CULL

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Revision as of 11:39, 24 September 2010 by Seemann (talk | contribs) (Do we really need an extra IPL link?)
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CULL (IPL section)
Short description:Create a culling zone
Supported games:GTA 3 GTA VC GTA SA 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 IPL file. It is used to create zones with different behaviour like mirrors [1] or fixed camera positions. It can also influence the environment like disable rain within the zone and certain police behaviors.

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[2]. By default, most of the cull zones are located in data\maps\cull.ipl for both games.

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
LowerLeftX, LowerLeftY, LowerLeftZ
float[3] A point which corresponds to the lower left corner of the box.
G,H,I
UpperRightX, UpperRightY, UpperRightZ
float[3] A point which corresponds to the upper right corner of the box.
J
Flags
integer The behaviour of the cull zone – see below.
K
Unknown
integer Always 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 [4].

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. [3]
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.
1024
Vice City
0000 0010 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