Difference between revisions of "Item Placement"

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'''Item placement''' files, usually identified by the file extension <code>.ipl</code>, are a part of the [[map system]] and used to create and place (for example) different objects, zones of special behavior or paths in the world. All games support standard item placement files which are mostly stored in plain text format that can be opened and edited using any text-editing program (like [[Wikipedia:Notepad|Notepad]]), but there are tools to simplify editing of the newly introduced Binary Ipl in [[GTA SA|San Andreas]]. Most of the placement information in [[GTA IV]] is stored inside of binary files (see [[WPL]]).
  
'''Item placement''' files, known by the extension '''.ipl''', are map files used to place objects into the GTA world, as well as define zones, paths, garages, interior portals, and a lot more. Most IPL files can easily be opened and edited using any text-editing program like [[Wikipedia:Notepad|Notepad]]. In San Andreas there are also [[Binary_IPL|binary IPL]] files which are located in the [[IMG|IMG archives]] of the game. Those you can only open using a special [[Item_Placement#Useful_Tools|editor]].
+
== Text Format ==
  
==Structure==
+
The structure and format of the plain text item placement files are similar to that of the [[item definition]] files. The game searches for these files in [[Gta.dat|gta.dat]].They allow comments by the character <code>#</code>.Lines starting with this character simply get ignored by the game & empty lines are also allowed. Since these files contain different types of data a keyword is required for the game to recognize each set of data.
The <code>.ipl</code> files are split up into many sections. Not all of them have to be used, leaving them empty works as well. Each section starts with a section identifier and ends with the keyword "end", both in a separate line.
+
  <keyword>
 +
  *lines*
 +
  end
 +
More information about these keywords can be found below in the <code>Fomats</code> section.  
  
Example:
+
:''See also: [[Item Definition#Overview|Item Definition &sect; Overview]]''
inst
 
...
 
end
 
  
===[[INST]]===
 
Used to place objects in the world.
 
  
''GTA III format''
+
== Binary Format ==
ID, ModelName, PosX, PosY, PosZ, ScaleX, ScaleY, ScaleZ, RotX, RotY, RotZ, RotW
 
  
{|{{Prettytable}} width="100%" class="collapsible collapsed"
+
''San Andreas'' introduced a simple binary format of item placement files. They are stored as ''"streaming files"'' inside the [[IMG|archive files]]. Editing them requires an special editor (see [[IPL#Tools|below]]). The format is pretty simple and their possibilities are not completely used by ''Rockstar''. By default they do only support <code>inst</code> and <code>cars</code> sections. It is unconfirmed if other sections also can be used or if they are just stubs which are not implemented. Anyway, their binary format is completely unknown.
!width="250px"|Identifier
 
!Description
 
|-
 
|<center>ID</center>||A number which is used to identify the object as defined in the [[IDE]] file inside the map system.
 
|-
 
|<center>ModelName</center>||The name of the model inside an [[IMG|image]] file which is defined in the [[gta.dat]] file without extension (<code>.[[DFF|dff]]</code>)
 
|-
 
|<center>PosX, PosY, PosZ</center>||The position of the object in the world as floating point values.<br>''Note:'' the decimal seperator must be ".", not ",".
 
|-
 
|<center>ScaleX, ScaleY, ScaleZ</center>||The scaling of the object as floating point values. By default each value is ''1.0'', which means the object is not scaled at all.<br>''Note:'' the decimal seperator must be ".", not ",".
 
|-
 
|<center>RotX, RotY, RotZ, RotW</center>||The rotation of the object as [[Wikipedia:Quarternion|quarternion]].<br>''Note:'' the decimal seperator must be ".", not ",".
 
|}
 
  
''Vice City format''
+
{{Incomplete}}
ID, ModelName, Interior, PosX, PosY, PosZ, ScaleX, ScaleY, ScaleZ, RotX, RotY, RotZ, RotW
+
<!--- How do binary IPLs get recognized by the game? --->
  
{|{{Prettytable}} width="100%" class="collapsible collapsed"
+
==== Header ====
!width="250px"|Identifier
 
!Description
 
|-
 
|<center>ID</center>||A number which is used to identify the object as defined in the [[IDE]] inside the map system.
 
|-
 
|<center>ModelName</center>||The name of the model inside an [[IMG|image]] file which is defined in the [[gta.dat]] file without extension (<code>.[[DFF|dff]]</code>)
 
|-
 
|<center>Interior</center>||A number defining the [[interior]] (render-level) the object is located in. It is an optional parameter; by default the object's interior is 0.
 
|-
 
|<center>PosX, PosY, PosZ</center>||The position of the object in the world as floating point values.
 
|-
 
|<center>ScaleX, ScaleY, ScaleZ</center>||The scaling of the object as floating point values. By default each value is ''1.0'', which means the object is not scaled at all.
 
|-
 
|<center>RotX, RotY, RotZ, RotW</center>||The rotation of the object as [[Wikipedia:Quarternion|quarternion]].
 
|}
 
  
''San Andreas format''
+
Each binary placement information file starts with a 4-Byte identifier followed by a header containing information about the content of the files.
ID, ModelName, Interior, PosX, PosY, PosZ, RotX, RotY, RotZ, RotW, LOD
 
  
{|{{Prettytable}} width="100%" class="collapsible collapsed"
+
4b  - CHAR[4]  - Always "bnry"
!width="250px"|Identifier
+
4b  - INT32    - Number of [[INST|item instances]]
!Description
+
4b  - INT32    - Number of unknown 1 (''CULL'' ?)
|-
+
4b  - INT32    - Number of unknown 2 (''GRGE'' ?)
|<center>ID</center>||A number which is used to identify the object as defined in the [[IDE]] inside the map system.
+
4b  - INT32    - Number of unknown 3 (''ENEX'' ?)
|-
+
4b  - INT32    - Number of [[CARS|parked cars]]
|<center>ModelName</center>||The name of the model inside an [[IMG|image]] file which is defined in the [[gta.dat]] file without extension (<code>.[[DFF|dff]]</code>). The parameter doesn't seem to function in the game. Any name used will not affect the rendering of the model.
+
4b  - INT32    - Number of unknown 4 (''PICK'' ?)
|-
+
4b  - INT32    - Offset of item instances (0x4C by default)
|<center>Interior</center>||A number defining the [[interior]] (render-level) the object is located in.
+
4b  - INT32    - Size of item instances (unused - always 0)
|-
+
4b  - INT32    - Offset of unknown 1
|<center>PosX, PosY, PosZ</center>||The position of the object in the world as floating point values.
+
4b  - INT32    - Size of unknown 1 (unused - always 0)
|-
+
4b  - INT32    - Offset of unknown 2
|<center>RotX, RotY, RotZ, RotW</center>||The rotation of the object as [[Wikipedia:Quarternion|quarternion]].<br>''Note:'' the decimal seperator must be ".", not ",".
+
4b  - INT32    - Size of unknown 2 (unused - always 0)
|-
+
4b  - INT32    - Offset of unknown 3
|<center>LOD</center>||The number of the [[LOD]] which is located inside the same instance block as the current model.<br>By default this is ''-1'' which means no LOD is defined.
+
4b  - INT32    - Size of unknown 3 (unused - always 0)
|}
+
4b  - INT32    - Offset of parked cars
 +
4b  - INT32    - Size of parked cars (unused - always 0)
 +
4b  - INT32    - Offset of unknown 4
 +
4b  - INT32    - Size of unknown 4 (unused - always 0)
  
===[[CULL]]===
+
The header is followed by the arrays of the entries.INST arrays have a size of 40 bytes per structure, and cars have 48 bytes.
Create a culling zone.
 
  
''GTA III and Vice City format''
+
=== INST ===
CenterX, CenterY, CenterZ, LowerLeftX, LowerLeftY, LowerLeftZ, UpperRightX, UpperRightY, UpperRightZ, Flags, Unknown
 
  
{|{{Prettytable}} width="100%" class="collapsible collapsed"
+
4b  - FLOAT    - Position X
!width="250px"|Identifier
+
4b  - FLOAT    - Position Y
!Description
+
4b  - FLOAT    - Position Z
|-
+
4b  - FLOAT    - Rotation X
|<center>CenterX, CenterY, CenterZ</center>||A point which defines the center of the box in real world coordinates
+
4b  - FLOAT    - Rotation Y
|-
+
4b  - FLOAT    - Rotation Z
|<center>LowerLeftX, LowerLeftY, LowerLeftZ</center>||A point which corresponds to the ''lower left'' corner of the box.
+
4b  - FLOAT    - Rotation W
|-
+
4b  - INT32    - Object ID (as an index to the ''IDE'')
|<center>UpperRightX, UpperRightY, UpperRightZ</center>||A point which corresponds to the ''upper right'' corner of the box.
+
4b  - INT32    - Interior
|-
+
4b  - INT32    - ''LOD'' index
|<center>Flags</center>||The [[CULL#Flags|behaviour of the cull zone]].
 
|-
 
|<center>Unknown</center>||Always 0
 
|}
 
  
''San Andreas format 1''
+
=== CARS ===
CenterX, CenterY, CenterZ, Unknown1, WidthY, BottomZ, WidthX, Unknown2, TopZ, Flag, Unknown3
+
''CARS'' is one of the known sections which can be used in binary format inside streaming files. It's format is similar to the plain text format:
  
''San Andreas format 2''
+
4b  - FLOAT    - Position X
  CenterX, CenterY, CenterZ, Unknown1, WidthY, BottomZ, WidthX, Unknown2, TopZ, Flag, Vx, Vy, Vz, Cm
+
4b  - FLOAT    - Position Y
 +
4b  - FLOAT    - Position Z
 +
4b  - FLOAT    - Angle (Around Z-Axis)
 +
4b  - INT32    - Object ID (an index to an [[CARS_(IDE_Section)|vehicle definition]])
 +
4b  - INT32    - Primary color
 +
4b  - INT32    - Secondary color
 +
4b  - INT32    - Force spawn (Windows BOOL - see ''<code>WinDef.h</code>'')
 +
4b  - INT32    - Alarm probability
 +
4b  - INT32    - Locked probability
 +
  4b  - INT32    - Unknown1 (Could be tertiary color)
 +
4b  - INT32    - Unknown2 (Could be quarterdeck color)
  
===PATH===
+
'''Load a custom file'''
''Vice City only''
 
  
'''Ped, Car and Boat Paths''', defines paths relative to the world centre. Only used in GTA VC, this format is much easier than in GTA3 where the paths were stored in IDE files, and GTA-SA paths which are stored in **nodes.dat inside gta3.img.  This is a quite complicated format and hardly usable without an editing program (such as [[Ked]]).
+
A basic comparison between a normal <code>.ipl</code> and a binary <code>.ipl</code>.
  
GTA SA uses [[GTA SA Paths|compiled binary files]] for its paths.
+
'''Normal:'''
 +
15072, PLS_carpark, 0, 2579.8796445, 645.50208432, 9.93, 0, 0, 0, 1, -1
  
===[[GRGE]]===
+
'''Binary:'''
Creates a garage.
+
15072, dummy, 0, 2579.8796445, 645.50208432, 9.93, 0, 0, 0, 1, -1
  
''San Andreas format''
+
The object name is basically ignored in <code>.ipl</code>
PosX, PosY, PosZ, LineX, LineY, CubeX, CubeY, CubeZ, DoorType, GarageType, Name
 
  
{|{{Prettytable}} width="100%" class="collapsible collapsed"
+
Now for converting a text <code>.ipl</code> to binary <code>.ipl</code> and vice-versa,we can use [https://gtaforums.com/topic/857375-fastman92-processor/ fastman92-processor].Its a pretty simple program we can get most of the work done by editing the <code>fastman92_processor.bat</code>(Or can use Binary (De-)Compiler).
!width="250px"|Identifier
 
!Description
 
|-
 
|<center>PosX, PosY, PosZ</center>||A coordinate of one of the corner marks
 
|-
 
|<center>LineX, LineY</center>||Those values are [[Wikipedia:Euclidean_vector#Addition_and_subtraction|added]] to the first position values. They define one edge of the box
 
|-
 
|<center>CubeX, CubeY, CubeZ</center>||Another world coordinate. Together with the abstract line created with the first 5 coordinates this forms a cube in the world.
 
|-
 
|<center>DoorType</center>||The [[GRGE#Types_of_doors|type of the door]]
 
|-
 
|<center>GarageType</center>||The [[Garage#San_Andreas|type of the garage]]
 
|-
 
|<center>Name</center>||[[Garage#San_Andreas_2|A string]] which is used to manipulate the garages behaviour through the <code>[[main.scm]]</code>
 
|-
 
|}
 
  
===ENEX===
+
After converting to binary form we have to create a normal <code>.ipl</code> file and index it in [[Gta.dat]].Lets suppose the name of our <code>.ipl</code> is
This creates entrances to exits or [[interior]] connections to real world by placing yellow markers on the map for CJ to walk through. Note that changes to the flags and links of existing markers are not updated by the text files after the save is created so maintaining the proper sequence of enex lines is a primary concern. New connections can be added to an existing save if temporary (burglary) connections are not present in the save data. Indoor saves generally have no temporary enex data. Add the markers at the very end of the <code>[[gta.dat]]</code> else it can negatively affect currently placed markers. 376 of 400 possible enex connections are used in a standard game.
 
  
''San Andreas format''
+
  test.ipl
  X1, Y1, Z1, ROT, W1, W2, C8, X2, Y2, Z2, Rot2, Int, Flag, Name, Sky, I2, Time On, Time Off
 
;X1, Y1, Z1: entrance location
 
;ROT: ???
 
;W1: X width of entry
 
;W2: Y width of entry
 
;C8: constant 8
 
;X2, Y2, Z2: exit location
 
;Rot2: exit rotation in degrees
 
;Int: The target interior number
 
;Flag: The type of marker
 
;Name: [[Interior#San_Andreas_2|Interior name]], used to find the counterpart and to identify via mission script
 
;Sky: Sky color changer
 
;I2: unknown integer flags, could be weather related
 
;Time On: enables the marker at this time
 
;Time Off: disables the marker at this time
 
  
====San Andreas Enex Flags====
+
So the name of our binary <code>.ipl</code> would be as below,
{|
 
! Flag
 
! Name
 
! Description
 
|-
 
| 1
 
| unknown interior
 
| Only used for interior markers
 
|-
 
| 2
 
| unknown pairing
 
| Used mostly for interior markers; also Big Ear & LS Skyscraper
 
|-
 
| 4
 
| Create linked pair
 
| Pair with unflagged mate during new game start
 
|-
 
| 8
 
| Reward interior
 
| Sets flag 0010 on pair mate when used
 
|-
 
| 16
 
| Used reward entrance
 
| Set by accessing reward interior
 
|-
 
| 32
 
| Cars and aircraft
 
| Enable for cars and aircraft
 
|-
 
| 64
 
| Bikes and motorcycles
 
| Enable for bikes and motorcycles
 
|-
 
| 128
 
| Disable on foot
 
| No foot traffic. Use for cars and/or bikes only
 
|-
 
| 256
 
| Accept NPC group
 
| Group members accepted at destination of pair (passengers stripped)
 
|-
 
| 512
 
| Food date flag
 
| Set and cleared by food date (cut-scene related)
 
|-
 
| 1024
 
| unknown burglary
 
| Set on Bayside and Temporary Burglary doors
 
|-
 
| 2048
 
| Disable exit
 
| Player can enter but cannot exit a two-way pair
 
|-
 
| 4096
 
| Burglary access
 
| Enabled and disabled during Burglary
 
|-
 
| 8192
 
| Entered without exit
 
| Set by Entrance, Cleared by Exit; Applies to one side of a two
 
|-
 
| 16384
 
| Enable access
 
| Enabled by default; often cleared by scripts
 
|-
 
| 32768
 
| Delete enex
 
| Enex is deleted when used
 
|}
 
  
====San Andreas Enex Sky Colors====
+
test_stream0.ipl
{|
+
test_stream1.ipl
! Sky Color
+
test_stream2.ipl
! Descriptions
+
...
|-
+
  etc
| 0
 
| blue sky
 
|-
 
| 1
 
| white fading to black
 
|-
 
| 2
 
| Black with yellow lights.
 
|-
 
| 3
 
| same as 1
 
|-
 
| 4
 
| same as 2
 
|-
 
| 5
 
| white fading to purple fading to black with yellow lights
 
|-
 
| 6
 
| white fading to black with yellow lights.
 
|-
 
| 7
 
| white fading to green fading to black with yellow light (probably clouds)
 
|-
 
| 8
 
| same as 6
 
|-
 
| 9
 
| same as 6
 
|-
 
| 10
 
| same as 2
 
|-
 
| 11
 
| Purple (gay) retarded shadows not much sight.
 
|-
 
| 12
 
| same as 6
 
|-
 
| 13
 
| same as 6
 
|-
 
| 14
 
| same as 7 only green is ocean blue
 
|-
 
| 15
 
| same as 6
 
|-
 
| 16
 
| same as 2.....
 
|-
 
| 17
 
| Nightly Mist
 
|-
 
| 18
 
| Blue fading yellow (sunrise i think)
 
|-
 
| 19
 
| Blue air with white clouds
 
|-
 
| 20
 
| darker blue air with lightblue clouds
 
|-
 
| 21
 
| Darker Blue air with white clouds
 
|-
 
| 22
 
| Orange with white clouds
 
|-
 
| 23
 
| Orange fading gray with orange clouds (weird)
 
|-
 
| 24
 
| this is red fading PURPLE with no seeing rang that you can't even see yourself
 
|-
 
| 25
 
| Dark Purple to grey with nice sun reflection
 
|-
 
| 27
 
| same as 19
 
|-
 
| 28
 
| the best one: big sun white clouds and blue air
 
|-
 
| 29
 
| Blue air white clouds HUGE SUN
 
|-
 
| 30
 
| Orange with dark orange clouds
 
|}
 
 
 
===[[PICK]]===
 
Creates a weapon pickup.
 
 
 
''San Andreas format''
 
  ID, PosX, PosY, PosZ
 
 
 
{|{{Prettytable}} width="100%" class="collapsible collapsed"
 
!width="250px"|Identifier
 
!Description
 
|-
 
|<center>ID</center>||A [[PICK#San_Andreas_Weapon_List|number]] which defines a [[weapon]]
 
|-
 
|<center>PosX, PosY, PosZ</center>||Floating point values defining where the pickup should be placed in the world.
 
|}
 
 
 
===[[JUMP]]===
 
Creates a unique stunt jump.
 
 
 
''San Andreas format''
 
<pre>StartLowerX, StartLowerY, StartLowerZ, StartUpperX, StartUpperY, StartUpperZ, TargetLowerX, TargetLowerY, TargetLowerZ,
 
TargetUpperX, TargetUpperY, TargetUpperZ, CameraX, CameraY, CameraZ, Reward</pre>
 
 
 
{|{{Prettytable}} width="100%" class="collapsible collapsed"
 
!width="250px"|Identifier
 
!Description
 
|-
 
|<center>StartLowerX, StartLowerY, StartLowerZ</center>||These values define a point in the world as floating point values. The point represents one of the lower edge points of the plane representing the start of the unique stunt jump.
 
|-
 
|<center>StartUpperX, StartUpperY, StartUpperZ</center>||These values are used in the same way as the first ones. They represent a point on the upper edge of the plane (diagonal opposite).
 
|-
 
|<center>TargetLowerX, TargetLowerY, TargetLowerZ</center>||A point on the lower edge of the ''target plane''.
 
|-
 
|<center>TargetUpperX, TargetUpperY, TargetUpperZ</center>||A point on the upper edge of the ''target plane'' (diagonal opposite).
 
|-
 
|<center>CameraX, CameraY, CameraZ</center>||The position of the camera.
 
|-
 
|<center>Reward</center>||The amount of cash the player earns after he has finished this stunt successfully.
 
|}
 
  
===TCYC===
+
Then we'll need to import them in any of the [[IMG_archive|IMG Archives]].
Creates black sky if you enter the zone. Also exists for all towns in countryside. Probably custom weather?
 
  
''San Andreas format''
+
For a detailed tutorial see [https://gtaforums.com/topic/911878-sacreating-custom-binary-ipl/ here].
X1, Y1, Z1, X2, Y2, Z2, ?, ?, ?, ?, ?
 
  
===[[AUZO]]===
+
== Format ==
This creates an audio if you enter the zone.
 
  
''San Andreas format 1''
+
The following table contains all known sections in the item placement. The supported games column lists games that support the sections but it doesn't necessarily mean they're functional in the games.
Name, ID, Switch, X1, Y1, Z1, X2, Y2, Z2
 
  
{|{{Prettytable}} width="100%" class="collapsible collapsed"
+
{|class="wikitable center-col-1 center-col-2" style="width: 100%;"
!width="250px"|Identifier
+
!style="width: 7em;"|Section
 +
!style="width: 8em;"|Supported games
 
!Description
 
!Description
 
|-
 
|-
|<center>Name</center>||Name used to identify the zone
+
|<code>[[INST|inst]]</code>||{{Icon|t}} {{Icon|4}}||Places objects defined in <code>[[OBJS|objs]]</code>, <code>[[TOBJ|tobj]]</code>, <code>[[ANIM|anim]]</code>, or <code>[[TANM|tanm]]</code> into the world.
|-
 
|<center>ID</center>||[[AUZO#Auzo_Audio_IDs|Sound]] played in this zone
 
|-
 
|<center>Switch</center>||Makes the audio always on or always off. Can be forced through the [[script]] using opcode [[0917]]
 
 
|-
 
|-
|<center>X1, Y1, Z1</center>||A point which corresponds to the corner of the box, usually the lower left.
+
|<code>[[ZONE|zone]]</code>||{{Icon|t}} {{Icon|4}}||Creates map, navigation, and info zones.
 
|-
 
|-
|<center>X2, Y2, Z2</center>||A point which corresponds to the opposite corner of the box, usually the upper right.
+
|<code>[[CULL|cull]]</code>||{{Icon|t}} {{Icon|4}}||Creates zones with special attributes.
|}
 
 
 
''San Andreas format 2''
 
Name, ID, Switch, X, Y, Z, Radius
 
 
 
{|{{Prettytable}} width="100%" class="collapsible collapsed"
 
!width="250px"|Identifier
 
!Description
 
 
|-
 
|-
|<center>Name</center>||Name used to identify the zone.
+
|<code>[[PICK|pick]]</code>||{{Icon|3|16||GTA III (not functional)}} {{Icon|VC|16||Vice City (not functional)}} {{Icon|SA}} {{Icon|4|16||GTA IV (not functional)}}||Creates pickups. This section is only functional in San Andreas.
 
|-
 
|-
|<center>ID</center>||[[AUZO#Auzo_Audio_IDs|Sound]] played in this zone.
+
|<code>[[PATH|path]]</code>||{{Icon|VC}}||Creates waypoints for random ''NPC'' spawns.<br>Note: this section is also present in ''San Andreas'' and ''GTA IV''. It is used as a base for ''Rockstar's'' paths compiler, but gets ignored by the games. For more information see: [[Paths]].
 
|-
 
|-
|<center>Switch</center>||Makes the audio always on or always off. Can be forced through the [[script]] using opcode [[0917]].
+
|<code>[[OCCL|occl]]</code>||{{Icon|VC}} {{Icon|SA}} {{Icon|4}}||Creates occlusion zones.
 
|-
 
|-
|<center>X, Y, Z</center>||The center of the zone.
+
|<code>[[MULT|mult]]</code>||{{Icon|SA|16||San Andreas (not functional)}} {{Icon|4|16||GTA IV (not functional)}}||This section is not functional.
 
|-
 
|-
|<center>Radius</center>||The distance the sound will be heard.
+
|<code>[[GRGE|grge]]</code>||{{Icon|SA}} {{Icon|4}}||Creates garages.
|}
 
 
 
===MULT===
 
''San Andreas and GTA4 only''
 
 
 
In San Andreas, this was never used in the game. This section is currently unknown and may never be known; it is ignored by the game.
 
 
 
===[[CARS (IPL Section)|CARS]]===
 
Creates a parked car generator
 
 
 
''San Andreas format''
 
PosX, PosY, PosZ, Angle, CarID, PrimCol, SecCol, ForceSpawn, Alarm, DoorLock, Unknown1, Unknown2
 
 
 
{|{{Prettytable}} width="100%" class="collapsible collapsed"
 
!width="250px"|Identifier
 
!Description
 
 
|-
 
|-
|<center>PosX, PosY, PosZ</center>||The real world coordinates of the car as floating point values.
+
|<code>[[ENEX|enex]]</code>||{{Icon|SA}} {{Icon|4}}||Creates entry-exit markers.
 
|-
 
|-
|<center>Angle</center>||The angle of the car in radians (degrees/~57.2958).
+
|<code>[[CARS (IPL Section)|cars]]</code>||{{Icon|SA}} {{Icon|4}}||Creates car generators (parked cars).
 
|-
 
|-
|<center>CarID</center>||The ID number of the car as defined in the [[IDE]] or -1 for random car parks (influenced by the <code>[[popcycle.dat]]</code> file)
+
|<code>[[JUMP|jump]]</code>||{{Icon|SA}} {{Icon|4|16||GTA IV (not functional)}}||Creates stunt jumps. This section is not functional in GTA IV.
 
|-
 
|-
|<center>PrimCol, SecCol</center>||A car color defined in the <code>[[carcols.dat]]</code> file. If it is set to -1 the color will be randomly chosen.
+
|<code>[[TCYC|tcyc]]</code>||{{Icon|SA}} {{Icon|4}}||Creates time cycles modifiers.
 
|-
 
|-
|<center>ForceSpawn</center>||Vehicles spawn more reliably if this is set to 1.
+
|<code>[[AUZO|auzo]]</code>||{{Icon|SA}} {{Icon|4|16||GTA IV (not functional)}}||Creates [[Stream|audio]] zones. This section is not functional in GTA IV.
 
|-
 
|-
|<center>Alarm</center>||The probability of triggering the alarm system (0 - 100).
+
|<code>[[MZON|mzon]]</code>||{{Icon|4}}||&ndash;
 
|-
 
|-
|<center>DoorLock</center>||The probability that the doors of the vehicle is locked (0 - 100).
+
|<code>[[VNOD|vnod]]</code>||{{Icon|4}}||Extended format of <code>path</code> &ndash; apparently only used for [[Multiplayer#GTA_4|multiplayer]] mode.
 
|-
 
|-
|<CeNtEr>Unknown1, Unknown2</CeNtEr>||Unknown (Zero).
+
|<code>[[LINK|link]]</code>||{{Icon|4}}||&ndash;
|}
 
 
 
===[[OCCL]]===
 
Creates zones for separated rendering.
 
 
 
''Vice City and San Andreas format''
 
mid x, mid y, bottom height z, width x, width y, height from bottom height to top, rotation
 
 
 
{|{{Prettytable}} width="100%" class="collapsible collapsed"
 
!width="250px"|Identifier
 
!Description
 
 
|-
 
|-
|<center>mid x, mid y</center>||The middle of the occlusion box in X and Y coordinates.
+
|<code>[[BLOK|blok]]</code>||{{Icon|4|16||GTA IV (not functional)}}||This section is not functional. Appears to be used to allocate responsibilities during the development stage of ''GTA IV'', but also could be used to place [[Ped_Event|decision makers]].
 
|-
 
|-
|<center>bottom height z</center>||The bottom Z coordinate of the occlusion box.
+
|<code>[[MLO+|mlo+]]</code>||{{Icon|4}}||<code>mlo</code> placement &ndash; Used to place offsets for ''GTA IV's'' [[interior]]s. The ''interiors'' themselves get placed inside the [[IDE]] file section <code>[[MLO|mlo]]</code>.
 
|-
 
|-
|<center>width x, width y</center>||The width of the occlusion box in units.
+
|<code>[[2DFX (IPL Section)|2dfx]]</code>||{{Icon|4}}||Used to make many game effects, for example - Particle.
 
|-
 
|-
|<center>height from bottom height to top</center>||The difference in height from the top of the occlusion box to the bottom.
+
|<code>[[LODM|lodm]]</code>||{{Icon|4}}||&ndash;
 
|-
 
|-
|<center>rotation</center>||The rotation of the occlusion box in angles.
+
|<code>[[SLOW|slow]]</code>||{{Icon|4}}||Unknown for what it is responsible, used very rare and only in two extended .WPL. Section contains a box.
 +
<!--|[[RTFX|rtfx]]||{{Icon|4}}||&ndash;-->
 
|}
 
|}
  
===ZONE===
 
Although technically an IPL section, this is usually only used in [[zone]] files (extension <code>.zon</code>).
 
 
===BLOK===
 
''GTA4 only''
 
 
===VNOD===
 
''GTA4 only''
 
 
===LINK===
 
''GTA4 only''
 
 
===MLO+===
 
''GTA4 only''
 
  
===RTFX===
+
== Tools ==
''GTA4 only''
 
  
===LODM===
+
* [[KEd]] &ndash; By {{U|JernejL}}
''GTA4 only''
+
* [[MEd]] &ndash; By {{U|Tonywob}}
 +
* {{GTAF|315944|IPL Helper}} &ndash; By {{U|Xmen}}
 +
* [https://www.gtainside.com/en/sanandreas/tools/120305-binary-de-compiler/ Binary (De-)Compiler] &ndash; By {{U|ocram88}}
 +
* {{GTAF|429526|SA Binary IPL Exporter for 3DS Max}} &ndash; by {{U|Gforce}}
 +
* [https://gtaforums.com/topic/857375-fastman92-processor/ fastman92processor] &ndash; By {{U|fastman92}}
  
===SLOW===
+
== See also ==
''GTA4 only''
 
  
===2DFX===
+
* [[Item definition]]
''GTA4 only''
+
* [[WPL]] &ndash; Major ''GTA IV'' item placement file.
  
==Useful Tools==
+
== External links ==
* {{GTAF|315944|IPL Helper}} - by {{U|Xmen}}
 
* [http://www.gta.ocram-net.de/index_all.php?downloadsa=11 Binary (De-)Compiler] - By {{U|ocram88}}
 
  
==External Links==
 
 
* {{GTAF|118193|GTA3/VC Map File Documentation and Troubleshooting}} - Topic by {{U|Opius}} covering general features of IPL files in GTA3 and GTA VC.
 
* {{GTAF|118193|GTA3/VC Map File Documentation and Troubleshooting}} - Topic by {{U|Opius}} covering general features of IPL files in GTA3 and GTA VC.
* {{GTAF|93990|Paths Documentation for SA, VC and GTA3}} - Topic by {{U|REspawn}} detailing Vice City's paths
 
 
* {{GTAF|202532|GTA SA IPL Documentation}} - Topic by {{U|spaceeinstein}} covering details of the IPL format in GTA SA.
 
* {{GTAF|202532|GTA SA IPL Documentation}} - Topic by {{U|spaceeinstein}} covering details of the IPL format in GTA SA.
* {{GTAF|331835|Enex Documentation}} - Topic by {{U|OrionSR}}
 
* {{GTAF|post|188549|3177288|Explanation of GTA SA LOD System}} - Post by {{U|steve-m}} explaining the [[LOD]] system for IPL files in GTA SA.
 
* [http://projectcerbera.com/gta/vc/tutorials/paths Explanation of the path-section in a VC IPL] - by {{U|Cerbera}}
 
  
{{GTA4-navi}}
+
{{N|IV|VCS|LCS|SA|VC|III}}
{{SA-navi}}
 
  
[[Category:Map Formats]][[Category:GTA 3]][[Category:GTA VC]][[Category:GTA SA]]
+
[[Category:Map Formats]]

Latest revision as of 23:12, 12 January 2021

Item Placement
IPL Sections:
2DFX AUZO BLOK CARS CULL ENEX GRGE
INST JUMP LINK LODM MLO+ MULT OCCL
PATH PICK RTFX SLOW TCYC VNOD ZONE

Item placement files, usually identified by the file extension .ipl, are a part of the map system and used to create and place (for example) different objects, zones of special behavior or paths in the world. All games support standard item placement files which are mostly stored in plain text format that can be opened and edited using any text-editing program (like Notepad), but there are tools to simplify editing of the newly introduced Binary Ipl in San Andreas. Most of the placement information in GTA IV is stored inside of binary files (see WPL).

Text Format

The structure and format of the plain text item placement files are similar to that of the item definition files. The game searches for these files in gta.dat.They allow comments by the character #.Lines starting with this character simply get ignored by the game & empty lines are also allowed. Since these files contain different types of data a keyword is required for the game to recognize each set of data.

 <keyword>
 *lines*
 end

More information about these keywords can be found below in the Fomats section.

See also: Item Definition § Overview


Binary Format

San Andreas introduced a simple binary format of item placement files. They are stored as "streaming files" inside the archive files. Editing them requires an special editor (see below). The format is pretty simple and their possibilities are not completely used by Rockstar. By default they do only support inst and cars sections. It is unconfirmed if other sections also can be used or if they are just stubs which are not implemented. Anyway, their binary format is completely unknown.

This section is incomplete. You can help by fixing and expanding it.

Header

Each binary placement information file starts with a 4-Byte identifier followed by a header containing information about the content of the files.

4b  - CHAR[4]   - Always "bnry"
4b  - INT32     - Number of item instances
4b  - INT32     - Number of unknown 1 (CULL ?)
4b  - INT32     - Number of unknown 2 (GRGE ?)
4b  - INT32     - Number of unknown 3 (ENEX ?)
4b  - INT32     - Number of parked cars
4b  - INT32     - Number of unknown 4 (PICK ?)
4b  - INT32     - Offset of item instances (0x4C by default)
4b  - INT32     - Size of item instances (unused - always 0)
4b  - INT32     - Offset of unknown 1
4b  - INT32     - Size of unknown 1 (unused - always 0)
4b  - INT32     - Offset of unknown 2
4b  - INT32     - Size of unknown 2 (unused - always 0)
4b  - INT32     - Offset of unknown 3
4b  - INT32     - Size of unknown 3 (unused - always 0)
4b  - INT32     - Offset of parked cars
4b  - INT32     - Size of parked cars (unused - always 0)
4b  - INT32     - Offset of unknown 4
4b  - INT32     - Size of unknown 4 (unused - always 0)

The header is followed by the arrays of the entries.INST arrays have a size of 40 bytes per structure, and cars have 48 bytes.

INST

4b  - FLOAT    - Position X
4b  - FLOAT    - Position Y
4b  - FLOAT    - Position Z
4b  - FLOAT    - Rotation X
4b  - FLOAT    - Rotation Y
4b  - FLOAT    - Rotation Z
4b  - FLOAT    - Rotation W
4b  - INT32    - Object ID (as an index to the IDE)
4b  - INT32    - Interior
4b  - INT32    - LOD index

CARS

CARS is one of the known sections which can be used in binary format inside streaming files. It's format is similar to the plain text format:

4b  - FLOAT    - Position X
4b  - FLOAT    - Position Y
4b  - FLOAT    - Position Z
4b  - FLOAT    - Angle (Around Z-Axis)
4b  - INT32    - Object ID (an index to an vehicle definition)
4b  - INT32    - Primary color
4b  - INT32    - Secondary color
4b  - INT32    - Force spawn (Windows BOOL - see WinDef.h)
4b  - INT32    - Alarm probability
4b  - INT32    - Locked probability
4b  - INT32    - Unknown1 (Could be tertiary color)
4b  - INT32    - Unknown2 (Could be quarterdeck color)

Load a custom file

A basic comparison between a normal .ipl and a binary .ipl.

Normal:

15072, PLS_carpark, 0, 2579.8796445, 645.50208432, 9.93, 0, 0, 0, 1, -1

Binary:

15072, dummy, 0, 2579.8796445, 645.50208432, 9.93, 0, 0, 0, 1, -1

The object name is basically ignored in .ipl

Now for converting a text .ipl to binary .ipl and vice-versa,we can use fastman92-processor.Its a pretty simple program we can get most of the work done by editing the fastman92_processor.bat(Or can use Binary (De-)Compiler).

After converting to binary form we have to create a normal .ipl file and index it in Gta.dat.Lets suppose the name of our .ipl is

test.ipl

So the name of our binary .ipl would be as below,

test_stream0.ipl 
test_stream1.ipl 
test_stream2.ipl 
...
etc

Then we'll need to import them in any of the IMG Archives.

For a detailed tutorial see here.

Format

The following table contains all known sections in the item placement. The supported games column lists games that support the sections but it doesn't necessarily mean they're functional in the games.

Section Supported games Description
inst GTA III Vice City San Andreas GTA IV Places objects defined in objs, tobj, anim, or tanm into the world.
zone GTA III Vice City San Andreas GTA IV Creates map, navigation, and info zones.
cull GTA III Vice City San Andreas GTA IV Creates zones with special attributes.
pick GTA III (not functional) Vice City (not functional) San Andreas GTA IV (not functional) Creates pickups. This section is only functional in San Andreas.
path Vice City Creates waypoints for random NPC spawns.
Note: this section is also present in San Andreas and GTA IV. It is used as a base for Rockstar's paths compiler, but gets ignored by the games. For more information see: Paths.
occl Vice City San Andreas GTA IV Creates occlusion zones.
mult San Andreas (not functional) GTA IV (not functional) This section is not functional.
grge San Andreas GTA IV Creates garages.
enex San Andreas GTA IV Creates entry-exit markers.
cars San Andreas GTA IV Creates car generators (parked cars).
jump San Andreas GTA IV (not functional) Creates stunt jumps. This section is not functional in GTA IV.
tcyc San Andreas GTA IV Creates time cycles modifiers.
auzo San Andreas GTA IV (not functional) Creates audio zones. This section is not functional in GTA IV.
mzon GTA IV
vnod GTA IV Extended format of path – apparently only used for multiplayer mode.
link GTA IV
blok GTA IV (not functional) This section is not functional. Appears to be used to allocate responsibilities during the development stage of GTA IV, but also could be used to place decision makers.
mlo+ GTA IV mlo placement – Used to place offsets for GTA IV's interiors. The interiors themselves get placed inside the IDE file section mlo.
2dfx GTA IV Used to make many game effects, for example - Particle.
lodm GTA IV
slow GTA IV Unknown for what it is responsible, used very rare and only in two extended .WPL. Section contains a box.


Tools

See also

External links