Difference between revisions of "CULL"
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{{IplSection | {{IplSection | ||
− | | game = | + | | game = {{Icon|t}} {{Icon|4}} |
− | | description = | + | | description = Creates culling zones |
}} | }} | ||
− | '''CULL''' is a section in the [[ | + | '''CULL''' is a section in the [[item placement]] file in [[GTA III]], [[Vice City]], [[San Andreas]], and [[GTA IV]]. It is used to create zones affecting the different behaviour of the world, like mirrors,{{ref|1}} fixed camera positions, disabling rain, and police behaviors, when the player is within the zone. |
− | == GTA III | + | == Format == |
+ | ===GTA III and Vice City=== | ||
+ | Cull zones in GTA III and Vice City are built by a box which is controlled by various attributes. By default, most of the cull zones are located in <code>data\maps\cull.ipl</code> for both games, although GTA III doesn't seem to use this file. Instead it uses the [[cullzone.dat]] file to define these zones. | ||
− | + | {{Pre| | |
− | + | cull | |
− | + | CenterX, CenterY, CenterZ, X1, Y1, Z1, X2, Y2, Z2, Attribute, WantedLevelDrop | |
+ | end | ||
+ | }} | ||
− | {|{{ | + | {|class="wikitable center-col-1 center-col-2" style="width: 100%;" |
− | ! | + | ! style="width: 3em;"| {{Icon|3}} {{Icon|VC}} |
− | !Description | + | ! style="width: 12em;" | Identifier |
+ | ! style="width: 6em;" | Type | ||
+ | ! Description | ||
|- | |- | ||
− | | | + | | A,B,C || CenterX, CenterY, CenterZ || float[3] || A point which defines the center of the box in real world coordinates. |
|- | |- | ||
− | | | + | | D,E,F || X1, Y1, Z1 || float[3] || A point which corresponds to the corner of the box, usually the lower left. |
|- | |- | ||
− | | | + | | G,H,I || X2, Y2, Z2 || float[3] || A point which corresponds to the opposite corner of the box, usually the upper right. |
|- | |- | ||
− | | | + | | J || Attribute || integer || The attribute in [[flag field]] representation (see [[CULL#Attributes|below]]). |
|- | |- | ||
− | | | + | | K || WantedLevelDrop || integer || Usually 0 |
|} | |} | ||
Changing the zones center coordinates does not directly affect the zone itself. Anyway this vector should always point to the real center of the zone since those values are used to calculate the distance of several instances (e.g. the player) to the zone itself. | Changing the zones center coordinates does not directly affect the zone itself. Anyway this vector should always point to the real center of the zone since those values are used to calculate the distance of several instances (e.g. the player) to the zone itself. | ||
− | == GTA San Andreas / IV == | + | === GTA San Andreas / IV === |
[[San Andreas]] has two different major formats in the game: | [[San Andreas]] has two different major formats in the game: | ||
Line 38: | Line 44: | ||
Coordinates are always rounded to the nearest world [[unit]] so that they are no longer floating point values, they are non-decimal integers. | Coordinates are always rounded to the nearest world [[unit]] so that they are no longer floating point values, they are non-decimal integers. | ||
− | {| | + | {| class="wikitable center-col-1" |
!width="25%"|Value | !width="25%"|Value | ||
!Description | !Description | ||
|- | |- | ||
− | | | + | | CenterX, CenterY, CenterZ||Vector to the center of the cull zone. |
|- | |- | ||
− | | | + | | Unknown1, Unknown2, Unknown3||Allways 0. |
|- | |- | ||
− | | | + | | Length||Dimensions of the zone along y-axis. |
|- | |- | ||
− | | | + | | Width||Dimensions of the zone along x-axis. |
|- | |- | ||
− | | | + | | Top, Bottom||Absolute Z coordinate of the top and bottom of the box. |
|- | |- | ||
− | | | + | | Flag||The behaviour of the cull zone – ''see [[CULL#Flags|below]]'' |
|- | |- | ||
− | | | + | | Vx, Vy, Vz, Cm||Mirror parameters {{Ref|3}}. |
|- | |- | ||
|} | |} | ||
Line 61: | Line 67: | ||
=== Mirrors === | === Mirrors === | ||
+ | {{research}} | ||
− | + | == Attributes == | |
− | + | {|class="mw-collapsible wikitable center-col-1 center-col-2 center-col-3" style="width: 100%;" | |
− | == | + | !rowspan="3" |Flag |
− | + | ![[:Category:Memory Addresses|Function name]] | |
− | + | !rowspan="3" style="width: 8em;" |Supported games | |
− | + | !rowspan="3" style="width: 16em;" |Binary | |
− | {|{{ | + | !rowspan="3" |Description |
− | + | |- | |
− | + | !Player | |
− | + | |- | |
− | + | !Camera | |
+ | |- | ||
+ | |rowspan="2" |-1 || ||rowspan="2" |– ||rowspan="2" {{a|c}} |<code>1111 1111 1111 1111</code> ||rowspan="2" |Enables all attributes.{{ref|2}} Never used by default. | ||
+ | |- | ||
+ | | | ||
+ | |- | ||
+ | |rowspan="2" |1 ||CamCloseInForPlayer ||rowspan="2" |{{Icon|3}} {{Icon|VC}} {{Icon|SA}} {{Icon|4}} ||rowspan="2" {{a|c}} |<code>0000 0000 0000 0001</code> ||rowspan="2" |Camera close in into player using closest third-person view camera mode, does not close in if in first person or cinematic mode, camera mode cannot be changed while in the zone | ||
+ | |- | ||
+ | | | ||
+ | |- | ||
+ | |rowspan="2" |2 ||CamStairsForPlayer ||rowspan="2" |{{Icon|3}} {{Icon|VC}} {{Icon|SA}} {{Icon|4}} ||rowspan="2" {{a|c}} |<code>0000 0000 0000 0010</code> ||rowspan="2" |Camera remotely placed outside the zone, no control of camera, camera mode cannot be changed while in the zone | ||
+ | |- | ||
+ | | | ||
+ | |- | ||
+ | |rowspan="2" |4 ||Cam1stPersonForPlayer ||rowspan="2" |{{Icon|3}} {{Icon|VC}} {{Icon|SA}} {{Icon|4}} ||rowspan="2" {{a|c}} |<code>0000 0000 0000 0100</code> ||rowspan="2" |Lowers the camera angle on boats | ||
+ | |- | ||
+ | | | ||
+ | |- | ||
+ | |rowspan="2" |8 ||PlayerNoRain ||rowspan="2" |{{Icon|3}} {{Icon|VC}} {{Icon|SA}} {{Icon|4}} ||rowspan="2" {{a|c}} |<code>0000 0000 0000 1000</code> ||rowspan="2" |Rain-free, police helicopter-free zone | ||
+ | |- | ||
+ | |CamNoRain | ||
+ | |- | ||
+ | |rowspan="2" |16 ||NoPolice ||rowspan="2" |{{Icon|3}} {{Icon|VC}} ||rowspan="2" {{a|c}} |<code>0000 0000 0001 0000</code> ||rowspan="2" |Police will not exit their vehicles voluntarily. They will only exit if you do something to them (like shoot it). Cops both on foot and in vehicles will not chase you but can shoot at you. | ||
+ | |- | ||
+ | | | ||
+ | |- | ||
+ | |rowspan="2" |64 ||DoINeedToLoadCollision ||rowspan="2" |{{Icon|3}} ||rowspan="2" {{a|c}} |<code>0000 0000 0100 0000</code> ||rowspan="2" |Unused in Vice City | ||
+ | |- | ||
+ | | | ||
+ | |- | ||
+ | |rowspan="2" |128 || ||rowspan="2" |{{Icon|3}} {{Icon|VC}} ||rowspan="2" {{a|c}} |<code>0000 0000 1000 0000</code> ||rowspan="2" | | ||
+ | |- | ||
+ | | | ||
+ | |- | ||
+ | |rowspan="2" |256 ||PoliceAbandonCars ||rowspan="2" |{{Icon|3}} {{Icon|VC}} {{Icon|SA}} ||rowspan="2" {{a|c}} |<code>0000 0001 0000 0000</code> ||rowspan="2" |Police will always exit their vehicles once they are spawned ONLY IF you have a wanted level. If you don't, they'll drive normally. | ||
+ | |- | ||
+ | | | ||
+ | |- | ||
+ | |rowspan="2" |512 || ||rowspan="2" |{{Icon|VC}} {{Icon|SA}} ||rowspan="2" {{a|c}} |<code>0000 0010 0000 0000</code> ||rowspan="2" | | ||
|- | |- | ||
− | | | + | |InRoomForAudio |
|- | |- | ||
− | | | + | |rowspan="2" |1024 || ||rowspan="2" |{{Icon|VC}} ||rowspan="2" {{a|c}} |<code>0000 0100 0000 0000</code> ||rowspan="2" |Some visual ocean water effects are removed like the transparent waves and sparkles on the water |
|- | |- | ||
− | | | + | |WaterFudge |
|- | |- | ||
− | | | + | |rowspan="2" |4096 || ||rowspan="2" |{{Icon|SA}} {{Icon|4}} ||rowspan="2" {{a|c}} |<code>0001 0000 0000 0000</code> ||rowspan="2" |5-Star Military zone. |
|- | |- | ||
− | | | + | |MilitaryZone |
|- | |- | ||
− | | | + | |rowspan="2" |16384 || ||rowspan="2" |{{Icon|SA}} ||rowspan="2" {{a|c}} |<code>0100 0000 0000 0000</code> ||rowspan="2" |Doesn't allow cars to reach top speed. |
|- | |- | ||
− | | | + | |ExtraAirResistance |
|- | |- | ||
− | | | + | |rowspan="2" |32768 || ||rowspan="2" |{{Icon|SA}} ||rowspan="2" {{a|c}} |<code>1000 0000 0000 0000</code> ||rowspan="2" |Spawn fewer cars in this area. |
|- | |- | ||
− | | | + | |FewerCars |
|} | |} | ||
Line 97: | Line 142: | ||
== References == | == References == | ||
* {{note|1}} {{GTAF|203741|8 Track Screen}} | * {{note|1}} {{GTAF|203741|8 Track Screen}} | ||
− | * {{note|2 | + | * {{note|2}} [[wikipedia:Two%27s_complement|Two's complement]] |
− | + | * {{note|3}} {{GTAF|post|202532|3875562|SA Mirrors}} | |
− | * {{note| | ||
− | |||
− | |||
− | |||
== External links == | == External links == | ||
+ | * {{GTAF|106678|GTA VC cullzones deciphered}} | ||
* {{GTAF|209163|Karma contest with cullzones as topic}} | * {{GTAF|209163|Karma contest with cullzones as topic}} | ||
* {{GTAF|202532|IPL documentation topic}} | * {{GTAF|202532|IPL documentation topic}} | ||
− | {{N|4|SA}} | + | {{N|4|SA|VC|3}} |
− | + | {{LCS-navi}} | |
+ | [[Category:GTA VCS]] |
Latest revision as of 23:14, 11 January 2019
Short description: | Creates culling zones | |||||||||||||||||||||
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Supported games: | ||||||||||||||||||||||
IPL Sections:
|
CULL is a section in the item placement file in GTA III, Vice City, San Andreas, and GTA IV. It is used to create zones affecting the different behaviour of the world, like mirrors,[1] fixed camera positions, disabling rain, and police behaviors, when the player is within the zone.
Contents
Format
GTA III and Vice City
Cull zones in GTA III and Vice City are built by a box which is controlled by various attributes. By default, most of the cull zones are located in data\maps\cull.ipl
for both games, although GTA III doesn't seem to use this file. Instead it uses the cullzone.dat file to define these zones.
cull CenterX, CenterY, CenterZ, X1, Y1, Z1, X2, Y2, Z2, Attribute, WantedLevelDrop end
Identifier | Type | Description | |
---|---|---|---|
A,B,C | CenterX, CenterY, CenterZ | float[3] | A point which defines the center of the box in real world coordinates. |
D,E,F | X1, Y1, Z1 | float[3] | A point which corresponds to the corner of the box, usually the lower left. |
G,H,I | X2, Y2, Z2 | float[3] | A point which corresponds to the opposite corner of the box, usually the upper right. |
J | Attribute | integer | The attribute in flag field representation (see below). |
K | WantedLevelDrop | integer | Usually 0 |
Changing the zones center coordinates does not directly affect the zone itself. Anyway this vector should always point to the real center of the zone since those values are used to calculate the distance of several instances (e.g. the player) to the zone itself.
GTA San Andreas / IV
San Andreas has two different major formats in the game:
CenterX, CenterY, CenterZ, Unknown1, Length, Bottom, Width, Unknown2, Top, Flag, Unknown3
CenterX, CenterY, CenterZ, Unknown1, Length, Bottom, Width, Unknown2, Top, Flag, Vx, Vy, Vz, Cm
Coordinates are always rounded to the nearest world unit so that they are no longer floating point values, they are non-decimal integers.
Value | Description |
---|---|
CenterX, CenterY, CenterZ | Vector to the center of the cull zone. |
Unknown1, Unknown2, Unknown3 | Allways 0. |
Length | Dimensions of the zone along y-axis. |
Width | Dimensions of the zone along x-axis. |
Top, Bottom | Absolute Z coordinate of the top and bottom of the box. |
Flag | The behaviour of the cull zone – see below |
Vx, Vy, Vz, Cm | Mirror parameters [3]. |
This section is incomplete. You can help by fixing and expanding it.
Mirrors
Attributes
Flag | Function name | Supported games | Binary | Description |
---|---|---|---|---|
Player | ||||
Camera | ||||
-1 | – | 1111 1111 1111 1111 |
Enables all attributes.[2] Never used by default. | |
1 | CamCloseInForPlayer | 0000 0000 0000 0001 |
Camera close in into player using closest third-person view camera mode, does not close in if in first person or cinematic mode, camera mode cannot be changed while in the zone | |
2 | CamStairsForPlayer | 0000 0000 0000 0010 |
Camera remotely placed outside the zone, no control of camera, camera mode cannot be changed while in the zone | |
4 | Cam1stPersonForPlayer | 0000 0000 0000 0100 |
Lowers the camera angle on boats | |
8 | PlayerNoRain | 0000 0000 0000 1000 |
Rain-free, police helicopter-free zone | |
CamNoRain | ||||
16 | NoPolice | 0000 0000 0001 0000 |
Police will not exit their vehicles voluntarily. They will only exit if you do something to them (like shoot it). Cops both on foot and in vehicles will not chase you but can shoot at you. | |
64 | DoINeedToLoadCollision | 0000 0000 0100 0000 |
Unused in Vice City | |
128 | 0000 0000 1000 0000 |
|||
256 | PoliceAbandonCars | 0000 0001 0000 0000 |
Police will always exit their vehicles once they are spawned ONLY IF you have a wanted level. If you don't, they'll drive normally. | |
512 | 0000 0010 0000 0000 |
|||
InRoomForAudio | ||||
1024 | 0000 0100 0000 0000 |
Some visual ocean water effects are removed like the transparent waves and sparkles on the water | ||
WaterFudge | ||||
4096 | 0001 0000 0000 0000 |
5-Star Military zone. | ||
MilitaryZone | ||||
16384 | 0100 0000 0000 0000 |
Doesn't allow cars to reach top speed. | ||
ExtraAirResistance | ||||
32768 | 1000 0000 0000 0000 |
Spawn fewer cars in this area. | ||
FewerCars |
This section is incomplete. You can help by fixing and expanding it.
References
- ^ GTAForums: 8 Track Screen
- ^ Two's complement
- ^ GTAForums: SA Mirrors
External links
- GTAForums: GTA VC cullzones deciphered
- GTAForums: Karma contest with cullzones as topic
- GTAForums: IPL documentation topic
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