Difference between revisions of "Game.dtz"
(→weapons data) |
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Line 272: | Line 272: | ||
* * - Data marked with (*) are opened by [[GTA Stories Texture Explorer]]. | * * - Data marked with (*) are opened by [[GTA Stories Texture Explorer]]. | ||
− | ==weapons data== | + | === weapons data === |
− | |||
− | + | Analog of weapons.dat | |
− | |||
− | + | ==== Structure of LCS version ==== | |
− | |||
− | + | Total number of records: 38 | |
− | + | ||
− | + | ||
+ | <source lang="cpp"> | ||
+ | typedef struct vFireOffset{ | ||
+ | float x; | ||
+ | float y; | ||
+ | float z; | ||
+ | }; | ||
+ | |||
+ | typedef struct vTimeStrc{ | ||
+ | float a; | ||
+ | float b; | ||
+ | float c; | ||
+ | }; | ||
+ | |||
+ | typedef struct weapondata{ | ||
+ | int FireType; | ||
+ | float Range; | ||
+ | int FiringRate; | ||
+ | int Reload; | ||
+ | int AmountOfAmmunition; | ||
+ | int Damage; | ||
+ | float Speed; | ||
+ | float Radius; | ||
+ | float LifeSpan; | ||
+ | float Spread; | ||
+ | DWORD padding1; | ||
+ | DWORD padding2; | ||
+ | vFireOffset FireOffset; | ||
+ | DWORD zero; | ||
+ | DWORD anim_id; | ||
+ | vTimeStrc time1; | ||
+ | vTimeStrc time2; | ||
+ | float unk; | ||
+ | DWORD ModelID; | ||
+ | DWORD ModelID2; | ||
+ | DWORD weapon_slot; | ||
+ | DWORD Flags <format=hex>; | ||
+ | }; | ||
+ | </source> | ||
+ | |||
+ | ==== Structure of VCS version ==== | ||
+ | |||
+ | Total number of records: 40 | ||
− | |||
<source lang="cpp"> | <source lang="cpp"> | ||
− | struct weapondata{ | + | typedef struct vFireOffset{ |
+ | float f1; | ||
+ | float f2; | ||
+ | float f3; | ||
+ | }; | ||
+ | |||
+ | typedef struct weapondata{ | ||
DWORD dwType; | DWORD dwType; | ||
int iFireType; | int iFireType; | ||
Line 300: | Line 344: | ||
float fSpread; | float fSpread; | ||
DWORD dwPadding; //padding (0xAA) | DWORD dwPadding; //padding (0xAA) | ||
− | vFireOffset m_vFireOffset; //vector | + | vFireOffset m_vFireOffset; //vector |
DWORD _f3C; //always zero | DWORD _f3C; //always zero | ||
− | DWORD _f40; // | + | DWORD _f40; //integer value |
DWORD _f44; //DWORD ? unknown | DWORD _f44; //DWORD ? unknown | ||
vFireOffset m_vFireOffset; //vector | vFireOffset m_vFireOffset; //vector | ||
vFireOffset m_vFireOffset; //vector | vFireOffset m_vFireOffset; //vector | ||
− | DWORD | + | DWORD dwModelID; |
− | DWORD | + | DWORD dwModel2ID; |
− | DWORD | + | DWORD dwWeaponSlot |
DWORD _f6C; //padding (0xAA) | DWORD _f6C; //padding (0xAA) | ||
− | + | }; | |
</source> | </source> | ||
− | |||
==handling data== | ==handling data== |
Revision as of 23:17, 2 August 2012
DTZ - a memory dump console packaged with a lossless compression algorithm deflate/zlib. You can pack and unpack, for example, by using DTZ Editor.
Contents
GAME.DTZ
Description | Analogy | Offset | Notes |
---|---|---|---|
Textures | |||
textures of menu | frontend.txd | LCS PS2: 0x4E4A30
|
contain texture of menu, packed deflate/zlib algorithm (*) |
texture of fonts | fonts.txd | LCS PS2: 0x4EF4D8
|
also packed deflate/zlib algorithm (*) |
particle effects | particle.txd | LCS PS2: 0x4A1C28
LCS PSP: VCS PS2: VCS PSP: |
contain all textures of particle effect (*) |
generic-textures | generic.txd, wheels.txd, vehicle.txd | LCS PS2: 0x4A1BFC
LCS PSP: VCS PS2: VCS PSP: |
contains general textures for cars and all the textures of wheels (*) |
radar icons | hud.txd | LCS PS2: 0x4A1BE4
LCS PSP: VCS PS2: VCS PSP: |
contain icons for hud (*) |
texture of radar | radarNN.txd | Contain textures for radar | |
Animation | |||
? | ped.ifp | ||
? | swim.ifp | only in GTA VCS | |
? | fight.ifp | only in GTA VCS | |
? | driveby.ifp | only in GTA VCS | |
DIR-files | |||
for cuts.img | cuts.dir | not working | |
for GTA3PS2.IMG | GTA3PS2.dir | specific for stories, doesn't contain the names. | |
Collision | |||
? | peds.col | peds.col2 | |
? | vehicles.col | vehicles.col2 | |
? | weapons.col | weapons.col2 | |
Models | |||
model of plane | air_vlo.dff | air_vlo.mdl | |
model of arrow | arrow.dff | arrow.mdl | |
model of wheels | wheels.dff | ||
model of marker (zone) | zonecylb.dff | ||
IDE / IPL / DAT | |||
IDE | *.ide | contain all name of models and textures. | |
IPL | *.ipl | contains all the coordinates for the placement of collisions in the game. | |
colors of cars | carcols.dat | ||
cullzone data | cullzone.dat | ||
fistfite data | fistfite.dat | ||
handling data | handling.dat | LCS PS2: 0x1647A0
|
LCS and VCS have different structure of handling |
info.zon | |||
map.zon | |||
object data | object.dat | ||
particle data | particle.cfg | LCS PS2: 0x3917D0
|
characteristics of special effects |
pedstats data | pedstats.dat | LCS PS2:
part 1 - part 2 - part 3 - LCS PSP:
VCS PS2: part 1 - part 2 - VCS PSP:
|
characteristics of pedestrians, in the PS2-version split into parts
LCS PS2: part 1 - 15 items part 2 - 18 items part 3 - 9 items LCS PSP: 42 items VCS PS2: part 1 - 6 items part 2 - 36 items VCS PSP: 42 items |
timecyc data | timecyc.dat | ||
data about waters surfaces | waterpro.dat | ||
weapon data | weapon.dat | VCS PS2: 0x3D7530
|
|
Other | |||
SDT-files. | only in PSP versions |
Notes:
- Offset is specified for the unpacked game.dtz
- * - Data marked with (*) are opened by GTA Stories Texture Explorer.
weapons data
Analog of weapons.dat
Structure of LCS version
Total number of records: 38
typedef struct vFireOffset{
float x;
float y;
float z;
};
typedef struct vTimeStrc{
float a;
float b;
float c;
};
typedef struct weapondata{
int FireType;
float Range;
int FiringRate;
int Reload;
int AmountOfAmmunition;
int Damage;
float Speed;
float Radius;
float LifeSpan;
float Spread;
DWORD padding1;
DWORD padding2;
vFireOffset FireOffset;
DWORD zero;
DWORD anim_id;
vTimeStrc time1;
vTimeStrc time2;
float unk;
DWORD ModelID;
DWORD ModelID2;
DWORD weapon_slot;
DWORD Flags <format=hex>;
};
Structure of VCS version
Total number of records: 40
typedef struct vFireOffset{
float f1;
float f2;
float f3;
};
typedef struct weapondata{
DWORD dwType;
int iFireType;
float fRange;
int iFiringRate;
int iReload;
int iAmountOfAmmunition;
int iDamage;
float fSpeed;
float fRadius;
float fLifeSpan;
float fSpread;
DWORD dwPadding; //padding (0xAA)
vFireOffset m_vFireOffset; //vector
DWORD _f3C; //always zero
DWORD _f40; //integer value
DWORD _f44; //DWORD ? unknown
vFireOffset m_vFireOffset; //vector
vFireOffset m_vFireOffset; //vector
DWORD dwModelID;
DWORD dwModel2ID;
DWORD dwWeaponSlot
DWORD _f6C; //padding (0xAA)
};