Talk:Item Placement

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Revision as of 07:17, 5 May 2010 by Spaceeinstein (talk | contribs) (Data type)
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Disposing and Adaption

The same as IDE here. This article needs IV adaption and perhaps some sections could be rewritten and deposed with samples (ENEX,...) --Aschratt 12:36, 31 January 2009 (UTC)

I created a template for IPL sections. Also I started rewriting the section descriptions and putting them into seperate articles (like INST). After I have finished this I will update this article. I hope the structure will get more clear and we can put more information here without letting the article(s) look so damn huge and chaotic. --Aschratt 13:30, 15 March 2009 (UTC)

Rewrite ToDo-List

Nice work here Asch, but I guess some of these sections probably don't deserve a separate article (most notably the MULT one). I propose to leave short/unused sections in the main IPL article and make separate pages for the huge sections only. Seemann?! 08:40, 19 March 2009 (UTC)
Thanks! I also thought of this but except the GTA IV articles (where I mostly do not know their usage or format) I think each other section needs a deeper description, so only 1 section in the main article looks stupid somehow. But we could also remove some articles after all are finished... I suggest first writing all of the articles and then look which could be merged with the main IPL article.
Also can anyone please post some links for format descriptions (for GTA IV and those sections of SA unknown) in here. I am a bit busy the last days and do not have much time to test different lines. Thanks! --Aschratt 19:06, 20 March 2009 (UTC)

TCYC

I guess I am talking to myself somehow, but does anyone know some more information about TCYC? All I found out was the common format:

float, float, float, float, float, float, float, int, int int, float

The first 6 floating point values are world coordinates descriping a box (as mentioned around the coutryside cities by default). The seventh float value compared to the timecyc.dat file format can only be the far clipping distance. (Usual values: 800 - 1000, but also 0 for one setting) the next 3 integer values could represent the water RGB in percent. The last float may be the water alpha level (0.0-1.0)... But I am not 100 % sure! There are still many questions... for example what does not make any sense is why the RGB color values should be from 0-100 where the alpha level is normalized to 0.0-1.0... --Aschratt 19:31, 25 March 2009 (UTC)

GTA IV support for older sections

Post supported sections here, if they are confirmed. If there is a new format, please also let us know.

- Thanks :) --Aschratt 17:55, 22 March 2009 (UTC)

Data type

All supported parameters

Section Games Column
:\ GTA III Vice City San Andreas 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
AUZO San Andreas str int int flt flt flt flt
AUZO San Andreas str int int flt flt flt flt flt flt
CARS San Andreas flt flt flt flt int int int int int int int int
CULL GTA III Vice City flt flt flt flt flt flt flt flt flt int int
CULL San Andreas flt flt flt flt flt flt flt flt flt int flt flt flt flt
CULL San Andreas flt flt flt flt flt flt flt flt flt int int
ENEX San Andreas flt flt flt flt flt flt flt flt flt flt flt int int str int int int int
GRGE San Andreas flt flt flt flt flt flt flt flt int int str
INST GTA III Vice City int str flt flt flt flt flt flt flt flt flt flt
INST Vice City int str flt flt flt flt flt flt flt flt flt flt flt
INST San Andreas int str int flt flt flt flt flt flt flt int
JUMP San Andreas flt flt flt flt flt flt flt flt flt flt flt flt flt flt flt int
OCCL Vice City flt flt flt flt flt flt flt
OCCL San Andreas flt flt flt flt flt flt flt flt flt int
PATH Vice City int int str
PATH Vice City int int int flt flt flt flt int int int int flt
PICK GTA III Vice City San Andreas int flt flt flt
TCYC San Andreas flt flt flt flt flt flt int int flt flt flt flt
ZONE GTA III Vice City str int flt flt flt flt flt flt int
ZONE San Andreas str int flt flt flt flt flt flt int str
Section Games Column
:\ GTA III Vice City San Andreas 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
2DFX GTA III Vice City int flt flt flt int int int int int
2DFX GTA III Vice City flt flt flt flt int int int int int
2DFX GTA III Vice City int flt flt flt int int int int int int flt flt flt flt
2DFX GTA III Vice City int flt flt flt int int int int int int flt flt flt int
2DFX Vice City int flt flt flt int int int int int int flt flt flt flt flt flt
CARS GTA III int str str str str str str int int hex int flt
CARS Vice City int str str str str str str str int int hex int flt
HEIR GTA III Vice City int str str
OBJS GTA III Vice City int str str int
OBJS GTA III Vice City int str str int flt int
OBJS GTA III Vice City int str str int flt flt int
OBJS GTA III Vice City int str str int flt flt flt int
PATH Vice City int int str
PATH Vice City int int int flt flt flt flt int int int int flt
PEDS GTA III int str str str str str hex
PEDS Vice City int str str str str str hex str int int
TOBJ GTA III Vice City int str str int
TOBJ GTA III Vice City int str str int flt int int int
TOBJ GTA III Vice City int str str int flt flt int int int
TOBJ GTA III Vice City int str str int flt flt flt int int int
WEAP Vice City int str str str int flt

Testin', although it looks really messy if implemented like this.--Spaceeinstein 06:31, 5 May 2010 (UTC)