Difference between revisions of "Game.dtz"
(→PEDSTATS.DAT) |
|||
Line 613: | Line 613: | ||
1b int G Sexiness | 1b int G Sexiness | ||
26b char A Name</nowiki> | 26b char A Name</nowiki> | ||
− | + | ===PARTICLE.CFG=== | |
+ | ====LCS==== | ||
+ | {{stub}} | ||
+ | ====VCS==== | ||
+ | <nowiki> | ||
+ | 4b int ID | ||
+ | 20b int A Name | ||
+ | 4b float CR Create Range | ||
+ | 4b float E Default Initial Radius | ||
+ | 4b float F Expansion Rate | ||
+ | 2b int H Fade Time | ||
+ | 2b int G Initial Intensity | ||
+ | 2b int I Fade Amount | ||
+ | 2b int GA Initial Intensity | ||
+ | 2b int HA Fade Time | ||
+ | 2b int IA Fade Amount | ||
+ | 1b int K Start Animation Frame | ||
+ | 1b int L Final Anim Frame | ||
+ | 1b int J Anim Speed | ||
+ | 1b - Padding | ||
+ | 4b int M Rotation Speed | ||
+ | 4b float N Gravitational Acceleration | ||
+ | 4b int O Friction Decceleration | ||
+ | 4b int P Default Life Span | ||
+ | 4b float Q Position Random Error | ||
+ | 4b float R Velocity Random Error | ||
+ | 4b float S Expansion Rate Error | ||
+ | 4b int T Rotation Rate Error | ||
+ | 4b int U Life Soan Error Shape | ||
+ | 4b float V Trail Length Multiplier | ||
+ | 4b int Z Flags | ||
+ | 1b int B Render Colouring R | ||
+ | 1b int C Render Colouring G | ||
+ | 1b int D Render Colouring B | ||
+ | 1b - Padding | ||
+ | 4b int CV Initial Color Variation | ||
+ | 1b int B2 Fade Destination Colour R | ||
+ | 1b int C2 Fade Destination Colour G | ||
+ | 1b int D2 Fade Destination Colour B | ||
+ | 1b - Padding | ||
+ | 4b int FT Colour Fade Time | ||
+ | 4b float WX x-axis Stretch Value | ||
+ | 4b float WY y-axis Stretch Value | ||
+ | 4b float WI Wind Factor | ||
+ | 4b ? ? | ||
+ | 4b ? ?</nowiki> | ||
=== weapons data === | === weapons data === |
Revision as of 17:55, 30 October 2017
GAME.DTZ (DaTa Zlib) is a file regarding PS2 and PSP versions of GTA LCS and GTA VCS. It contains data files, as well as main textures and models analogue to existing 3D era games compiled in binary form. It is compressed using the zlib/deflate algorithm [1] (max compression). Its contents can be viewed using any zlib compression/decompression utility, such as offzip [2] and zdrop, though some can be viewed with DTZ Editor [3], a tool made by Dageron. All info provided is about decompressed version
Contents
Header
The Header for both GTA LCS and GTA VCS versions is defined like so:
0x0 [4b] "GTAG" signature 0x4 [4b] 1, unknown 0x8 [4b] size of decompressed file 0xC [4b] ? 0x10 [4b] offset to global table of offsets 0x14 [4b] number of offsets in global table 0x18 [4b] same as 0xC 0x1C [2b] ? 0x1E [2b] ?
LCS Version
VCS Version
Table of Analogy
Needs some serious editing
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.
Data Formats
IPL
IPL Info
The header of GAME.DTZ points to 5 IPL info tables: Buildings, Treadables, Dummys, EntryInfoNode and PtrNode. The first 3 are 16 bytes in size and are defined like so:
4b int Offset to IPL data 4b int ? 4b int Number of IPL lines 4b int ? 16 char Name of IPL info (Buildings, Treadables, etc...)
Need more info on EntryInfoNode and PtrNode
IPL Structure
The IPL data is structured like so:
4b float m00 4b float m10 4b float m20 4b float Unk1 4b float m01 4b float m11 4b float m21 4b float Unk2 4b float m02 4b float m12 4b float m22 4b float Unk3 4b float Position-X 4b float Position-Y 4b float Position-Z 4b float Unk4 24b ? 2b int Corresponding Model ID 6b ?
The IPL is basically a matrix:
[m00, m01, m02, Position-X] [m10, m11, m12, Position-Y] [m20, m21, m22, Position-Z] [unk1, unk2, unk3, unk4 ]
The bottom row is Leeds Engine stuff, not useful for generating IPL. They only matter in memory. Someone may provide more info
Generating IPL in text format
In order to calculate the original rotation values, this algorythm comes in handy:
if (tr > 0) {
float S = sqrt(tr+1.0) * 2; // S=4*qw
qw = 0.25 * S;
qx = (m21 - m12) / S;
qy = (m02 - m20) / S;
qz = (m10 - m01) / S;
} else if ((m00 > m11)&(m00 > m22)) {
float S = sqrt(1.0 + m00 - m11 - m22) * 2; // S=4*qx
qw = (m21 - m12) / S;
qx = 0.25 * S;
qy = (m01 + m10) / S;
qz = (m02 + m20) / S;
} else if (m11 > m22) {
float S = sqrt(1.0 + m11 - m00 - m22) * 2; // S=4*qy
qw = (m02 - m20) / S;
qx = (m01 + m10) / S;
qy = 0.25 * S;
qz = (m12 + m21) / S;
} else {
float S = sqrt(1.0 + m22 - m00 - m11) * 2; // S=4*qz
qw = (m10 - m01) / S;
qx = (m02 + m20) / S;
qy = (m12 + m21) / S;
qz = 0.25 * S;
}
And finally, since 3DS Max that originally created IPL negates X,Y,Z:
Rotation X = -qx Rotation Y = -qy Rotation Z = -qz Rotation W = qw
IDE
On both LCS and VCS, 0x3C points to a table containing offsets to IDE lines and 0x38 specifies the number of values in the table. Each value-offset is assigned an ID, starting from 0. If it so happens and the value-offset is 0x00000000, then the ID isn't assigned to any object. The structure is like so:
LCS
8b - 4b int Name of the object (CRC32 Hash encryption) 4b - 1b int Type (1: objs, 3:tobj, 4:weap, 5:hier, 6:cars, 7:ped) 1b int Count 2dfx (ex. if 2dfxID=8 and Count2dfx=4, then the assigned IDs are 8, 9, 10, 11) 1b int Collision in .DTZ (boolean, 0:not in DTZ, 1:in DTZ) 1b - Padding 4b int offset to collision (.col2) 2b int 2dfx ID 2b int Object.DAT ID 2b - 2b int Texture ID 4b int Type (CRC32 Hash encryprion) 4b int offset to model (if no .mdl exists in .DTZ, then it's 0)
Type 1 OBJS:
4b float Draw Distance 1 4b float Draw Distance 2 4b float Draw Distance 3 (if object is LOD, then disappearing distance) 1b int Mesh Count 1b int ? 2b int Flags 4b int if object is LOD, offset to IDE ID of original object, otherwise =0
Type 3 TOBJ:
4b float Draw Distance 1 4b float Draw Distance 2 4b float Draw Distance 3 (if object is LOD, then disappearing distance) 1b int Mesh Count 1b int ? 2b int Flags 4b int if object is LOD, offset to IDE ID of original object, otherwise =0 4b int Time On 4b int Time Off
Type 4 WEAP:
4b float Draw Distance 1 4b float Draw Distance 2 4b float Draw Distance 3 (if object is LOD, then disappearing distance) 1b int Mesh Count 1b int ? 2b int Flags 4b int Weapon.DAT ID 4b int Animation ID
VCS
8b - 4b int Name of the object (CRC32 Hash encryption) 4b - 1b int Type (1: objs, 3:tobj, 4:weap, 5:hier, 6:cars, 7:ped) 1b int Count 2dfx (ex. if 2dfxID=8 and Count2dfx=4, then the assigned IDs are 8, 9, 10, 11) 1b int Collision in .DTZ (boolean, 0:not in DTZ, 1:in DTZ) 1b - Padding 4b int offset to collision (.col2) 2b int 2dfx ID 2b int Object.DAT ID 2b - 2b int Texture ID 2b ? 2b - 4b int Type (CRC32 Hash encryprion) 4b int offset to model (if no .mdl exists in .DTZ, then it's 0)
Type 1 OBJS:
4b float Draw Distance 1 4b float Draw Distance 2 4b float Draw Distance 3 (if object is LOD, then disappearing distance) 1b int Mesh Count 1b int ? 2b int Flags 4b int if object is LOD, offset to IDE ID of original object, otherwise =0
Type 3 TOBJ:
4b float Draw Distance 1 4b float Draw Distance 2 4b float Draw Distance 3 (if object is LOD, then disappearing distance) 1b int Mesh Count 1b int ? 2b int Flags 4b int if object is LOD, offset to IDE ID of original object, otherwise =0 4b int Time On 4b int Time Off
More info soon
2DFX
2DFX data is read directly from DTZ header. Each line is 64 bytes (depending on the 2DFX type, padding is used at the end). 24 bytes are common for all types (only 0, 1 and 3 are used). Each line is assigned an ID, counting from 0.
4b float Position X (relative to centre of the object) (CVuVector) 4b float Position Y (relative to centre of the object) (CVuVector) 4b float Position Z (relative to centre of the object) (CVuVector) 4b float 0.0 (CVuVector) 1b int Colour R 1b int Colour G 1b int Colour B 1b int Unknown (usually 200.0, like in Vice City) 4b int Type
Type 0 Lights:
4b float View Distance 4b float Outer Range 4b float Size 4b float Inner Range 1b int Flash 1b int Wet 1b int Flare 1b int Shadow Intensity 4b int Flags 4b int Offset to corona texture 4b int Offset to shadow texture 8b - Padding
Type 1 Particles:
4b int Particle Type 4b float Strength X 4b float Strength Y 4b float Strength Z 4b float Scale 20b - Padding
Type 2 Peds investigate:
4b float ? 4b float ? 4b float ? 1b int ? 1b int ? 26b - Padding
Type 3 Peds:
4b float Rotation X 4b float Rotation Y 4b float Rotation Z 4b float Rotation X (again) 4b float Rotation Y (again) 4b float Rotation Z (again) 4b int Behaviour 12b - Padding
The format is the same as the plain text version of III and VC. More info can be found on: 2DFX
OBJECT.DAT
It's read directly from DTZ header. Each line is given an ID counting from 0.
LCS
116 entries
4b float B Mass 4b float C TurnMass 4b float D Air Resistance 4b float E Elasticity 4b float F Bouyance 4b float G Uproot Limit 4b float H Collision Damage Multiplier 1b int I Collision Damage Effect 1b int J Special Collision Response Cases 1b int K Camera to avoid this object 1b - Padding
VCS
140 entries
4b float B Mass 4b float C TurnMass 4b float D Air Resistance 4b float E Elasticity 4b float F Bouyance 4b float G Uproot Limit 4b float H Collision Damage Multiplier 1b int ? 1b int ? (J Special Collision Response Cases?) 1b int ? (K Camera to avoid this object?) 1b int ? 1b int ? 3b - Padding
PEDSTATS.DAT
The GAME.DTZ header redirects to a table which contains 4byte values, each one being an offset to each PEDSTATS.DAT line. Each line is defined as so:
LCS
VCS
4b int ID 4b float B Flee Distance 4b float C Heading Change Rate 4b float H Attack Strength 4b float I Attack Weakness 2b int J Flags 1b int D Fear 1b int E Temper 1b int F Lawfulness 1b int G Sexiness 26b char A Name
PARTICLE.CFG
LCS
VCS
4b int ID 20b int A Name 4b float CR Create Range 4b float E Default Initial Radius 4b float F Expansion Rate 2b int H Fade Time 2b int G Initial Intensity 2b int I Fade Amount 2b int GA Initial Intensity 2b int HA Fade Time 2b int IA Fade Amount 1b int K Start Animation Frame 1b int L Final Anim Frame 1b int J Anim Speed 1b - Padding 4b int M Rotation Speed 4b float N Gravitational Acceleration 4b int O Friction Decceleration 4b int P Default Life Span 4b float Q Position Random Error 4b float R Velocity Random Error 4b float S Expansion Rate Error 4b int T Rotation Rate Error 4b int U Life Soan Error Shape 4b float V Trail Length Multiplier 4b int Z Flags 1b int B Render Colouring R 1b int C Render Colouring G 1b int D Render Colouring B 1b - Padding 4b int CV Initial Color Variation 1b int B2 Fade Destination Colour R 1b int C2 Fade Destination Colour G 1b int D2 Fade Destination Colour B 1b - Padding 4b int FT Colour Fade Time 4b float WX x-axis Stretch Value 4b float WY y-axis Stretch Value 4b float WI Wind Factor 4b ? ? 4b ? ?
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)
};
handling data
Sources
http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm