Difference between revisions of "Item Placement"

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(Structure)
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Entries can be omitted by typing "#" at the beginning of each entry. All decimal separators must be ".", not ",".
 
Entries can be omitted by typing "#" at the beginning of each entry. All decimal separators must be ".", not ",".
  
==Sections==
 
 
===[[INST]]===
 
===[[INST]]===
 
Used to place objects in the world.
 
Used to place objects in the world.
Line 38: Line 37:
  
 
''Vice City format''
 
''Vice City format''
  ID, ModelName, Interior, PosX, PosY, PosZ, ScaleX, ScaleY, ScaleZ, RotX, RotY, RotZ, RotW
+
  {{hint|ID|integer}}, {{hint|ModelName|string}}, {{hint|Interior|float (optional)}}, {{hint|PosX|float}}, {{hint|PosY|float}}, {{hint|PosZ|float}}, {{hint|ScaleX|float}}, {{hint|ScaleY|float}}, {{hint|ScaleZ|float}}, {{hint|RotX|float}}, {{hint|RotY|float}}, {{hint|RotZ|float}}, {{hint|RotW|float}}
  
 
{|{{Prettytable}} width="100%" class="collapsible collapsed"
 
{|{{Prettytable}} width="100%" class="collapsible collapsed"
Line 44: Line 43:
 
!Description
 
!Description
 
|-
 
|-
|<center>{{hint|ID|integer}}</center>||A number which is used to identify the object as defined in the [[IDE]] inside the map system.
+
|<center>ID</center>||A number which is used to identify the object as defined in the [[IDE]] inside the map system.
 
|-
 
|-
|<center>{{hint|ModelName|string}}</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>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>{{hint|Interior|float (optional)}}</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>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>{{hint|PosX, PosY, PosZ|float, float, float}}</center>||The position of the object in the world as floating point values.
+
|<center>PosX, PosY, PosZ</center>||The position of the object in the world as floating point values.
 
|-
 
|-
|<center>{{hint|ScaleX, ScaleY, ScaleZ|float, float, float}}</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>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>{{hint|RotX, RotY, RotZ, RotW|float, float, float, float}}</center>||The rotation of the object as [[Wikipedia:Quarternion|quarternion]].
+
|<center>RotX, RotY, RotZ, RotW</center>||The rotation of the object as [[Wikipedia:Quarternion|quarternion]].
 
|}
 
|}
  
 
''San Andreas format''
 
''San Andreas format''
  ID, ModelName, Interior, PosX, PosY, PosZ, RotX, RotY, RotZ, RotW, LOD
+
  {{hint|ID|integer}}, {{hint|ModelName|string}}, {{hint|Interior|integer}}, {{hint|PosX|float}}, {{hint|PosY|float}}, {{hint|PosZ|float}}, {{hint|RotX|float}}, {{hint|RotY|float}}, {{hint|RotZ|float}}, {{hint|RotW|float}}, {{hint|LOD|integer}}
  
 
{|{{Prettytable}} width="100%" class="collapsible collapsed"
 
{|{{Prettytable}} width="100%" class="collapsible collapsed"
Line 64: Line 63:
 
!Description
 
!Description
 
|-
 
|-
|<center>{{hint|ID|integer}}</center>||A number which is used to identify the object as defined in the [[IDE]] inside the map system.
+
|<center>ID</center>||A number which is used to identify the object as defined in the [[IDE]] inside the map system.
 
|-
 
|-
|<center>{{hint|ModelName|string}}</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.
+
|<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.
 
|-
 
|-
|<center>{{hint|Interior|integer}}</center>||A number defining the [[interior]] (render-level) the object is located in.
+
|<center>Interior</center>||A number defining the [[interior]] (render-level) the object is located in.
 
|-
 
|-
|<center>{{hint|PosX, PosY, PosZ|float, float, float}}</center>||The position of the object in the world as floating point values.
+
|<center>PosX, PosY, PosZ</center>||The position of the object in the world as floating point values.
 
|-
 
|-
|<center>{{hint|RotX, RotY, RotZ, RotW|float, float, float, float}}</center>||The rotation of the object as [[Wikipedia:Quarternion|quarternion]].
+
|<center>RotX, RotY, RotZ, RotW</center>||The rotation of the object as [[Wikipedia:Quarternion|quarternion]].
 
|-
 
|-
|<center>{{hint|LOD|integer}}</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.
+
|<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.
 
|}
 
|}
  
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''GTA III and Vice City format''
 
''GTA III and Vice City format''
  CenterX, CenterY, CenterZ, LowerLeftX, LowerLeftY, LowerLeftZ, UpperRightX, UpperRightY, UpperRightZ, Flags, Unknown
+
  {{hint|CenterX|float}}, {{hint|CenterY|float}}, {{hint|CenterZ|float}}, {{hint|LowerLeftX|float}}, {{hint|LowerLeftY|float}}, {{hint|LowerLeftZ|float}}, {{hint|UpperRightX|float}}, {{hint|UpperRightY|float}}, {{hint|UpperRightZ|float}}, {{hint|Flags|integer}}, {{hint|Unknown|integer}}
  
 
{|{{Prettytable}} width="100%" class="collapsible collapsed"
 
{|{{Prettytable}} width="100%" class="collapsible collapsed"
Line 87: Line 86:
 
!Description
 
!Description
 
|-
 
|-
|<center>{{hint|CenterX, CenterY, CenterZ|float, float, float}}</center>||A point which defines the center of the box in real world coordinates
+
|<center>CenterX, CenterY, CenterZ</center>||A point which defines the center of the box in real world coordinates
 
|-
 
|-
|<center>{{hint|LowerLeftX, LowerLeftY, LowerLeftZ|float, float, float}}</center>||A point which corresponds to the ''lower left'' corner of the box.
+
|<center>LowerLeftX, LowerLeftY, LowerLeftZ</center>||A point which corresponds to the ''lower left'' corner of the box.
 
|-
 
|-
|<center>{{hint|UpperRightX, UpperRightY, UpperRightZ|float, float, float}}</center>||A point which corresponds to the ''upper right'' corner of the box.
+
|<center>UpperRightX, UpperRightY, UpperRightZ</center>||A point which corresponds to the ''upper right'' corner of the box.
 
|-
 
|-
|<center>{{hint|Flags|integer}}</center>||The [[CULL#Flags|behaviour of the cull zone]].
+
|<center>Flags</center>||The [[CULL#Flags|behaviour of the cull zone]].
 
|-
 
|-
|<center>{{hint|Unknown|integer}}</center>||Always 0
+
|<center>Unknown</center>||Always 0
 
|}
 
|}
  
 
''San Andreas format 1''
 
''San Andreas format 1''
  CenterX, CenterY, CenterZ, Unknown1, WidthY, BottomZ, WidthX, Unknown2, TopZ, Flag, Unknown3
+
  {{hint|CenterX|float}}, {{hint|CenterY|float}}, {{hint|CenterZ|float}}, {{hint|Unknown1|float}}, {{hint|WidthY|float}}, {{hint|BottomZ|float}}, {{hint|WidthX|float}}, {{hint|Unknown2|float}}, {{hint|TopZ|float}}, {{hint|Flag|integer}}, {{hint|Unknown3|integer}}
  
 
''San Andreas format 2''
 
''San Andreas format 2''
  CenterX, CenterY, CenterZ, Unknown1, WidthY, BottomZ, WidthX, Unknown2, TopZ, Flag, Vx, Vy, Vz, Cm
+
  {{hint|CenterX|float}}, {{hint|CenterY|float}}, {{hint|CenterZ|float}}, {{hint|Unknown1|float}}, {{hint|WidthY|float}}, {{hint|BottomZ|float}}, {{hint|WidthX|float}}, {{hint|Unknown2|float}}, {{hint|TopZ|float}}, {{hint|Flag|integer}}, {{hint|Vx|float}}, {{hint|Vy|float}}, {{hint|Vz|float}}, {{hint|Cm|float}}
  
 
===PATH===
 
===PATH===
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''San Andreas format''
 
''San Andreas format''
  PosX, PosY, PosZ, LineX, LineY, CubeX, CubeY, CubeZ, DoorType, GarageType, Name
+
  {{hint|PosX|float}}, {{hint|PosY|float}}, {{hint|PosZ|float}}, {{hint|LineX|float}}, {{hint|LineY|float}}, {{hint|CubeX|float}}, {{hint|CubeY|float}}, {{hint|CubeZ|float}}, {{hint|DoorType|integer}}, {{hint|GarageType|integer}}, {{hint|Name|string}}
  
 
{|{{Prettytable}} width="100%" class="collapsible collapsed"
 
{|{{Prettytable}} width="100%" class="collapsible collapsed"
Line 139: Line 138:
  
 
''San Andreas format''
 
''San Andreas format''
  X1, Y1, Z1, ROT, W1, W2, C8, X2, Y2, Z2, Rot2, Int, Flag, Name, Sky, I2, Time On, Time Off
+
  {{hint|X1|float}}, {{hint|Y1|float}}, {{hint|Z1|float}}, {{hint|ROT|float}}, {{hint|W1|float}}, {{hint|W2|float}}, {{hint|C8|float}}, {{hint|X2|float}}, {{hint|Y2|float}}, {{hint|Z2|float}}, {{hint|Rot2|float}}, {{hint|Int|integer}}, {{hint|Flag|integer}}, {{hint|Name|string}}, {{hint|Sky|integer}}, {{hint|I2|integer}}, {{hint|Time On|integer}}, {{hint|Time Off|integer}}
  
 
{|{{Prettytable}} width="100%" class="collapsible collapsed"
 
{|{{Prettytable}} width="100%" class="collapsible collapsed"
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===[[ZONE]]===
 
===[[ZONE]]===
 +
Creates an map zone for peds and cars.
 +
 
''GTA III and Vice City format''
 
''GTA III and Vice City format''
  Name, Type, X1, Y1, Z1, X2, Y2, Z2, Island
+
  {{hint|Name|string}}, {{hint|Type|integer}}, {{hint|X1|float}}, {{hint|Y1|float}}, {{hint|Z1|float}}, {{hint|X2|float}}, {{hint|Y2|float}}, {{hint|Z2|float}}, {{hint|Island|integer}}
 
''San Andreas and GTA IV format''
 
''San Andreas and GTA IV format''
  Name, Type, X1, Y1, Z1, X2, Y2, Z2, Island, Text
+
  {{hint|Name|string}}, {{hint|Type|integer}}, {{hint|X1|float}}, {{hint|Y1|float}}, {{hint|Z1|float}}, {{hint|X2|float}}, {{hint|Y2|float}}, {{hint|Z2|float}}, {{hint|Island|integer}}, {{hint|Text|string}}
  
 
{|{{Prettytable}} width="100%" class="collapsible collapsed"
 
{|{{Prettytable}} width="100%" class="collapsible collapsed"

Revision as of 20:37, 8 May 2010

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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, 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 Notepad. In San Andreas there are also binary IPL files which are located in the IMG archives of the game. Those you can only open using a special editor.

Structure

The .ipl 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.

Example:

inst
...
end

Entries can be omitted by typing "#" at the beginning of each entry. All decimal separators must be ".", not ",".

INST

Used to place objects in the world.

GTA III format

ID, ModelName, PosX, PosY, PosZ, ScaleX, ScaleY, ScaleZ, RotX, RotY, RotZ, RotW

Vice City format

ID, ModelName, Interior, PosX, PosY, PosZ, ScaleX, ScaleY, ScaleZ, RotX, RotY, RotZ, RotW

San Andreas format

ID, ModelName, Interior, PosX, PosY, PosZ, RotX, RotY, RotZ, RotW, LOD

CULL

Create a culling zone.

GTA III and Vice City format

CenterX, CenterY, CenterZ, LowerLeftX, LowerLeftY, LowerLeftZ, UpperRightX, UpperRightY, UpperRightZ, Flags, Unknown

San Andreas format 1

CenterX, CenterY, CenterZ, Unknown1, WidthY, BottomZ, WidthX, Unknown2, TopZ, Flag, Unknown3

San Andreas format 2

CenterX, CenterY, CenterZ, Unknown1, WidthY, BottomZ, WidthX, Unknown2, TopZ, Flag, Vx, Vy, Vz, Cm

PATH

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).

GTA SA uses compiled binary files for its paths.

GRGE

Creates a garage.

San Andreas format

PosX, PosY, PosZ, LineX, LineY, CubeX, CubeY, CubeZ, DoorType, GarageType, Name

ENEX

Creates an entrance to an exit

San Andreas format

X1, Y1, Z1, ROT, W1, W2, C8, X2, Y2, Z2, Rot2, Int, Flag, Name, Sky, I2, Time On, Time Off

PICK

Creates a weapon pickup.

San Andreas format

ID, PosX, PosY, PosZ

JUMP

Creates a unique stunt jump.

San Andreas format

StartLowerX, StartLowerY, StartLowerZ, StartUpperX, StartUpperY, StartUpperZ, TargetLowerX, TargetLowerY, TargetLowerZ,
TargetUpperX, TargetUpperY, TargetUpperZ, CameraX, CameraY, CameraZ, Reward

TCYC

Creates black sky if you enter the zone. Also exists for all towns in countryside. Probably custom weather?

San Andreas format

X1, Y1, Z1, X2, Y2, Z2, ?, ?, ?, ?, ?

AUZO

This creates an audio if you enter the zone.

San Andreas format 1

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

San Andreas format 2

Name, ID, Switch, X, Y, Z, Radius

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

Creates a parked car generator

San Andreas format

PosX, PosY, PosZ, Angle, CarID, PrimCol, SecCol, ForceSpawn, Alarm, DoorLock, Unknown1, Unknown2

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

ZONE

Creates an map zone for peds and cars.

GTA III and Vice City format

Name, Type, X1, Y1, Z1, X2, Y2, Z2, Island

San Andreas and GTA IV format

Name, Type, X1, Y1, Z1, X2, Y2, Z2, Island, Text

BLOK

GTA4 only

VNOD

GTA4 only

LINK

GTA4 only

MLO+

GTA4 only

RTFX

GTA4 only

LODM

GTA4 only

SLOW

GTA4 only

2DFX

GTA4 only

Useful Tools

External Links