1
Strings used in the game
Submitted feature requests
TD6 format
Terminology
Testing
Track Data
Track Element Lengths
Track designs
Track drawers, RTDs and vehicle types
Track types
Tutorials
Using Track Block Get Previous
Using minidumps from crash reports
Vehicle Sprite Layout
Widget colours
game.cfg structure
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22
Objects
Margen67 edited this page 2021-04-21 16:05:53 -10:00
Table of Contents
There are 11 different types of object:
| Index | Object Type |
|---|---|
| 0 | Ride |
| 1 | Small Scenery |
| 2 | Large Scenery (Multi-tile) |
| 3 | Wall (Fence) |
| 4 | Banner |
| 5 | Path |
| 6 | Path Bits |
| 7 | Scenery Sets |
| 8 | Park Entrances |
| 9 | Water |
| 10 | Scenario Text |
objexport checklist
Ride
- Name
- Description
- Capacity
- Vehicle name (new)
- Images
- Excitement multiplier
- Intensity multiplier
- Nausea multiplier
- Max height
- Enabled track pieces
- Ride types[] (e.g. maze, slide, food shop)
- Ride categories[] (e.g. transport, thrill, water)
- Shop items[]
- Min cars in train
- Max cars in train
- Cars per flat ride
- Number of non-passenger cars
- Tab vehicle index
- Default vehicle index
- Front vehicle index
- Second vehicle index
- Third vehicle index
- Back vehicle index
- Vehicle colour presets[]
- { Main, Additional 1, Additional 2 }
- Vehicles[]
- Rotation frame mask
- ...
- Flags
- Has track colour (main)
- Has track colour (additional)
- Has track colour (supports)
- ...
Small Scenery
- Name
- Images
- Price
- Removal price
- Scenery tab
- Tool icon
- Height
- Animation delay
- Animation mask
- Animation frame count
- Animation frame offsets[]
- Flags
- Is full tile
- SMALL_SCENERY_FLAG_VOFFSET_CENTRE
- Requires flat surface
- Rotatable
- Animated
- Can wither
- Can be watered
- Has overlay image (UI only)
- SMALL_SCENERY_FLAG_DIAGONAL
- Has glass
- Has primary colour
- SMALL_SCENERY_FLAG_FOUNTAIN_SPRAY_1
- SMALL_SCENERY_FLAG_FOUNTAIN_SPRAY_4
- Is clock (peep checks time and frames are for each hour:minute of day)
- SMALL_SCENERY_FLAG_SWAMP_GOO
- Has animation frame offsets (can be derived)
- SMALL_SCENERY_FLAG17
- Must be on surface
- Prohibit walls
- Has secondary colour
- No supports
- SMALL_SCENERY_FLAG_VISIBLE_WHEN_ZOOMED
- SMALL_SCENERY_FLAG_COG
- Allow supports above
- SMALL_SCENERY_FLAG_HALF_SPACE
- SMALL_SCENERY_FLAG_THREE_QUARTERS
- Supports have primary colour
- SMALL_SCENERY_FLAG27
Large Scenery
- Name
- Images
- Price
- Removal price
- Scenery tab
- Tool icon
- Scroll type (used as is banner flag)
- 3D font
- offset[2]
- Max width
- Number of Images
- Flags
- Is vertical
- Is two lines
- Glyphs[]
- { image, width, height }
- Tiles[]
- { x, y, z, z-clearance, flags }
- Flags
- Has primary colour
- Has secondary colour
- Is 3D banner
- Is animated
- Is photogenic
Wall
- Name
- Images
- Price
- Height
- Scenery tab
- Tool icon
- Scroll type (only applicable if "Is banner")
- Flags
- Has primary colour
- Has glass
- Don't allow on slope
- Is banner
- Is door
- Is long door animation
- Has secondary colour
- Has ternary colour
- Flags 2
- Disable primary colour
- Door sound (mask = 0x06)
- Is opaque
- Is animated
Banner
- Name
- Images
- Price
- Scenery tab
- Scroll type
- Flags
- Has primary colour
Footpath
- Name
- Images (ground) (currently listed, but not separate)
- Images (bridge) (game always assumes +109 from ground)
- Queue banner scroll type (always set to '0', not to be confused with 255)
- Support type
- Pole | Box
- Flags
- HAS_SUPPORT_BASE_SPRITE
- HAS_PATH_BASE_SPRITE
- Editor only
Footpath Item
- Name
- Images
- Price
- Scenery tab
- Tool icon
- Draw type
- Lights | Bins | Benches | Jumping Fountains
- Flags
- Is bin
- Is bench
- Is breakable
- Is lamp
- Is jumping fountain (water)
- Is jumping fountain (snow)
- Don't allow in queue
- Don't allow on slope
- Is queue screen
Scenery Group
- Name
- Tab image ((MS: only images in general, does this count?))
- Tab priority (tabs are sorted by this number)
- Entertainer costumes
- Scenery items[]
Park Entrance
- Name
- Images
- Scroll type
- Scroll height
Water
- Name
- Palette ((MS: If "images" are palette, then yes))
- Flags
- Allow ducks
- Home
- FAQ & Common Issues
- Roadmap
- Installation
- Building
- Features
- Development
- Benchmarking & stress testing OpenRCT2
- Coding Style
- Commit Messages
- Overall program structure
- Data Structures
- CSS1.DAT
- Custom Music and Ride Music Objects
- Game Actions
- G1 Elements Layout
- game.cfg structure
- Maps
- Music Cleanup
- Objects
- Official extended scenery set
- Peep AI
- Peep Sprite Type
- RCT1 ride and vehicle types and their RCT2 equivalents
- RCT12_MAX_SOMETHING versus MAX_SOMETHING
- Ride rating calculation
- SV6 Ride Structure
- Settings in config.ini
- Sizes and angles in the game world
- Sprite List csg1.dat
- Sprite List g1.dat
- Strings used in RCT1
- Strings used in the game
- TD6 format
- Terminology
- Track Data
- Track Designs
- Track drawers, RTDs and vehicle types
- Track types
- Vehicle Sprite Layout
- Widget colours
- Debugging OpenRCT2 on macOS
- OpenGL renderer
- Rebase and Sync fork with OpenRCT2
- Release Checklist
- Replay System
- Using minidumps from crash reports
- Using Track Block Get Previous
- History
- Testing