Difference between revisions of "Item Placement"

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(Introduction)
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;rx, ry, rz, rw: Item rotations.  Defined as [[Wikipedia:quaternion|quaternion]], quite sophisticated math is needed to translate it to [[Wikipedia:Euler angles|Euler angles]]. A map editing program should be used to edit these.
 
;rx, ry, rz, rw: Item rotations.  Defined as [[Wikipedia:quaternion|quaternion]], quite sophisticated math is needed to translate it to [[Wikipedia:Euler angles|Euler angles]]. A map editing program should be used to edit these.
 
;lod: San Andreas only.  This the line number in the current IPL file for the LOD which belongs to this object.  The first item in IPL file is line number 0, second is number 1 and so on.  A value of -1 means no LOD is used. (integer)
 
;lod: San Andreas only.  This the line number in the current IPL file for the LOD which belongs to this object.  The first item in IPL file is line number 0, second is number 1 and so on.  A value of -1 means no LOD is used. (integer)
 +
 +
===CULL===
 +
''SA format:''
 +
centerX, centerY, centerZ, 0, Ywidth, bottomZ, Xwidth, 0, topZ, Effect, Vx, Vy, Vz, Cm
  
 
===PATH===
 
===PATH===
Line 34: Line 38:
  
 
GTA SA uses [[GTA SA Paths|compiled binary files]] for its paths.
 
GTA SA uses [[GTA SA Paths|compiled binary files]] for its paths.
 +
 +
===GRGE===
 +
''SA only:''
 +
X1, Y1, Z1, frontX, frontY, X2, Y2, Z2, Flag, Type, Name
 +
 +
===ENEX===
 +
''SA only:''
 +
X1, Y1, Z1, ROT, R1, R2, C8, X2, Y2, Z2, Rot2, Int, Mark, Name, Sky, I2, Time On, Time Off
 +
 +
===PICK===
 +
''SA only:''
 +
Weapon ID, X, Y, Z
 +
 +
===JUMP===
 +
''SA only:''
 +
start_x, start_y, start_z, radius_x, radius_y, radius_z, land_x, land_y, land_z, radius_x, radius_y,
 +
radius_z, camera_x, camera_y, camera_z, reward
 +
 +
===TCYC===
 +
''SA only:''
 +
X1, Y1, Z1, X2, Y2, Z2, ?, ?, ?, ?, ?
 +
 +
===AUZO===
 +
''SA Type 1:''
 +
Name, ID, Switch, X1, Y1, Z1, X2, Y2, Z2
 +
''SA Type 2:''
 +
Name, ID, Switch, X, Y, Z, Volume
 +
 +
===MULT===
 +
San Andreas only, this was never used in the game. This section is currently unknown and may never be known.
 +
 +
===CARS===
 +
''SA only:''
 +
X, Y, Z, angle, car id, primary color, secondary color, bool?, alarm_probability,
 +
door_lock_probability, dword (radio?), dword (appearance delay?)
 +
 +
===OCCL===
 +
''GTA3, VC, and SA format:''
 +
direct mid x, direct mid y, bottom height z, width x, width y, height from bottom height to top,
 +
rotation
  
 
==External Links==
 
==External Links==
Line 39: Line 83:
 
* [http://www.gtaforums.com/index.php?showtopic=188549&view=findpost&p=3177288 Explanation of GTASA LOD System] - GTA Forums message by Steve-M, explaining the LOD system for IPL files in GTASA.
 
* [http://www.gtaforums.com/index.php?showtopic=188549&view=findpost&p=3177288 Explanation of GTASA LOD System] - GTA Forums message by Steve-M, explaining the LOD system for IPL files in GTASA.
  
{{file-stub}}
 
 
[[Category:Map Formats]][[Category:GTA 3]][[Category:GTA VC]][[Category:GTA SA]]
 
[[Category:Map Formats]][[Category:GTA 3]][[Category:GTA VC]][[Category:GTA SA]]

Revision as of 05:26, 11 February 2007

Introduction

Item PLacement (.ipl) 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

Positions of static and dynamic (object.dat) map objects.

GTA3 format:

id, name, x, y, z, sx, sy, sz, rx, ry, rz, rw

GTAVC format:

id, name, int, x, y, z, sx, sy, sz, rx, ry, rz, rw

GTASA format:

id, name, int, x, y, z, rx, ry, rz, rw lod
ID
Unique object identifier. Must match in IDE file identifier. (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)
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 quaternion, quite sophisticated math is needed to translate it to Euler angles. A map editing program should be used to edit these.
lod
San Andreas only. This the line number in the current IPL file for the LOD which belongs to this object. The first item in IPL file is line number 0, second is number 1 and so on. A value of -1 means no LOD is used. (integer)

CULL

SA format:

centerX, centerY, centerZ, 0, Ywidth, bottomZ, Xwidth, 0, topZ, Effect, Vx, Vy, Vz, Cm

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 a quite complicated format and hardly usable without an editing program (such as Ked).

GTA SA uses compiled binary files for its paths.

GRGE

SA only:

X1, Y1, Z1, frontX, frontY, X2, Y2, Z2, Flag, Type, Name

ENEX

SA only:

X1, Y1, Z1, ROT, R1, R2, C8, X2, Y2, Z2, Rot2, Int, Mark, Name, Sky, I2, Time On, Time Off

PICK

SA only:

Weapon ID, X, Y, Z

JUMP

SA only:

start_x, start_y, start_z, radius_x, radius_y, radius_z, land_x, land_y, land_z, radius_x, radius_y, 
radius_z, camera_x, camera_y, camera_z, reward

TCYC

SA only:

X1, Y1, Z1, X2, Y2, Z2, ?, ?, ?, ?, ?

AUZO

SA Type 1:

Name, ID, Switch, X1, Y1, Z1, X2, Y2, Z2

SA Type 2:

Name, ID, Switch, X, Y, Z, Volume

MULT

San Andreas only, this was never used in the game. This section is currently unknown and may never be known.

CARS

SA only:

X, Y, Z, angle, car id, primary color, secondary color, bool?, alarm_probability, 
door_lock_probability, dword (radio?), dword (appearance delay?)

OCCL

GTA3, VC, and SA format:

direct mid x, direct mid y, bottom height z, width x, width y, height from bottom height to top, 
rotation

External Links