Difference between revisions of "CULL"

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cull
 
cull
CenterX, CenterY, CenterZ, X1, Y1, Z1, X2, Y2, Z2, Flag, unknown
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CenterX, CenterY, CenterZ, X1, Y1, Z1, X2, Y2, Z2, Flag, WantedLevelDrop
 
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| J || Flag || integer || The behaviour of the cull zone (see [[CULL#Flags|below]]).
 
| J || Flag || integer || The behaviour of the cull zone (see [[CULL#Flags|below]]).
 
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| K || ''unknown'' || integer || Usually 0
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| K || WantedLevelDrop || integer || Usually 0
 
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|}
  

Revision as of 14:53, 20 January 2016

CULL (IPL section)
Short description:Creates culling zones
Supported games:GTA III Vice City San Andreas GTA IV
IPL Sections:
2DFX AUZO BLOK CARS CULL ENEX GRGE
INST JUMP LINK LODM MLO+ MULT OCCL
PATH PICK RTFX SLOW TCYC VNOD ZONE

CULL is a section in the item placement file in GTA III, Vice City, San Andreas, and GTA IV. It is used to create zones affecting the different behaviour of the world, like mirrors,[1] fixed camera positions, disabling rain, and police behaviors, when the player is within the zone.

Format

GTA III and Vice City

Cull zones in GTA III and Vice City are built by a box which is controlled by various flags. By default, most of the cull zones are located in data\maps\cull.ipl for both games, although GTA III doesn't seem to use this file. Instead it uses the cullzone.dat file to define these zones.

cull
CenterX, CenterY, CenterZ, X1, Y1, Z1, X2, Y2, Z2, Flag, WantedLevelDrop
end
GTA III Vice City Identifier Type Description
A,B,C CenterX, CenterY, CenterZ float[3] A point which defines the center of the box in real world coordinates.
D,E,F X1, Y1, Z1 float[3] A point which corresponds to the corner of the box, usually the lower left.
G,H,I X2, Y2, Z2 float[3] A point which corresponds to the opposite corner of the box, usually the upper right.
J Flag integer The behaviour of the cull zone (see below).
K WantedLevelDrop integer Usually 0

Changing the zones center coordinates does not directly affect the zone itself. Anyway this vector should always point to the real center of the zone since those values are used to calculate the distance of several instances (e.g. the player) to the zone itself.

GTA San Andreas / IV

San Andreas has two different major formats in the game:

CenterX, CenterY, CenterZ, Unknown1, Length, Bottom, Width, Unknown2, Top, Flag, Unknown3
CenterX, CenterY, CenterZ, Unknown1, Length, Bottom, Width, Unknown2, Top, Flag, Vx, Vy, Vz, Cm

Coordinates are always rounded to the nearest world unit so that they are no longer floating point values, they are non-decimal integers.

Value Description
CenterX, CenterY, CenterZ Vector to the center of the cull zone.
Unknown1, Unknown2, Unknown3 Allways 0.
Length Dimensions of the zone along y-axis.
Width Dimensions of the zone along x-axis.
Top, Bottom Absolute Z coordinate of the top and bottom of the box.
Flag The behaviour of the cull zone – see below
Vx, Vy, Vz, Cm Mirror parameters [3].

This section is incomplete. You can help by fixing and expanding it.

Mirrors

Flags

Flags are numbers which are build out of a collection of numbers formed by the power of 2-numbers lower than 230. Some are defining various behaviours of the zone. They can be combined by simply adding one flag value to another (see binary to decimal conversion).

Flag Supported games Binary Description
-1 1111 1111 1111 1111 Enables all flags.[2] Never used by default.
1 GTA III Vice City San Andreas GTA IV 0000 0000 0000 0001 Camera close in into player using closest third-person view camera mode, does not close in if in first person or cinematic mode, camera mode cannot be changed while in the zone
2 GTA III Vice City San Andreas GTA IV 0000 0000 0000 0010 Camera remotely placed outside the zone, no control of camera, camera mode cannot be changed while in the zone
4 GTA III Vice City San Andreas GTA IV 0000 0000 0000 0100 Lowers the camera angle on boats
8 GTA III Vice City San Andreas GTA IV 0000 0000 0000 1000 Rain-free, police helicopter-free zone
16 GTA III Vice City 0000 0000 0001 0000 Police will not exit their vehicles voluntarily. They will only exit if you do something to them (like shoot it). Cops both on foot and in vehicles will not chase you but can shoot at you.
256 GTA III Vice City 0000 0001 0000 0000 Police will always exit their vehicles once they are spawned ONLY IF you have a wanted level. If you don't, they'll drive normally.
512 Vice City 0000 0010 0000 0000
1024 Vice City 0000 0100 0000 0000 Some visual ocean water effects are removed like the transparent waves and sparkles on the water
4096 San Andreas GTA IV 0001 0000 0000 0000 5-Star Military zone.

This section is incomplete. You can help by fixing and expanding it.

References

External links