Difference between revisions of "Time cycle"
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− | {{ | + | {{Research}}{{TocRight}}The '''timecyc.dat''' [[DAT|data file]] contains the most important settings about the game's appearance. Basicly it stores important information like colors and lightning for different [[hardcoded]] weather situations for almost each time of day. The settings themselfes are constant and build a cycle around the whole day. So the exact name of the setting is ''time cycle''. |
− | + | In the [[GTA VC|Vice City]] the <code>timecyc.dat</code> file additionally stores settings for different interior appearances. There are '''24''' of those extra settings in one extra section (internally called '''"EXTRACOLOURS"'''). Each game hour represents one constant setting. | |
+ | <br><br><br><br> | ||
− | A comment in the <code>timecyc.dat</code> file is preceded by a series of slashes ("//") and | + | == File format == |
+ | {{I|Information about [[GTA_4|GTA IV]] is missing|Some effects need confirmation.}} | ||
+ | A comment in the <code>timecyc.dat</code> file is preceded by a series of slashes ("//"). The game's parser simply ignores comments so that the number of ''uncommented'' lines must be a multiple of '''24''' for [[GTA 3|GTA III]] and ''Vice City'' (representing one for each ingame hour) and a multiple of '''8''' for [[GTA SA|San Andreas]] (representing ''00am, 05am, 06am, 07am, 00pm, 07pm, 08pm and 10pm'' in the order they appear). Each value of one entry gets interpolated with the previous and the next setting of the current ingame weather. | ||
+ | <br><br><br><br> | ||
− | == | + | === Data types === |
− | The following | + | The file uses the following different data types directly or indirectly on an abstract level inside structures: |
− | + | * '''INT8/UINT8''' - signed/unsigned 8 bit integer ''(1 byte)'' | |
− | + | * '''INT32/UINT32''' - signed/unsigned 32 bit integer ''(4 byte)'' | |
+ | * '''FLOAT''' - single precision floating point number ''(4 byte)'' | ||
+ | * '''TColor''' - UINT8[3] ''(3 byte)'' | ||
− | === | + | === File hierarchy === |
+ | As mentioned above each setting consists out of a constant number of entries seperated by whitespaces. The following table lists the entries and their descriptions in the order they appear: | ||
− | {|{{Prettytable}} | + | {|{{Prettytable}} width="100%" |
− | ! | + | !width="12px"|{{Icon|3}} |
− | !Data | + | !width="12px"|{{Icon|VC}} |
+ | !width="12px"|{{Icon|SA}} | ||
+ | !width="20%"|Name | ||
+ | !width="10%"|Data type | ||
!Description | !Description | ||
|- | |- | ||
− | | | + | |colspan="3"|<center>X</center>||Static ambience color||TColor||The color of ambient light on map objects ''(see [[Item Placement|IPL]])''. |
|- | |- | ||
− | | | + | |colspan="3"|<center>X</center>||Dynamic ambience color||TColor||The color of ambient light on dynamicly created objects like [[PEDS|pedestriants]] and [[CARS|vehicles]]. |
|- | |- | ||
− | | | + | |colspan="2"|<center>X</center>||<center>–</center>||Static ambience blur color||TColor||Blurrig color value for static ambience color. |
|- | |- | ||
− | | | + | |colspan="2"|<center>X</center>||<center>–</center>||Dynamic ambience blur color||TColor||Blurrig color value for dynamic ambience color. |
|- | |- | ||
− | | | + | |colspan="3"|<center>X</center>||Direct light color||TColor||The color of direct light on dynamicly created objects like ''pedestriants'' and ''vehicles''. |
|- | |- | ||
− | | | + | |colspan="3"|<center>X</center>||Sky top color||TColor||The color of the top of the [[wikipedia:Skybox_(video_games)|skysphere]]. |
|- | |- | ||
− | | | + | |colspan="3"|<center>X</center>||Sky bottom color||TColor||The color of the bottom of the ''skysphere''. |
|- | |- | ||
− | | | + | |colspan="3"|<center>X</center>||Sun core color||TColor||The color of the core [[wikipedia:Sprite_(computer_graphics)|sprite]] of the sun. |
|- | |- | ||
− | |''' | + | |colspan="3"|<center>X</center>||Sun corona color||TColor||The color of the corona ''sprite'' of the sun. |
|- | |- | ||
− | | | + | |colspan="3"|<center>X</center>||Sun core size||FlOAT||The size of the core ''sprite'' of the sun. |
|- | |- | ||
− | | | + | |colspan="3"|<center>X</center>||Sun corona size||FLOAT||The size of the corona ''sprite'' of the sun. |
|- | |- | ||
− | | | + | |colspan="3"|<center>X</center>||Sprite brightness||FLOAT||The the brightness of the above mentioned ''sprites''. |
|- | |- | ||
− | | | + | |colspan="3"|<center>X</center>||Shadow intensity||INT32||The intensity of the shadows of objects like ''pedestriants'', ''vehicles'' or poles. |
|- | |- | ||
− | |''' | + | |colspan="3"|<center>X</center>||Light shading value||INT32||Value used [[wikipedia:Shading|shading algorithm]] of ''pedestirants'' and ''vehicles''. |
|- | |- | ||
− | |'' | + | |colspan="3"|<center>X</center>||Pole shading value||INT32||''Shading'' value for map objects with [[Ide#IDE_Flags|flag 32768]]. |
|- | |- | ||
− | | | + | |colspan="3"|<center>X</center>||Far clipping offset||FLOAT||The distance of the [[wikipedia:Clipping_(computer_graphics)|far clipping plane]] from the camera. |
|- | |- | ||
− | | | + | |colspan="3"|<center>X</center>||Fog start offset||FLOAT||The range of the distance fog from the camera. |
|- | |- | ||
− | |''' | + | |colspan="3"|<center>X</center>||Light on ground||FLOAT||Amount of light on the ground of the sea ''(?)''. |
|- | |- | ||
− | | | + | |colspan="3"|<center>X</center>||Lower clouds color||TColor||Color of the lower clounds. |
|- | |- | ||
− | | | + | |colspan="2"|<center>X</center>||<center>–</center>||Upper clouds top color||TColor||Color of the top of the upper clouds. |
|- | |- | ||
− | | | + | |colspan="3"|<center>X</center>||Upper clouds bottom color||TColor||Color of the bottom of the upper clouds. |
|- | |- | ||
− | | | + | |colspan="2"|<center>X</center>||<center>–</center>||Blur color||TColor||The color of trails. |
|- | |- | ||
− | | | + | |colspan="3"|<center>X</center>||Water color||TColor||Color of the water vertices. |
− | |||
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|- | |- | ||
− | | | + | |colspan="3"|<center>X</center>||Water alpha level||UINT8||Alpha level for water vertices. |
|- | |- | ||
− | | | + | |colspan="2"|<center>–</center>||<center>X</center>||Color correction 1 alpha||UINT8||Alpha level for first color correction value. |
|- | |- | ||
− | | | + | |colspan="2"|<center>–</center>||<center>X</center>||Color correction 1||TColor||First color correction value. |
|- | |- | ||
− | | | + | |colspan="2"|<center>–</center>||<center>X</center>||Color correction 2 alpha||UINT8||Alpha level for second color correction value. |
|- | |- | ||
− | | | + | |colspan="2"|<center>–</center>||<center>X</center>||Color correction 2||TColor||Second color correction value. |
|- | |- | ||
− | | | + | |colspan="2"|<center>–</center>||<center>X</center>||Lower clouds alpha level||UINT8||Alpha level for lower clouds. |
|- | |- | ||
− | | | + | |colspan="2"|<center>–</center>||<center>X</center>||Upper clouds alpha level||UINT8||Alpha level for upper clouds. |
|- | |- | ||
− | | | + | |colspan="2"|<center>–</center>||<center>X</center>||Unused clouds alpha level||UINT8||Usually 0. |
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|} | |} | ||
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== Tools == | == Tools == | ||
Line 129: | Line 95: | ||
* [[G-Tools#G-CYC|G-CYC]] | * [[G-Tools#G-CYC|G-CYC]] | ||
− | == External | + | == External links == |
− | {{GTAF|255093|Modding timecyc.dat for Vice City}} | + | * {{GTAF|255093|Modding timecyc.dat for Vice City}} |
− | {{N|4|SA}} | + | {{N|4|SA|VC}} |
− | [[Category:Map Formats]][[Category:GTA 3 | + | [[Category:Map Formats]][[Category:GTA 3]] |
Revision as of 09:41, 24 September 2010
The timecyc.dat data file contains the most important settings about the game's appearance. Basicly it stores important information like colors and lightning for different hardcoded weather situations for almost each time of day. The settings themselfes are constant and build a cycle around the whole day. So the exact name of the setting is time cycle.
In the Vice City the timecyc.dat
file additionally stores settings for different interior appearances. There are 24 of those extra settings in one extra section (internally called "EXTRACOLOURS"). Each game hour represents one constant setting.
File format
Article issues | |||
---|---|---|---|
|
A comment in the timecyc.dat
file is preceded by a series of slashes ("//"). The game's parser simply ignores comments so that the number of uncommented lines must be a multiple of 24 for GTA III and Vice City (representing one for each ingame hour) and a multiple of 8 for San Andreas (representing 00am, 05am, 06am, 07am, 00pm, 07pm, 08pm and 10pm in the order they appear). Each value of one entry gets interpolated with the previous and the next setting of the current ingame weather.
Data types
The file uses the following different data types directly or indirectly on an abstract level inside structures:
- INT8/UINT8 - signed/unsigned 8 bit integer (1 byte)
- INT32/UINT32 - signed/unsigned 32 bit integer (4 byte)
- FLOAT - single precision floating point number (4 byte)
- TColor - UINT8[3] (3 byte)
File hierarchy
As mentioned above each setting consists out of a constant number of entries seperated by whitespaces. The following table lists the entries and their descriptions in the order they appear:
Name | Data type | Description | |||
---|---|---|---|---|---|
Static ambience color | TColor | The color of ambient light on map objects (see IPL). | |||
Dynamic ambience color | TColor | The color of ambient light on dynamicly created objects like pedestriants and vehicles. | |||
Static ambience blur color | TColor | Blurrig color value for static ambience color. | |||
Dynamic ambience blur color | TColor | Blurrig color value for dynamic ambience color. | |||
Direct light color | TColor | The color of direct light on dynamicly created objects like pedestriants and vehicles. | |||
Sky top color | TColor | The color of the top of the skysphere. | |||
Sky bottom color | TColor | The color of the bottom of the skysphere. | |||
Sun core color | TColor | The color of the core sprite of the sun. | |||
Sun corona color | TColor | The color of the corona sprite of the sun. | |||
Sun core size | FlOAT | The size of the core sprite of the sun. | |||
Sun corona size | FLOAT | The size of the corona sprite of the sun. | |||
Sprite brightness | FLOAT | The the brightness of the above mentioned sprites. | |||
Shadow intensity | INT32 | The intensity of the shadows of objects like pedestriants, vehicles or poles. | |||
Light shading value | INT32 | Value used shading algorithm of pedestirants and vehicles. | |||
Pole shading value | INT32 | Shading value for map objects with flag 32768. | |||
Far clipping offset | FLOAT | The distance of the far clipping plane from the camera. | |||
Fog start offset | FLOAT | The range of the distance fog from the camera. | |||
Light on ground | FLOAT | Amount of light on the ground of the sea (?). | |||
Lower clouds color | TColor | Color of the lower clounds. | |||
Upper clouds top color | TColor | Color of the top of the upper clouds. | |||
Upper clouds bottom color | TColor | Color of the bottom of the upper clouds. | |||
Blur color | TColor | The color of trails. | |||
Water color | TColor | Color of the water vertices. | |||
Water alpha level | UINT8 | Alpha level for water vertices. | |||
Color correction 1 alpha | UINT8 | Alpha level for first color correction value. | |||
Color correction 1 | TColor | First color correction value. | |||
Color correction 2 alpha | UINT8 | Alpha level for second color correction value. | |||
Color correction 2 | TColor | Second color correction value. | |||
Lower clouds alpha level | UINT8 | Alpha level for lower clouds. | |||
Upper clouds alpha level | UINT8 | Alpha level for upper clouds. | |||
Unused clouds alpha level | UINT8 | Usually 0. |
Tools
External links
- GTAForums: Modding timecyc.dat for Vice City
Grand Theft Auto IV | |
---|---|
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Documentation | Audio • Bink Video • Cryptography • Cutscenes • GXT Text • Image listing • Keycodes • Map Listing • Native functions • Paths • Radar Blips • Radio Stations • Saves • Scenarios • VTable • Weapons |
Tools | ASI Loader • ENBSeries • G-Texture • GIMS IV • Ingame WPL Editor • IV Needle • OpenIV • SparkIV • XLiveLess • WPL Manager • X Mod Installer Alice • C++ Script Hook • .NET Script Hook • Scocl |
Tutorials | Importing Textures with OpenIV • Importing Textures with SparkIV |
Modifications | GTA Connected • Gostown IV • Four Multiplayer • IV Multiplayer • CitizenMP:IV Reloaded |
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