game.dtz
GAME.DTZ (DaTa Zlib) is a file regarding PS2 and PSP versions of GTA LCS and GTA VCS. It contains data files, as well as main textures and models analogue to existing 3D era games compiled in binary form. It is compressed using the zlib/deflate algorithm [1] (max compression). Its contents can be viewed using any zlib compression/decompression utility, such as offzip [2] and zdrop, though some can be viewed with DTZ Editor [3], a tool made by Dageron.
Contents
GAME.DTZ
Description | Analogy | Offset | Notes |
---|---|---|---|
Textures | |||
textures of menu | frontend.txd | LCS PS2: 0x4E4A30
|
contain texture of menu, packed deflate/zlib algorithm (*) |
texture of fonts | fonts.txd | LCS PS2: 0x4EF4D8
|
also packed deflate/zlib algorithm (*) |
particle effects | particle.txd | LCS PS2: 0x4A1C28
LCS PSP: VCS PS2: VCS PSP: |
contain all textures of particle effect (*) |
generic-textures | generic.txd, wheels.txd, vehicle.txd | LCS PS2: 0x4A1BFC
LCS PSP: VCS PS2: VCS PSP: |
contains general textures for cars and all the textures of wheels (*) |
radar icons | hud.txd | LCS PS2: 0x4A1BE4
LCS PSP: VCS PS2: VCS PSP: |
contain icons for hud (*) |
texture of radar | radarNN.txd | Contain textures for radar | |
Animation | |||
? | ped.ifp | ||
? | swim.ifp | only in GTA VCS | |
? | fight.ifp | only in GTA VCS | |
? | driveby.ifp | only in GTA VCS | |
DIR-files | |||
for cuts.img | cuts.dir | not working | |
for GTA3PS2.IMG | GTA3PS2.dir | specific for stories, doesn't contain the names. | |
Collision | |||
? | peds.col | peds.col2 | |
? | vehicles.col | vehicles.col2 | |
? | weapons.col | weapons.col2 | |
Models | |||
model of plane | air_vlo.dff | air_vlo.mdl | |
model of arrow | arrow.dff | arrow.mdl | |
model of wheels | wheels.dff | ||
model of marker (zone) | zonecylb.dff | ||
IDE / IPL / DAT | |||
IDE | *.ide | contain all name of models and textures. | |
IPL | *.ipl | contains all the coordinates for the placement of collisions in the game. | |
colors of cars | carcols.dat | ||
cullzone data | cullzone.dat | ||
fistfite data | fistfite.dat | ||
handling data | handling.dat | LCS PS2: 0x1647A0
|
LCS and VCS have different structure of handling |
info.zon | |||
map.zon | |||
object data | object.dat | ||
particle data | particle.cfg | LCS PS2: 0x3917D0
|
characteristics of special effects |
pedstats data | pedstats.dat | LCS PS2:
part 1 - part 2 - part 3 - LCS PSP:
VCS PS2: part 1 - part 2 - VCS PSP:
|
characteristics of pedestrians, in the PS2-version split into parts
LCS PS2: part 1 - 15 items part 2 - 18 items part 3 - 9 items LCS PSP: 42 items VCS PS2: part 1 - 6 items part 2 - 36 items VCS PSP: 42 items |
timecyc data | timecyc.dat | ||
data about waters surfaces | waterpro.dat | ||
weapon data | weapon.dat | VCS PS2: 0x3D7530
|
|
Other | |||
SDT-files. | only in PSP versions |
Notes:
- Offset is specified for the unpacked game.dtz
- * - Data marked with (*) are opened by GTA Stories Texture Explorer.
weapons data
Analog of weapons.dat
Structure of LCS version
Total number of records: 38
typedef struct vFireOffset{
float x;
float y;
float z;
};
typedef struct vTimeStrc{
float a;
float b;
float c;
};
typedef struct weapondata{
int FireType;
float Range;
int FiringRate;
int Reload;
int AmountOfAmmunition;
int Damage;
float Speed;
float Radius;
float LifeSpan;
float Spread;
DWORD padding1;
DWORD padding2;
vFireOffset FireOffset;
DWORD zero;
DWORD anim_id;
vTimeStrc time1;
vTimeStrc time2;
float unk;
DWORD ModelID;
DWORD ModelID2;
DWORD weapon_slot;
DWORD Flags <format=hex>;
};
Structure of VCS version
Total number of records: 40
typedef struct vFireOffset{
float f1;
float f2;
float f3;
};
typedef struct weapondata{
DWORD dwType;
int iFireType;
float fRange;
int iFiringRate;
int iReload;
int iAmountOfAmmunition;
int iDamage;
float fSpeed;
float fRadius;
float fLifeSpan;
float fSpread;
DWORD dwPadding; //padding (0xAA)
vFireOffset m_vFireOffset; //vector
DWORD _f3C; //always zero
DWORD _f40; //integer value
DWORD _f44; //DWORD ? unknown
vFireOffset m_vFireOffset; //vector
vFireOffset m_vFireOffset; //vector
DWORD dwModelID;
DWORD dwModel2ID;
DWORD dwWeaponSlot
DWORD _f6C; //padding (0xAA)
};