Difference between revisions of "Item Placement"
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id, name, int, x, y, z, rx, ry, rz, rw lod | id, name, int, x, y, z, rx, ry, rz, rw lod | ||
− | + | *ID: unique object ID - same as in IDE file (integer) | |
*Name: usually same as the .dff model file, without extension (string) | *Name: usually same as the .dff model file, without extension (string) | ||
− | *int: Interior number, zero for outside | + | *int: Interior number, zero for outside (integer) |
− | *x, y, z - item placement coordinates | + | *x, y, z - item placement coordinates (floating point numbers) (floating point numbers) |
− | *sx, sy, sz - item scale, scales visible model only, doesn't scale the collision model | + | *sx, sy, sz - item scale, scales visible model only, doesn't scale the collision model (floating point numbers) |
*rx, ry, rz, rw - item rotations - defined as quarternion, quite sophisticated math is needed to translate it to euler angles, use [[KEd]] to edit these, it is much easier. | *rx, ry, rz, rw - item rotations - defined as quarternion, quite sophisticated math is needed to translate it to euler angles, use [[KEd]] to edit these, it is much easier. | ||
− | *lod - san andreas special, this is item's number on which lod belongs to this object (first item in ipl file is number 0, second is number 1, and so on..), -1 means none. | + | *lod - san andreas special, this is item's number on which lod belongs to this object (first item in ipl file is number 0, second is number 1, and so on..), -1 means none. (integer) |
== PATH == | == PATH == |
Revision as of 18:13, 17 December 2005
Contents
Introduction
Item PLacement files are used to place objects into gta world, this includes objects, zones and paths.
Structure
The .ipl files are split up into many sections. How many of them you use in your file is optional, they can even be empty. Each section starts with a section identifier and ends with the keyword "end", both in a single line.
Example:
inst ... end
inst
Static and dynamic (object.dat) Map Objects, used to define standard map objects.
GTA3 format id, name, x, y, z, sx, sy, sz, rx, ry, rz, rw
GTA: Vice City format id, name, int, x, y, z, sx, sy, sz, rx, ry, rz, rw
GTA: San Andreas format id, name, int, x, y, z, rx, ry, rz, rw lod
- ID: unique object ID - same as in IDE file (integer)
- Name: usually same as the .dff model file, without extension (string)
- int: Interior number, zero for outside (integer)
- x, y, z - item placement coordinates (floating point numbers) (floating point numbers)
- sx, sy, sz - item scale, scales visible model only, doesn't scale the collision model (floating point numbers)
- rx, ry, rz, rw - item rotations - defined as quarternion, quite sophisticated math is needed to translate it to euler angles, use KEd to edit these, it is much easier.
- lod - san andreas special, this is item's number on which lod belongs to this object (first item in ipl file is number 0, second is number 1, and so on..), -1 means none. (integer)
PATH
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 quite complicated format and hardly usable without a editing program (such as Ked).