Difference between revisions of "Binary IPL"

From GTAMods Wiki
Jump to navigation Jump to search
(Tools)
(Redirect to new IPL article)
 
(7 intermediate revisions by 2 users not shown)
Line 1: Line 1:
{{File-stub}}
+
#REDIRECT [[Item_Placement#Binary format]]
'''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 ==
 
 
 
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, only the [[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 have a size of '''40 bytes''' per structure, and cars have '''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  - INT32    - (always 0) could be interior flag ?
 
4b  - UINT32  - [[IDE#Object_Flags|Flags]]
 
 
 
<!-- Are those flags realy IDE flags? This appears very strange, so you can assign different flags to one item, which goes against the internal core rule, that flags are controlled by the IDE pool and applied to the rendering engine using the object id... straaaange ^^ - Got to check this! -->
 
''Rotation information as [[Wikipedia:Quarternion|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 [[Item_Placement#CARS|IPL file specification]])
 
 
 
== Tools ==
 
* [http://www.gta.ocram-net.de/index_all.php?downloadsa=11 Binary (De-)Compiler] - by {{U|ocram88}}
 
* [[MEd]] &ndash; supports binary IPL mapping, but no explicit creation
 
* [http://www.gtaforums.com/index.php?showtopic=429526 SA Binary IPL, SA Binary IPL Exporter for 3DS Max] - by {{U|Gforce}}
 
 
 
== See also ==
 
* [[INST]]
 
* [[CARS (IPL Section)]]
 
 
 
== External Links ==
 
* {{GTAF|202532|IPL documentation}} &ndash; by {{U|spaceeinstein}}
 
* [http://people.freenet.de/steve-m/binipl.rar Binary IPL's decompiled] - by {{U|steve-m}}
 
 
 
{{SA-navi}}
 
[[Category:Map_Formats]]
 

Latest revision as of 09:19, 27 July 2010