Difference between revisions of "Item Placement"

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m (Added links to relevant GTAF topics.)
m (Fixed some code while I was here.)
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==Introduction==
 
==Introduction==
Item PLacement files are used to place objects into gta world, this includes objects, zones and paths.
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'''I'''tem '''PL'''acement files are used to place objects into gta world, this includes objects, zones and paths.
  
 
==Structure==
 
==Structure==
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===INST===
 
===INST===
'''Static and dynamic ([[object.dat]]) Map Objects''', used to define standard map objects.
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Positions of static and dynamic ([[object.dat]]) map objects.
  
''GTA3 format''
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====GTA3 Format====
id, name, x, y, z, sx, sy, sz, rx, ry, rz, rw
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id, name, x, y, z, sx, sy, sz, rx, ry, rz, rw
  
''GTA: Vice City format''
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====GTAVC Format====
id, name, int, x, y, z, sx, sy, sz, rx, ry, rz, rw
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id, name, int, x, y, z, sx, sy, sz, rx, ry, rz, rw
  
''GTA: San Andreas format''
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====GTASA Format====
id, name, int, x, y, z, rx, ry, rz, rw lod
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id, name, int, x, y, z, rx, ry, rz, rw lod
  
*ID: unique object ID - same as in IDE file (integer)
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;ID: Unique object identifier. Must match in IDE file identifier.  (integer)
*Name: usually same as the .dff model file, without extension (string)
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;Name: Usually same as the .dff model file, without extension (string)
*int: Interior number, zero for outside (integer)
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;int: Interior number.  Zero for outside. (integer)
*x, y, z - item placement coordinates (floating point numbers) (floating point numbers)
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;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)
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;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 quarternion, quite sophisticated math is needed to translate it to euler angles, use [[KEd]] to edit these, it is much easier.
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;rx, ry, rz, rw: Item rotations.  Defined as quarternion, quite sophisticated math is needed to translate it to euler angles. A map editing program should be used to edit these.
*lod - san andreas special, this is item's number on which lod belongs to this object (first item in ipl file is number 0, second is number 1, and so on..), -1 means none. (integer)
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;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 ''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 quite complicated format and hardly usable without a editing program (such as [[Ked]]).
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'''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]]).
  
 
==External Links==
 
==External Links==

Revision as of 15:17, 26 January 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 quarternion, 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).

External Links