Difference between revisions of "Binary IPL"
m |
m |
||
Line 40: | Line 40: | ||
4b - FLOAT - RotW | 4b - FLOAT - RotW | ||
4b - INT32 - Object ID | 4b - INT32 - Object ID | ||
− | 4b - INT32 - | + | 4b - INT32 - Interior |
− | 4b - | + | 4b - INT32 - LOD index |
− | |||
''Rotation information as [[Wikipedia:Quarternion|Quarternion]]'' | ''Rotation information as [[Wikipedia:Quarternion|Quarternion]]'' | ||
Line 53: | Line 52: | ||
4b - FLOAT - Angle (Around Z-Axis) | 4b - FLOAT - Angle (Around Z-Axis) | ||
4b - INT32 - Object ID (See [[Vehicle ID List]]) | 4b - INT32 - Object ID (See [[Vehicle ID List]]) | ||
− | + | 4b - INT32 - Primary color | |
+ | 4b - INT32 - Secundary color | ||
+ | 4b - INT32 - Force spawn (Windows BOOL &ndash see WinDef.h) | ||
+ | 4b - INT32 - Alarm propability | ||
+ | 4b - INT32 - Locked propability | ||
+ | 4b - INT32 - Unknown1 (Could be tertiery color) | ||
+ | 4b - INT32 - Unknown2 (Could be quarternery color) | ||
== Tools == | == Tools == | ||
Line 66: | Line 71: | ||
== External Links == | == External Links == | ||
* {{GTAF|202532|IPL documentation}} – by {{U|spaceeinstein}} | * {{GTAF|202532|IPL documentation}} – by {{U|spaceeinstein}} | ||
− | |||
{{SA-navi}} | {{SA-navi}} | ||
[[Category:Map_Formats]] | [[Category:Map_Formats]] |
Revision as of 19:19, 16 July 2010
Binary item placement files are only present in San Andreas and can be only opened or edited using a special editor. Binary item placement files are also present in GTA IV, where they are called WPL files and have another format.
File Format
Each binary item placement file starts with a 4 byte identifier, followed by a short header which contains the number of instances in a block. All in all a binary ipl file has the same format as an uncompiled one, just with the difference that the information is stored binary instead as plain text.
4b - CHAR[4] - always 'bnry' 4b - INT32 - number of item instances 4b - INT32 - number of unknown 1 4b - INT32 - number of unknown 2 4b - INT32 - number of unknown 3 4b - INT32 - number of parked cars 4b - INT32 - number of unknown 4 4b - INT32 - offset of item instances (should be 76) 4b - INT32 - unused size (always 0) 4b - INT32 - offset of unknown 1 4b - INT32 - unused size (always 0) 4b - INT32 - offset of unknown 2 4b - INT32 - unused size (always 0) 4b - INT32 - offset of unknown 3 4b - INT32 - unused size (always 0) 4b - INT32 - offset of parked cars 4b - INT32 - unused size (always 0) 4b - INT32 - offset of unknown 4 4b - INT32 - unused size (always 0)
However, only the INST and CARS sections are used in binary IPL's, so the rest of the format is unknown.
The header is followed by the arrays of the objects. INST arrays have a size of 40 bytes per structure, and cars have 48 bytes.
INST Structure
4b - FLOAT - PosX 4b - FLOAT - PosY 4b - FLOAT - PosZ 4b - FLOAT - RotX 4b - FLOAT - RotY 4b - FLOAT - RotZ 4b - FLOAT - RotW 4b - INT32 - Object ID 4b - INT32 - Interior 4b - INT32 - LOD index
Rotation information as Quarternion
CARS Structure
4b - FLOAT - PosX 4b - FLOAT - PosY 4b - FLOAT - PosZ 4b - FLOAT - Angle (Around Z-Axis) 4b - INT32 - Object ID (See Vehicle ID List) 4b - INT32 - Primary color 4b - INT32 - Secundary color 4b - INT32 - Force spawn (Windows BOOL &ndash see WinDef.h) 4b - INT32 - Alarm propability 4b - INT32 - Locked propability 4b - INT32 - Unknown1 (Could be tertiery color) 4b - INT32 - Unknown2 (Could be quarternery color)
Tools
- GTAForums: SA Binary IPL Exporter for 3DS Max – by Gforce
- Binary (De-)Compiler – by ocram88
- MEd – supports binary IPL mapping, but no explicit creation
See also
External Links
- GTAForums: IPL documentation – by spaceeinstein