Difference between revisions of "Item Placement"
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;x, y, z: Item placement coordinates. (floating point numbers) | ;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) | ;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 | + | ;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) | ||
===PATH=== | ===PATH=== | ||
− | '''Ped, Car and Boat Paths''', defines paths relative to the world centre. Only used in | + | '''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 [[GTA SA Paths|compiled binary files]] for its paths. | ||
==External Links== | ==External Links== |
Revision as of 22:02, 14 November 2006
Introduction
Item PLacement 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)
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.
External Links
- GTASA IPL Documentation - GTA Forums topic covering details of the IPL format in GTASA.
- Explanation of GTASA LOD System - GTA Forums message by Steve-M, explaining the LOD system for IPL files in GTASA.