Difference between revisions of "INST"
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'''INST''' is one of the [[IPL]] sections. It is used to place static and [[object.dat|dynamic]] objects in the world. It is supported by all major PC scions of the GTA 3D series, but it's format differes between the games. | '''INST''' is one of the [[IPL]] sections. It is used to place static and [[object.dat|dynamic]] objects in the world. It is supported by all major PC scions of the GTA 3D series, but it's format differes between the games. | ||
− | == GTA III format == | + | == Format == |
+ | ===GTA III format=== | ||
ID, ModelName, PosX, PosY, PosZ, ScaleX, ScaleY, ScaleZ, RotX, RotY, RotZ, RotW | ID, ModelName, PosX, PosY, PosZ, ScaleX, ScaleY, ScaleZ, RotX, RotY, RotZ, RotW | ||
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|} | |} | ||
− | ==GTA VC format== | + | ===GTA VC format=== |
ID, ModelName, Interior, PosX, PosY, PosZ, ScaleX, ScaleY, ScaleZ, RotX, RotY, RotZ, RotW | ID, ModelName, Interior, PosX, PosY, PosZ, ScaleX, ScaleY, ScaleZ, RotX, RotY, RotZ, RotW | ||
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|} | |} | ||
− | ==GTA SA format== | + | ===GTA SA format=== |
ID, ModelName, Interior, PosX, PosY, PosZ, RotX, RotY, RotZ, RotW, LOD | ID, ModelName, Interior, PosX, PosY, PosZ, RotX, RotY, RotZ, RotW, LOD | ||
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|} | |} | ||
− | ==GTA IV format== | + | ==== Binary Format ==== |
+ | |||
+ | ''INST'' is also one of the known sections which can be used in binary format inside [[Binary IPL|streaming IPLs]]. For detailed information about the format see the [[Binary_IPL#INST_Structure|format specification]] in the supposed article. | ||
+ | |||
+ | ===GTA IV format=== | ||
{{Research}} | {{Research}} | ||
Revision as of 08:24, 19 April 2009
Short description: | Used to place objects in the world | |||||||||||||||||||||
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Supported games: | GTA III, GTA VC, GTA SA, GTA IV | |||||||||||||||||||||
IPL Sections:
|
INST is one of the IPL sections. It is used to place static and dynamic objects in the world. It is supported by all major PC scions of the GTA 3D series, but it's format differes between the games.
Contents
Format
GTA III format
ID, ModelName, PosX, PosY, PosZ, ScaleX, ScaleY, ScaleZ, RotX, RotY, RotZ, RotW
Identifier | Description |
---|---|
A number which is used to identify the object inside the map system. | |
The name of the model inside an image file which is defined in the gta.dat file without extension (.dff )
| |
The position of the object in the world as floating point values. Note: the decimal seperator must be ".", not ",". | |
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 ",". | |
The rotation of the object as quarternion. Note: the decimal seperator must be ".", not ",". |
GTA VC format
ID, ModelName, Interior, PosX, PosY, PosZ, ScaleX, ScaleY, ScaleZ, RotX, RotY, RotZ, RotW
Identifier | Description |
---|---|
A number which is used to identify the object inside the map system. | |
The name of the model inside an image file which is defined in the gta.dat file without extension (.dff )
| |
A number defining the interior (render-level) the object is located in. | |
The position of the object in the world as floating point values. | |
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. | |
The rotation of the object as quarternion. |
GTA SA format
ID, ModelName, Interior, PosX, PosY, PosZ, RotX, RotY, RotZ, RotW, LOD
Identifier | Description |
---|---|
A number which is used to identify the object inside the map system. | |
The name of the model inside an image file which is defined in the gta.dat file without extension (.dff )
| |
A number defining the interior (render-level) the object is located in. | |
The position of the object in the world as floating point values. | |
The rotation of the object as quarternion. Note: the decimal seperator must be ".", not ",". | |
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 IPLs. For detailed information about the format see the format specification in the supposed article.
GTA IV format
Limitations
Each game got different limitations. The most important limit for the instance section is the so called map boundary which is an notional boundary around the map. Outside those borders no objects will be visible. If an object is intersecting the bounds it may be displayed wrong.
Game | Mapping Boundary |
---|---|
San Andreas has got a square (or cube) as the major limit. It's 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 Link
- ^ GTAForums: Explanation of GTA SA LOD System - Post by steve-m explaining the LOD system for IPL files in GTA SA.
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 |