Difference between revisions of "Item Placement"
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Although technically an IPL section, this is usually only used in [[zone]] files (extension <code>.zon</code>). | Although technically an IPL section, this is usually only used in [[zone]] files (extension <code>.zon</code>). | ||
− | == | + | ==Useful Tools== |
* [http://www.gtaforums.com/index.php?showtopic=315944 IPL Helper] - by Xmen | * [http://www.gtaforums.com/index.php?showtopic=315944 IPL Helper] - by Xmen | ||
+ | |||
==External Links== | ==External Links== | ||
* [http://www.gtaforums.com/index.php?showtopic=202532 GTA SA IPL Documentation] - Topic by spaceeinstein covering details of the IPL format in GTA SA. | * [http://www.gtaforums.com/index.php?showtopic=202532 GTA SA IPL Documentation] - Topic by spaceeinstein covering details of the IPL format in GTA SA. |
Revision as of 05:16, 8 June 2008
Item PLacement files are map files used to place objects into the GTA world, as well as define zones, paths, garages, interior portals, and a lot more. IPL files can easily be opened using any text-editing program like Notepad.
Contents
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
INST
Locations and properties for instances 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 is 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
This creates rainfree zones, wastefree zones, map reflections, TV screens, and temporary fixed camera positions.
GTA3 and VC format:
x1, y1, z1, x2, y2, z2, x3, y3, z3, flag, 0
- x2, y2, z2
- lower-left corner of the areabox
- x3, y3, z3
- upper-right corner of the areabox
SA format 1:
centerX, centerY, centerZ, 0 (some kind of rotation), Ywidth, bottomZ, Xwidth, 0 (some kind of rotation), topZ, Flag, Flag 2
SA format 2:
centerX, centerY, centerZ, 0 (some kind of rotation), Ywidth, bottomZ, Xwidth, 0 (some kind of rotation), topZ, Flag, Vx, Vy, Vz, Cm
Cull zone boundaries in San Andreas are aligned to the nearest world unit.
Flags:
1 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 camera remotely placed outside the zone, no control of camera, camera mode cannot be changed while in the zone
4 Unknown
8 Rain-free, police helicopter-free zone
4096 5-star military zone
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
This creates garages for the main.scm to use. Only used in San Andreas.
SA only:
X1, Y1, Z1, frontX, frontY, X2, Y2, Z2, Door, Type, Name
- X1, Y1, Z1
- Lower left front
- frontX, frontY
- Lower right front
- X2, Y2, Z2
- Upper left rear
- Door
- Type of door
- Type
- Type of garage
- Name
- Used to edit garage through the SCM
ENEX
This creates entrances to exits or interior connections to real world by placing yellow markers on the map for CJ to walk through. Note that you have to start a new game for newly placed markers to take effect. Add the markers at the very end of the gta.dat
else it can negatively affect currently placed markers.
SA only:
X1, Y1, Z1, ROT, R1, R2, C8, X2, Y2, Z2, Rot2, Int, Flag, Name, Sky, I2, Time On, Time Off
- X1, Y1, Z1
- entrance location
- ROT
- ???
- R1
- X radius of entry
- R2
- Y radius of entry
- C8
- constant 8
- X2, Y2, Z2
- exit location
- Rot2
- exit rotation in degrees
- Int
- The target interior number
- Flag
- The type of marker
- Name
- Interior name, used to find the counterpart and to identify via mission script
- Sky
- Sky color changer
- I2
- unknown integer flags, could be weather related
- Time On
- enables the marker at this time
- Time Off
- disables the marker at this time
Enex Flags
Flag | Name | Description |
---|---|---|
1 | unknown interior | Only used for interior markers |
2 | unknown pairing | Used mostly for interior markers; also Big Ear & LS Skyscraper |
4 | Create linked pair | Pair with unflagged mate during new game start |
8 | Reward interior | Sets flag 0010 on pair mate when used |
16 | Used reward entrance | Set by accessing reward interior |
32 | Cars and aircraft | Enable for cars and aircraft |
64 | Bikes and motorcycles | Enable for bikes and motorcycles |
128 | Disable on foot | No foot traffic. Use for cars and/or bikes only |
256 | Accept NPC group | Group members accepted at destination of pair |
512 | Food date flag | Set and cleared by food date (cut-scene related) |
1024 | unknown burglary | Set on Bayside and Temporary Burglary doors |
2048 | Disable exit | Player can enter but cannot exit a two-way pair |
4096 | Burglary access | Enabled and disabled during Burglary |
8192 | Entered without exit | Set by Entrance, Cleared by Exit; Applies to one side of a two |
16384 | Enable access | Enabled by default; often cleared by scripts |
32768 | Delete enex | Enex is deleted when used |
Enex Sky Colors
Sky Color | Descriptions |
---|---|
0 | blue sky |
1 | white fading to black |
2 | Black with yellow lights. |
3 | same as 1 |
4 | same as 2 |
5 | white fading to purple fading to black with yellow lights |
6 | white fading to black with yellow lights. |
7 | white fading to green fading to black with yellow light (probably clouds) |
8 | same as 6 |
9 | same as 6 |
10 | same as 2 |
11 | Purple (gay) retarded shadows not much sight. |
12 | same as 6 |
13 | same as 6 |
14 | same as 7 only green is ocean blue |
15 | same as 6 |
16 | same as 2..... |
17 | Nightly Mist |
18 | Blue fading yellow (sunrise i think) |
19 | Blue air with white clouds |
20 | darker blue air with lightblue clouds |
21 | Darker Blue air with white clouds |
22 | Orange with white clouds |
23 | Orange fading gray with orange clouds (weird) |
24 | this is red fading PURPLE with no seeing rang that you can't even see yourself |
25 | Dark Purple to grey with nice sun reflection |
27 | same as 19 |
28 | the best one: big sun white clouds and blue air |
29 | Blue air white clouds HUGE SUN |
30 | Orange with dark orange clouds |
PICK
This creates permanent weapon pickups. Rockstar only used this to create fire extinguisher pickups at fast food restaurants.
SA only:
Weapon ID, X, Y, Z
Pick Weapon IDs
ID | Weapon Name | Ammo |
---|---|---|
4 | Brass Knuckles | - |
5 | Nightstick | - |
6 | Knife | - |
7 | *Nothing* | - |
8 | *Nothing* | - |
9 | Golf Club | - |
10 | Bat | - |
11 | Shovel | - |
12 | Pool Cue | - |
13 | Katana | - |
14 | Chainsaw | - |
15 | Molotov | 8 |
16 | Grenades | 8 |
17 | Satchels | 5 |
18 | 9mm Pistol | 30 |
19 | Silenced 9mm | 10 |
20 | Desert Eagle | 10 |
21 | Shotgun | 15 |
22 | SPAS Shotgun | 10 |
23 | Tec 9 | 60 |
24 | Micro SMG | 60 |
25 | MP5 | 60 |
26 | AK47 | 80 |
27 | M4 | 80 |
28 | Country Rifle | 20 |
29 | Sniper Rifle | 10 |
30 | *Nothing* | - |
31 | Flamethrower | 100 |
32 | Minigun | 500 |
33 | Large Purple Dildo | - |
34 | Small White Dildo | - |
35 | Large White Vibrator | - |
36 | Small Black Vibrator | - |
37 | Flowers | - |
38 | Cane | - |
39 | Ringbox | - |
40 | Necklace Box | - |
41 | Cellphone | - |
42 | *Nothing* | - |
43 | Teargas | 8 |
44 | Minigun (Duplicate) | 500 |
45 | SPAS Shotgun (Duplicate) | 10 |
46 | Rocket Launcher | 4 |
47 | Heat Seeking Rocket Launcher | 3 |
48 | Detonator | - |
49 | Spray can | 500 |
50 | Fire Extinguisher | 500 |
51 | Camera | 36 |
52 | Nightvision Goggles | - |
53 | Infrared Goggles | - |
54 | Jetpack | - |
55 | Parachute | - |
JUMP
Creates a Unique Stunt Jump based on the minimum and maximum coordinates for the starting and landing zones. This format conforms with the encoding provided by opcode 0814.
SA only:
startXmin, startYmin, startZmin, startXmax, startYmax, startZmax, landXmin, landYmin, landZmin, landXmax, landYmax, landZmax, camX, camY, camZ, reward
TCYC
Creates black sky if you enter the zone. Also exists for all towns in countryside. Probably custom weather?
SA only:
X1, Y1, Z1, X2, Y2, Z2, ?, ?, ?, ?, ?
AUZO
This creates an audio if you enter the zone.
SA Type 1:
Name, ID, Switch, X1, Y1, Z1, X2, Y2, Z2
- Name
- Name of the zone
- ID
- Sound played in this zone
- Switch
- Makes it always on or always off. Can be forced using the main.scm using opcode 0917
SA Type 2:
Name, ID, Switch, X, Y, Z, Volume
- Name
- Name of the zone
- ID
- Sound played in this zone
- Switch
- Makes it always on or always off. Can be forced using the main.scm using opcode 0917
- Volume
- The distance the sound will be heard
Auzo Audio IDs
ID | What sound it plays | Description of sound in the unmodified audio streams |
---|---|---|
4 | Ambience track 9 | St Mark's violin music |
5 | Ambience track 6 | Beach party bkgd song |
8 | Ambience track 31 | Unused loud hum |
10 | Ambience track 5 | Awards ceremony music |
12 | Ambience track 34 | Loud hum heard on ships |
13 | Ambience track 23 | Low Rider Challenge bkgd song |
15 | Ambience track 30 | Static sound heard on military bases |
17 | Ambience track 12 | Casino bkgd medley |
19 | Ambience track 4 | Quiet hum heard in Area 69 |
20 | Ambience track 2 | Fan-like clicking heard in Abattoir |
21 | Ambience track 1 | Quiet hum heard in 24-7s |
23 | Ambience track 14 | Loud hum heard in Dam interior |
24 | Ambience track 25 | Racing sounds heard in ITB lobby |
25 | Ambience track 24 | Quiet hum heard in Planning Dept |
26 | Ambience track 20 | Quiet hum heard in safe houses |
28 | Ambience track 13 | Dance Club bkgd medley |
29 | Ambience track 13 | Dance Club bkgd medley |
30 | Favorite Radio Station | Stream or User Tracks Player |
34 | Ambience track 28 | Pleasure Domes bkgd medley |
36 | Ambience track 21 | Loud hum heard in Jet interior |
37 | Ambience track 10 | Muzak-type bkgd heard in unused diner interiors |
39 | Ambience track 29 | Quiet hum heard in police stations |
41 | Ambience track 35 | Stadium event bkgd medley |
44 | Ambience track 18 | Fast Food Joint bkgd sounds |
48 | Ambience track 3 | Ammunation PA loop |
50 | Ambience track 39 | Quiet hum heard in warehouses |
51 | Ambience track 22 | Very loud hum heard in cargo plane? |
52 | Radio stream CH | Playback FM |
53 | Radio stream CO | K-ROSE |
54 | Radio stream CR | KDST |
55 | Radio stream DS | Bounce FM |
56 | Radio stream HC | SFUR |
57 | Radio stream MH | Radio Los Santos |
58 | Radio stream MR | Radio X |
59 | Radio stream NJ | CSR |
60 | Radio stream RE | K-JAH West |
61 | Radio stream RG | MasterSounds |
62 | Radio stream TK | WCTR |
64 | Ambience track 17 | Unused quiet hum |
66 | Ambience track 36 | Strip Club bkgd medley |
67 | Ambience track 37 | Unused bkgd medley |
Notes: Any ID value from 0-70 inclusive not listed above generated no background sound.
Audio 4 type two only
Audios 5, 10, 12, and 13 disabled by default, can be re-enabled
MULT
San Andreas only, this was never used in the game. This section is currently unknown and may never be known; it is ignored by the game.
CARS
Only used in San Andreas, this creates permanent parked vehicles around the state. This section is similar to the opcode 014B, the only difference to the opcode is that an IPL-Spawned car got an check if another car is already parked in an specific radius at this position. Rockstar used it only in binary IPLs but it can also be used in regular IPLs.
SA only:
X, Y, Z, angle, car id, primary color, secondary color, force_spawn, alarm_probability, door_lock_probability, unknown (word), unknown (word)
Angle is in radian units: degrees/~57.2958
Car ID can be random: -1
Vehicles spawn more reliably if force_spawn is true: 1
OCCL
This creates occlusion boxes around Vice City and San Andreas.
VC and SA only:
direct mid x, direct mid y, bottom height z, width x, width y, height from bottom height to top, rotation
ZONE
Although technically an IPL section, this is usually only used in zone files (extension .zon
).
Useful Tools
- IPL Helper - by Xmen
External Links
- GTA SA IPL Documentation - Topic by spaceeinstein covering details of the IPL format in GTA SA.
- Explanation of GTA SA LOD System - GTA Forums message by Steve-M, explaining the LOD system for IPL files in GTA SA.
- Explantation of the path-section in a VC IPL - by Cerbera
- Enex Documentation