Item Placement
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Item placement files, known by the extension .ipl, are map files used to place objects into the GTA world, as well as define zones, paths, garages, interior portals, and a lot more. Most IPL files can easily be opened and edited using any text-editing program like Notepad. In San Andreas there are also binary IPL files which are located in the IMG archives of the game. Those you can only open using a special editor.
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
Used to place objects in the world.
GTA III format
ID, ModelName, PosX, PosY, PosZ, ScaleX, ScaleY, ScaleZ, RotX, RotY, RotZ, RotW
Identifier | Description |
---|---|
A number which is used to identify the object as defined in the IDE file inside the map system. | |
The name of the model inside an image file which is defined in the gta.dat file without extension (.dff )
| |
The position of the object in the world as floating point values. Note: the decimal seperator must be ".", not ",". | |
The scaling of the object as floating point values. By default each value is 1.0, which means the object is not scaled at all. Note: the decimal seperator must be ".", not ",". | |
The rotation of the object as quarternion. Note: the decimal seperator must be ".", not ",". |
Vice City format
ID, ModelName, Interior, PosX, PosY, PosZ, ScaleX, ScaleY, ScaleZ, RotX, RotY, RotZ, RotW
Identifier | Description |
---|---|
A number which is used to identify the object as defined in the IDE inside the map system. | |
The name of the model inside an image file which is defined in the gta.dat file without extension (.dff )
| |
A number defining the interior (render-level) the object is located in. It is an optional parameter; by default the object's interior is 0. | |
The position of the object in the world as floating point values. | |
The scaling of the object as floating point values. By default each value is 1.0, which means the object is not scaled at all. | |
The rotation of the object as quarternion. |
San Andreas format
ID, ModelName, Interior, PosX, PosY, PosZ, RotX, RotY, RotZ, RotW, LOD
Identifier | Description |
---|---|
A number which is used to identify the object as defined in the IDE inside the map system. | |
The name of the model inside an image file which is defined in the gta.dat file without extension (.dff ). The parameter doesn't seem to function in the game. Any name used will not affect the rendering of the model.
| |
A number defining the interior (render-level) the object is located in. | |
The position of the object in the world as floating point values. | |
The rotation of the object as quarternion. Note: the decimal seperator must be ".", not ",". | |
The number of the LOD which is located inside the same instance block as the current model. By default this is -1 which means no LOD is defined. |
CULL
Create a culling zone.
GTA III and Vice City format
CenterX, CenterY, CenterZ, LowerLeftX, LowerLeftY, LowerLeftZ, UpperRightX, UpperRightY, UpperRightZ, Flags, Unknown
Identifier | Description |
---|---|
A point which defines the center of the box in real world coordinates | |
A point which corresponds to the lower left corner of the box. | |
A point which corresponds to the upper right corner of the box. | |
The behaviour of the cull zone. | |
Always 0 |
San Andreas format 1
CenterX, CenterY, CenterZ, Unknown1, WidthY, BottomZ, WidthX, Unknown2, TopZ, Flag, Unknown3
San Andreas format 2
CenterX, CenterY, CenterZ, Unknown1, WidthY, BottomZ, WidthX, Unknown2, TopZ, Flag, Vx, Vy, Vz, Cm
PATH
Vice City only
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
Creates a garage.
San Andreas format
PosX, PosY, PosZ, LineX, LineY, CubeX, CubeY, CubeZ, DoorType, GarageType, Name
Identifier | Description |
---|---|
A coordinate of one of the corner marks | |
Those values are added to the first position values. They define one edge of the box | |
Another world coordinate. Together with the abstract line created with the first 5 coordinates this forms a cube in the world. | |
The type of the door | |
The type of the garage | |
A string which is used to manipulate the garages behaviour through the main.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 changes to the flags and links of existing markers are not updated by the text files after the save is created so maintaining the proper sequence of enex lines is a primary concern. New connections can be added to an existing save if temporary (burglary) connections are not present in the save data. Indoor saves generally have no temporary enex data. Add the markers at the very end of the gta.dat
else it can negatively affect currently placed markers. 376 of 400 possible enex connections are used in a standard game.
San Andreas format
X1, Y1, Z1, ROT, W1, W2, C8, X2, Y2, Z2, Rot2, Int, Flag, Name, Sky, I2, Time On, Time Off
- X1, Y1, Z1
- entrance location
- ROT
- ???
- W1
- X width of entry
- W2
- Y width 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
San Andreas 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 (passengers stripped) |
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 |
San Andreas 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
Creates a weapon pickup.
San Andreas format
ID, PosX, PosY, PosZ
Identifier | Description |
---|---|
A number which defines a weapon | |
Floating point values defining where the pickup should be placed in the world. |
JUMP
Creates a unique stunt jump.
San Andreas format
StartLowerX, StartLowerY, StartLowerZ, StartUpperX, StartUpperY, StartUpperZ, TargetLowerX, TargetLowerY, TargetLowerZ, TargetUpperX, TargetUpperY, TargetUpperZ, CameraX, CameraY, CameraZ, Reward
Identifier | Description |
---|---|
These values define a point in the world as floating point values. The point represents one of the lower edge points of the plane representing the start of the unique stunt jump. | |
These values are used in the same way as the first ones. They represent a point on the upper edge of the plane (diagonal opposite). | |
A point on the lower edge of the target plane. | |
A point on the upper edge of the target plane (diagonal opposite). | |
The position of the camera. | |
The amount of cash the player earns after he has finished this stunt successfully. |
TCYC
Creates black sky if you enter the zone. Also exists for all towns in countryside. Probably custom weather?
San Andreas format
X1, Y1, Z1, X2, Y2, Z2, ?, ?, ?, ?, ?
AUZO
This creates an audio if you enter the zone.
San Andreas format 1
Name, ID, Switch, X1, Y1, Z1, X2, Y2, Z2
Identifier | Description |
---|---|
Name used to identify the zone | |
Sound played in this zone | |
Makes the audio always on or always off. Can be forced through the script using opcode 0917 | |
A point which corresponds to the corner of the box, usually the lower left. | |
A point which corresponds to the opposite corner of the box, usually the upper right. |
San Andreas format 2
Name, ID, Switch, X, Y, Z, Radius
Identifier | Description |
---|---|
Name used to identify the zone. | |
Sound played in this zone. | |
Makes the audio always on or always off. Can be forced through the script using opcode 0917. | |
The center of the zone. | |
The distance the sound will be heard. |
MULT
San Andreas and GTA4 only
In San Andreas, this was never used in the game. This section is currently unknown and may never be known; it is ignored by the game.
CARS
Creates a parked car generator
San Andreas format
PosX, PosY, PosZ, Angle, CarID, PrimCol, SecCol, ForceSpawn, Alarm, DoorLock, Unknown1, Unknown2
Identifier | Description |
---|---|
The real world coordinates of the car as floating point values. | |
The angle of the car in radians (degrees/~57.2958). | |
The ID number of the car as defined in the IDE or -1 for random car parks (influenced by the popcycle.dat file)
| |
A car color defined in the carcols.dat file. If it is set to -1 the color will be randomly chosen.
| |
Vehicles spawn more reliably if this is set to 1. | |
The probability of triggering the alarm system (0 - 100). | |
The probability that the doors of the vehicle is locked (0 - 100). | |
Unknown (Zero). |
OCCL
Creates zones for separated rendering.
Vice City and San Andreas format
mid x, mid y, bottom height z, width x, width y, height from bottom height to top, rotation
Identifier | Description |
---|---|
The middle of the occlusion box in X and Y coordinates. | |
The bottom Z coordinate of the occlusion box. | |
The width of the occlusion box in units. | |
The difference in height from the top of the occlusion box to the bottom. | |
The rotation of the occlusion box in angles. |
ZONE
Although technically an IPL section, this is usually only used in zone files (extension .zon
).
BLOK
GTA4 only
VNOD
GTA4 only
LINK
GTA4 only
MLO+
GTA4 only
RTFX
GTA4 only
LODM
GTA4 only
SLOW
GTA4 only
2DFX
GTA4 only
Useful Tools
- GTAForums: IPL Helper - by Xmen
- Binary (De-)Compiler - By ocram88
External Links
- GTAForums: GTA3/VC Map File Documentation and Troubleshooting - Topic by Opius covering general features of IPL files in GTA3 and GTA VC.
- GTAForums: Paths Documentation for SA, VC and GTA3 - Topic by REspawn detailing Vice City's paths
- GTAForums: GTA SA IPL Documentation - Topic by spaceeinstein covering details of the IPL format in GTA SA.
- GTAForums: Enex Documentation - Topic by OrionSR
- GTAForums: Explanation of GTA SA LOD System - Post by steve-m explaining the LOD system for IPL files in GTA SA.
- Explanation of the path-section in a VC IPL - by Cerbera
Grand Theft Auto IV | |
---|---|
File Formats | .dat • .gxt • .ide • .img • .ipl • .nod • .sco • .rpf • .rrr • .wad • .wbd/.wbn • .wdd • .wdr • .wft • .whm • .wpl • .wtd |
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 |
Useful links | Community portal • Discussion forums • Modding forums • Mods on GTAGarage.com |