Difference between revisions of "Binary IPL"
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− | '''Binary [[IPL|item placement]]''' files are only present in [[ | + | '''Binary [[IPL|item placement]]''' files are only present in [[San Andreas]] and can be only opened or edited using a special editor. Binary item placement files are also present in [[GTA IV]], where they are called [[WPL]] files and have another format. |
− | ==File Format== | + | == File Format == |
Each binary item placement file starts with a 4 byte identifier, followed by a short header which contains the number of instances in a block. All in all a binary ipl file has the same format as an uncompiled one, just with the difference that the information is stored binary instead as plain text. | Each binary item placement file starts with a 4 byte identifier, followed by a short header which contains the number of instances in a block. All in all a binary ipl file has the same format as an uncompiled one, just with the difference that the information is stored binary instead as plain text. | ||
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28b - INT32[7] - Unknown flags (See [[Item_Placement#CARS|IPL file specification]]) | 28b - INT32[7] - Unknown flags (See [[Item_Placement#CARS|IPL file specification]]) | ||
− | ==Tools== | + | == Tools == |
− | * [http://www.gta.ocram-net.de/index_all.php?downloadsa=11 Binary (De-)Compiler] - by | + | * [http://www.gta.ocram-net.de/index_all.php?downloadsa=11 Binary (De-)Compiler] - by {{U|ocram}} |
− | ==External Links== | + | == External Links == |
− | * {{GTAF|202532|IPL documentation}} – by | + | * {{GTAF|202532|IPL documentation}} – by {{U|spaceeinstein}} |
− | * [http://people.freenet.de/steve-m/binipl.rar Binary IPL's decompiled] - by | + | * [http://people.freenet.de/steve-m/binipl.rar Binary IPL's decompiled] - by {{U|steve-m}} |
{{Template:file-stub}} | {{Template:file-stub}} | ||
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{{SA-navi}} | {{SA-navi}} | ||
+ | [[Category:Map_Formats]] |
Revision as of 06:36, 25 February 2009
Binary item placement files are only present in San Andreas and can be only opened or edited using a special editor. Binary item placement files are also present in GTA IV, where they are called WPL files and have another format.
File Format
Each binary item placement file starts with a 4 byte identifier, followed by a short header which contains the number of instances in a block. All in all a binary ipl file has the same format as an uncompiled one, just with the difference that the information is stored binary instead as plain text.
4b - CHAR[4] - always 'bnry' 4b - INT32 - number of item instances 4b - INT32 - number of unknown 1 4b - INT32 - number of unknown 2 4b - INT32 - number of unknown 3 4b - INT32 - number of parked cars 4b - INT32 - number of unknown 4 4b - INT32 - offset of item instances (should be 76) 4b - INT32 - unused size (always 0) 4b - INT32 - offset of unknown 1 4b - INT32 - unused size (always 0) 4b - INT32 - offset of unknown 2 4b - INT32 - unused size (always 0) 4b - INT32 - offset of unknown 3 4b - INT32 - unused size (always 0) 4b - INT32 - offset of parked cars 4b - INT32 - unused size (always 0) 4b - INT32 - offset of unknown 4 4b - INT32 - unused size (always 0)
However there are only INST and CARS sections are used in binary IPL's, so the rest of the format is unknown.
The header is followed by the arrays of the objects. INST arrays do have a size of 40 bytes per structure, and cars got 48 bytes.
INST Structure
4b - FLOAT - PosX 4b - FLOAT - PosY 4b - FLOAT - PosZ 4b - FLOAT - RotX 4b - FLOAT - RotY 4b - FLOAT - RotZ 4b - FLOAT - RotW 4b - INT32 - Object ID 4b - UINT32 - Flags
Rotation information as Quarternion
CARS Structure
4b - FLOAT - PosX 4b - FLOAT - PosY 4b - FLOAT - PosZ 4b - FLOAT - Angle (Around Z-Axis) 4b - INT32 - Object ID 28b - INT32[7] - Unknown flags (See IPL file specification)
Tools
External Links
- GTAForums: IPL documentation – by spaceeinstein
- Binary IPL's decompiled - by steve-m