Difference between revisions of "INST"
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{{Pre| | {{Pre| | ||
inst | inst | ||
− | Id, ModelName, Interior, PosX, PosY, PosZ, RotX, RotY, RotZ, RotW, LOD | + | Id, ModelName, Flags/Interior, PosX, PosY, PosZ, RotX, RotY, RotZ, RotW, LOD |
end | end | ||
}} | }} | ||
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|B ||ModelName ||string ||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. | |B ||ModelName ||string ||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. | ||
|- | |- | ||
− | |C ||Interior ||integer || | + | |C ||Flags / Interior ||integer || Flags for specific object instance. First byte is used for defining the [[interior]] (render-level) the object is located in. |
|- | |- | ||
|D,E,F ||PosX, PosY, PosZ ||float[3] ||The position of the object in the world as floating point values. | |D,E,F ||PosX, PosY, PosZ ||float[3] ||The position of the object in the world as floating point values. | ||
Line 96: | Line 96: | ||
4b - FLOAT - Rotation W | 4b - FLOAT - Rotation W | ||
4b - INT32 - Object ID (as an index to the ''IDE'') | 4b - INT32 - Object ID (as an index to the ''IDE'') | ||
− | 4b - INT32 - Interior | + | 4b - INT32 - Flags / Interior (first byte used as interior (visible area)) |
4b - INT32 - ''LOD'' index | 4b - INT32 - ''LOD'' index | ||
+ | |||
+ | ==== Flags ==== | ||
+ | |||
+ | San Andreas also includes flags in addition to the interior ID for ''INST'' lines. First byte is used for interior ID, so there is no flags for first bits. | ||
+ | |||
+ | {| class="wikitable" | ||
+ | ! Bits !! Dec !! Hex !! Description !! Examples | ||
+ | |- | ||
+ | | 8 || 256 || 0x100 || Unimportant || Mostly telegraph poles and other props | ||
+ | |- | ||
+ | | 9 || 512 || 0x200 || Force the use of matrix rotation, even if XY rotation is low || Props with XY rotation | ||
+ | |- | ||
+ | | 10 || 1024 || 0x400 || Underwater || Land masses, touching or bellow water | ||
+ | |- | ||
+ | | 11 || 2048 || 0x800 || Underground || Tunnels | ||
+ | |- | ||
+ | | 12 || 4096 || 0x1000 || Underground top || Tunnel entrances and roof | ||
+ | |} | ||
===GTA IV format=== | ===GTA IV format=== |
Latest revision as of 23:20, 6 July 2021
Short description: | Used to place objects in the world | |||||||||||||||||||||
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Supported games: | ||||||||||||||||||||||
IPL Sections:
|
INST is a section in the item placement file in GTA III, Vice City, San Andreas, and GTA IV. It is used to place static, dynamic, time controlled and animated objects in the world. It is supported by all major PC versions of the GTA 3D series but its format differs slightly between the games.
Contents
Format
GTA III and Vice City
inst Id, ModelName, PosX, PosY, PosZ, ScaleX, ScaleY, ScaleZ, RotX, RotY, RotZ, RotW end
Identifier | Type | Description | |
---|---|---|---|
A | Id | integer | A number which is used to identify the object as defined in the IDE file inside the map system. |
B | ModelName | string | The name of the model inside an image file which is defined in the gta.dat file without extension (.dff )
|
C,D,E | PosX, PosY, PosZ | float[3] | The position of the object in the world as floating point values. Note: the decimal seperator must be ".", not ",". |
F,G,H | ScaleX, ScaleY, ScaleZ | float[3] | 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. Note: the decimal seperator must be ".", not ",". |
I,J,K,L | RotX, RotY, RotZ, RotW | float[4] | The rotation of the object as quarternion. Note: the decimal seperator must be ".", not ",". |
Note that if this format is used in Vice City, the interior of the object defaults to 0.
Vice City
inst Id, ModelName, Interior, PosX, PosY, PosZ, ScaleX, ScaleY, ScaleZ, RotX, RotY, RotZ, RotW end
Identifier | Type | Description | |
---|---|---|---|
A | Id | integer | A number which is used to identify the object as defined in the IDE file inside the map system. |
B | ModelName | string | The name of the model inside an image file which is defined in the gta.dat file without extension (.dff )
|
C | Interior | float | A number defining the interior (render-level) the object is located in. |
D,E,F | PosX, PosY, PosZ | float[3] | The position of the object in the world as floating point values. Note: the decimal seperator must be ".", not ",". |
G,H,I | ScaleX, ScaleY, ScaleZ | float[3] | 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. Note: the decimal seperator must be ".", not ",". |
J,K,L,M | RotX, RotY, RotZ, RotW | float[4] | The rotation of the object as quarternion. Note: the decimal seperator must be ".", not ",". |
San Andreas
inst Id, ModelName, Flags/Interior, PosX, PosY, PosZ, RotX, RotY, RotZ, RotW, LOD end
Identifier | Type | Description | |
---|---|---|---|
A | Id | integer | A number which is used to identify the object as defined in the IDE inside the map system. |
B | ModelName | string | The name of the model inside an image file which is defined in the gta.dat file without extension (.dff ). The parameter doesn't seem to function in the game. Any name used will not affect the rendering of the model.
|
C | Flags / Interior | integer | Flags for specific object instance. First byte is used for defining the interior (render-level) the object is located in. |
D,E,F | PosX, PosY, PosZ | float[3] | The position of the object in the world as floating point values. |
G,H,I,J | RotX, RotY, RotZ, RotW | float[4] | The rotation of the object as quarternion. Note: the decimal seperator must be ".", not ",". |
K | LOD | integer | The number of the LOD which is located inside the same instance block as the current model. By default this is -1 which means no LOD is defined.[1] |
Binary Format
INST is also one of the known sections which can be used in binary format inside streaming files. Its format is similar to the plain text format:
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 - Flags / Interior (first byte used as interior (visible area)) 4b - INT32 - LOD index
Flags
San Andreas also includes flags in addition to the interior ID for INST lines. First byte is used for interior ID, so there is no flags for first bits.
Bits | Dec | Hex | Description | Examples |
---|---|---|---|---|
8 | 256 | 0x100 | Unimportant | Mostly telegraph poles and other props |
9 | 512 | 0x200 | Force the use of matrix rotation, even if XY rotation is low | Props with XY rotation |
10 | 1024 | 0x400 | Underwater | Land masses, touching or bellow water |
11 | 2048 | 0x800 | Underground | Tunnels |
12 | 4096 | 0x1000 | Underground top | Tunnel entrances and roof |
GTA IV format
Limitations
Each game has different limitations. The most important limit for the instance section is the so-called map boundary, which is a notional boundary around the map. Outside those borders no objects will be visible. If an object is intersecting the bounds it may be displayed incorrectly.
Game | Mapping Boundary |
---|---|
San Andreas has a square (or cube) as the major limit. Its dimension is 3000.0 units away from the origin point. This limit can be increased using the SA Limit Adjuster by Sacky |
Related tools
- GTAForums: IPL Helper - by Xmen
- Binary (De-)Compiler - By ocram88
See also
External links
- ^ GTAForums: Explanation of GTA SA LOD System - Post by steve-m explaining the LOD system for IPL files in GTA SA.
- GTAForums: Documentation of San Andreas IPL file format
- GTAForums: GTA III/Vice City mapping formats
Grand Theft Auto IV | |
---|---|
File Formats | .dat • .gxt • .ide • .img • .ipl • .nod • .sco • .rpf • .rrr • .wad • .wbd/.wbn • .wdd • .wdr • .wft • .whm • .wpl • .wtd |
Documentation | Audio • Bink Video • Cryptography • Cutscenes • GXT Text • Image listing • Keycodes • Map Listing • Native functions • Paths • Radar Blips • Radio Stations • Saves • Scenarios • VTable • Weapons |
Tools | ASI Loader • ENBSeries • G-Texture • GIMS IV • Ingame WPL Editor • IV Needle • OpenIV • SparkIV • XLiveLess • WPL Manager • X Mod Installer Alice • C++ Script Hook • .NET Script Hook • Scocl |
Tutorials | Importing Textures with OpenIV • Importing Textures with SparkIV |
Modifications | GTA Connected • Gostown IV • Four Multiplayer • IV Multiplayer • CitizenMP:IV Reloaded |
Useful links | Community portal • Discussion forums • Modding forums • Mods on GTAGarage.com |