Difference between revisions of "GET BLIP INFO ID OBJECT INDEX"

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'''WPL''' is the format of the map-related files similar to [[IPL]]s from the previous games. It can be edited using [[WPL Manager]].
  
'''Item definition''' files, known by the extension '''.ide''', are usually used to assign a model and texture file to a unique object ID, along with many parameters depending on the section. These files are in human readable text format, and allow the # character to comment lines out. IDE files can easily be opened and edited using any text-editing program like [[Wikipedia:Notepad|Notepad]].
+
== File Format ==
  
==Structure==
+
=== Binary Headers===
The .ide files are split up into many sections. How many of them you use in your file is optional, they can even be empty. Each section starts with a section identifier and ends with the keyword "end", both in a single line.
 
  
Example:
+
Each world placement file starts with one single header followed by the object placement information. The structure for the header is very simple:
objs
 
...
 
end
 
  
===OBJS===
+
4b - UINT32  - Unknown
'''Static Map Objects''', used to define standard map objects.
+
4b - UINT32  - Instances
  
''GTA III, VC and SA format''
+
The placement information corresponds to the previous [[inst|instance]] section of the <code>.ipl</code> files. They have a binary structure like the [[Binary_IPL|binary ipl]] files introduced with [[San Andreas]]:
ID, ModelName, TextureName, ObjectCount, DrawDist, [DrawDist2, ...], Flags
 
;ID: unique object ID (integer)
 
;ModelName: name of the .dff [[model file]], without extension (string)
 
;TextureName: name of the .txd [[texture dictionary]], without extension (string)
 
;ObjectCount: amount of sub objects, e.g. damaged parts, usually 1 (integer) - '''''optional for SA, default 1'''''
 
;DrawDist: [[draw distance]] in [[unit]]s, one for each sub object (float)
 
;Flags: object flags, defining special behavior, default 0 (integer)
 
  
''GTA IV format''
+
=== Section 0 - INST===
  
  ModelName, TextureName, DrawDistance, Flag1, Flag2, (Bounds min)X,Y,Z, (Bounds max)X,Y,Z, (Bounds Sphere)X, Y, Z, Radius, WDD
+
  4b - FLOAT  - Position X
 +
4b - FLOAT  - Position Y
 +
4b - FLOAT  - Position Z
 +
4b - FLOAT  - Rotation X
 +
4b - FLOAT  - Rotation Y
 +
4b - FLOAT  - Rotation Z
 +
4b - FLOAT  - Rotation W
 +
4b - UINT32  - Model name [[:Category:Static_Model_Hashes|hash]]
 +
4b - UINT32  - Unknown
 +
4b - UINT32  - [[LOD]] Index (Index of another model in the current file)(Line entry number of LOD model)
 +
4b - UINT32  - Unknown
 +
4b - UINT32  - Unknown
  
Note that GTA IV does not use any unique object ID numbers
+
''Rotation information as [[Wikipedia:Quarternion|Quarternion]]''
  
;ModelName: name of the .wdr [[model file]], without extension (string)
+
===Section 2 - Garages===
;TextureName: name of the .wtd [[texture dictionary]], without extension (string)
 
;DrawDistance: [[draw distance]] in [[unit]]s, one for each sub object (float)
 
;Flag1: object flag, defining special behavior
 
;Flag2: object flag, defining special behavior, default 0 (integer)
 
;Bounds Min: Lower Left vertex local position of a model bounding box
 
;Bounds Max: Upper Right vertex local position of a model bounding box
 
;Bounds Sphere: local position of the Bounds Sphere
 
;Radius: Radius dimensions of the bounding Sphere
 
;WDD: the model dictionary file that contains the LOD model for the defined Modelname
 
  
====Object Flags====
+
4b -  FLOAT  - Position X1
Object Flags in SA are text formatted UInt32-Values (Like nearly all other Flags).
+
4b -  FLOAT  - Position Y1
To understand them better you have to calculate them to binary numbers. Then You will get the Bitsets of the Flags.
+
4b -  FLOAT  - Position Z1
1 means Enabled, 0 disabled.
+
4b -  FLOAT  - Position X2
 +
4b -  FLOAT  - Position Y2
 +
4b -  FLOAT  - Position X3
 +
4b -  FLOAT  - Position Y3
 +
4b -  FLOAT  - Position Z3
 +
4b -  UINT32  - DoorType
 +
4b -  UINT32  - GarageType
 +
4b -  UINT32  - hash
 +
4b -  UINT32  - Unknown
  
List of all known flags for San Andreas:
+
'''''X1, Y1, Z1''' = lower left vertex position, ''
 +
'''''X2, Y3, Z3''' = upper right vertex position, ''
 +
'''''X3, Y2''' = lower left vertex position for Garage entrance''
  
0000000000000000000000000000001 = 1 - Wet Effect
+
===Section 3 - Parked Cars===
0000000000000000000000000000010 = 2 - Time Object Night Flag
 
0000000000000000000000000000100 = 4 - ALPHA Transparency 1
 
0000000000000000000000000001000 = 8 - ALPHA Transparency 2 *
 
0000000000000000000000000010000 = 16 - Time Object Day Flag
 
0000000000000000000000000100000 = 32 - Interior-Object **
 
0000000000000000000000001000000 = 64 - Disable Shadow Mesh (?)
 
0000000000000000000000010000000 = 128 - Disables Collision Mesh (?)
 
0000000000000000000000100000000 = 256 - Disable Draw Distance (?)
 
0000000000000000000001000000000 = 512 - Breakable Glass **
 
0000000000000000000010000000000 = 1024 - Breakable Glass with crack **
 
0000000000000000000100000000000 = 2048 - Garage door **
 
0000000000000000001000000000000 = 4096 - 2-Clump-Object ** (Switches from Clump 2 to 1 after Collision)
 
0000000000000000010000000000000 = 8192 - Small Vegetation. Object sways in strong wind  (?)
 
0000000000000000100000000000000 = 16384 - Standard Vegetation **  (Palms in Hotels, etc.) (?)
 
0000000000000001000000000000000 = 32768 - Use timecycle PoleShadow flag
 
0000000000000010000000000000000 = 65536 - Explosive-Flag **
 
0000000000000100000000000000000 = 131072 - UNKNOWN (Seems to be an SCM Flag) (?)
 
0000000000001000000000000000000 = 262144 - UNKNOWN (1 Object in Jizzy`s Club) (?)
 
0000000000010000000000000000000 = 524288 - UNKNOWN (?)
 
0000000000100000000000000000000 = 1048576 - Graffiti Flag
 
0000000001000000000000000000000 = 2097152 - No backface culling
 
0000000010000000000000000000000 = 4194304 - UNKNOWN (Parts of a statue in Atrium) (?)
 
...
 
1000000000000000000000000000000 = 1073741824 - Unknown
 
----------------
 
* If there's no Interior the Texture behind the object changes to black (=> IPL | Interior-value)
 
** Objects needs to be activated using Object.dat
 
(?) Not 100 % known
 
... All Flags in a special interval are unknown
 
  
To connect different flags you have to add the bit which belongs to the flag. Its the same as adding one value to another..  
+
only used in the (*_stream*.wpl) files
  
  01 + 10 = 11
+
  4b - FLOAT  - Position X
  1 + 2 = 3
+
4b - FLOAT  - Position Y
 +
4b - FLOAT  - Position Z
 +
4b - FLOAT  - Unknown
 +
  4b - FLOAT  - Unknown
 +
4b - FLOAT  - Unknown
 +
4b - UINT32 - Model name [[:Category:Static_Model_Hashes|hash]]
 +
4b - INT32  - Unknown
 +
4b - INT32  - Unknown
 +
4b - INT32  - Unknown
 +
4b - INT32  - Unknown
 +
4b - INT32  - Unknown
 +
4b - INT32  - Unknown
 +
  4b - INT32 - Unknown
  
===TOBJ===
+
===Section 4 - CULL===
'''Timed Map Objects''', used to define map objects which are only visible during a special time of the day.
 
  
''GTA III, VC and SA format:''
+
these are used for interiors directly accessed from outdoor locations.
ID, ModelName, TextureName, ObjectCount, DrawDist, [DrawDist2, ...], Flags, TimeOn, TimeOff
 
;ID, ModelName, TextureName, ObjectCount, DrawDist, Flags: same as for the OBJS section
 
;TimeOn: activation time in hours (integer)
 
;TimeOff: deactivation time in hours (integer)
 
  
''GTA IV format''
+
4b -  FLOAT  - Position X1
 +
4b -  FLOAT  - Position Y1
 +
4b -  FLOAT  - Position Z1
 +
4b -  FLOAT  - Position X2
 +
4b -  FLOAT  - Position Y2
 +
4b -  FLOAT  - Position Z2
 +
4b -  INT32  - Unknown
 +
4b -  INT32  - Unknown
 +
4b -  INT32  - Unknown
 +
4b -  INT32  - Unknown
 +
4b -  UINT32 - Model name [[:Category:Static_Model_Hashes|hash]]
  
ModelName, TextureName, DrawDist, Flag1, Flag2, (Bounds min)X,Y,Z, (Bounds max)X,Y,Z, (Bounds Rotation)X,Y,Z,W, WDD, NightFlag
+
'''''X1, Y1, Z1''' = lower left vertex position, ''
 +
'''''X2, Y2, Z2''' = upper right vertex position''
  
;ModelName, TextureName, DrawDistance, Flags, Bounds min, Bounds max, Bounds Rotation, WDD: same as for the OBJS section
+
===Section 8 - Unknown (Strbig)===
  
;NightFlag: assumed to be hardcoded time flags
+
only used in (*_strbig*.wpl) files.
  
===ANIM===
+
24b - String - Model name
'''Animated Map Objects''', used to define objects whose sub objects are animated. Note: There must be animation frames for each sub object, also the collision model remains static - no solid animations.
+
4b  - UINT32 - Unknown
 +
4b  - UINT32 - Unknown
 +
4b  - UINT32 - Unknown
 +
4b  - FLOAT  - Position X
 +
4b  - FLOAT  - Position Y
 +
4b  - FLOAT  - Position Z
 +
4b  - FLOAT  - Rotation X
 +
4b  - FLOAT  - Rotation Y
 +
4b  - FLOAT  - Rotation Z
 +
4b  - FLOAT  - Rotation W
  
''GTA SA only:''
+
===Section 9 - LODcull===
ID, ModelName, TextureName, AnimName, DrawDist, Flags
 
;ID, ModelName, TextureName, DrawDist, Flags: same as for the OBJS section
 
;AnimName: name of the [[IFP|animation archive]], without extension (string)
 
  
''GTA IV format''
+
only used in (lodcull_x.wpl) files, usually located in 'Rockstar Games\Grand Theft Auto IV\pc\data\maps\generic' folder.
  
  ModelName, TextureName, Wad, DrawDist, Flag1, Flag2, (Bounds min)X,Y,Z, (Bounds max)X,Y,Z, (Bounds Rotation)X,Y,Z,W, WDD
+
  4b -  FLOAT  - Position X1
 +
4b -  FLOAT  - Position Y1
 +
4b -  FLOAT  - Position Z1
 +
4b -  FLOAT  - Position X2
 +
4b -  FLOAT  - Position Y2
 +
4b -  FLOAT  - Position Z2
 +
4b  - UINT32 - unknown UINT32
 +
4b  - UINT32 - [[:Category:Static_Model_Hashes|Hash]] 1
 +
4b  - UINT32 - [[:Category:Static_Model_Hashes|Hash]] 2
 +
4b  - UINT32 - [[:Category:Static_Model_Hashes|Hash]] 3
 +
4b  - UINT32 - [[:Category:Static_Model_Hashes|Hash]] 4
 +
4b  - UINT32 - [[:Category:Static_Model_Hashes|Hash]] 5
 +
4b  - UINT32 - [[:Category:Static_Model_Hashes|Hash]] 6
 +
4b  - UINT32 - [[:Category:Static_Model_Hashes|Hash]] 7
 +
4b  - UINT32 - [[:Category:Static_Model_Hashes|Hash]] 8
 +
4b  - UINT32 - [[:Category:Static_Model_Hashes|Hash]] 9
 +
4b  - UINT32 - [[:Category:Static_Model_Hashes|Hash]] 10
 +
32b - String - Model name 1
 +
32b - String - Model name 2
 +
32b - String - Model name 3
 +
32b - String - Model name 4
 +
32b - String - Model name 5
 +
32b - String - Model name 6
 +
32b - String - Model name 7
 +
32b - String - Model name 8
 +
32b - String - Model name 9
 +
32b - String - Model name 10
  
;ModelName, TextureName, DrawDistance, Flags, Bounds min, Bounds max, Bounds Rotation, WDD: same as for the OBJS section
+
'''''X1, Y1, Z1''' = lower left vertex position, ''
 +
'''''X2, Y2, Z2''' = upper right vertex position''
  
;Wad: name of the (.wad) animation archive, without extension (string)
+
===Section 10 - Unknown (Zone or Cull)===
  
===PEDS===
+
4b - FLOAT - Position X1
''GTA III and VC format:''
+
4b - FLOAT - Position Y1
  ID, ModelName, TextureName, Threat, Behavior, AnimationType, ?, StartAnimation?, ?, ?
+
  4b - FLOAT - Position Z1
;Threat: running over and shooting other peds
+
4b - FLOAT - Position X2
;Behavior: angry/hateful/thrilled
+
4b - FLOAT - Position Y2
;AnimationType: being drunk like walk
+
4b - FLOAT - Position Z2
  
===WEAP===
+
'''''X1, Y1, Z1''' = lower left vertex position, ''
''GTA III and VC format:''
+
'''''X2, Y2, Z2''' = upper right vertex position''
ID, ModelName, TextureName, Animation, ?, DrawDistance, ?
 
;Animation: From ped.ifp, animation used to wield and shoot the weapon
 
  
===CARS===
+
<!---
''GTA III and VC format:''
+
;Header
  ID, ModelName, TextureName, Type, HandlingID, GXTEntry, PedDrivingAnimation, Class, Frequency, Level,
+
<source lang="cpp">
  SpecificType, WheelID, WheelSize
+
struct Header_t
 +
  {
 +
    BYTE byteUnknown01[4];
 +
    DWORD dwNbrOfBlockInst;
 +
  };
 +
</source>
  
;HandlingID: From handling.cfg
+
;InstBlock (Start from 0x44)
;PedDrivingAnimation: From ped.ifp, type of animation to enter, exit, drive, and drive-by from a vehicle
+
<source lang="cpp">
;WheelID: not available for type "boat"
+
struct Inst_t
;WheelSize: not available for type "boat"
+
{
 +
    float  fPosition[3];
 +
    float  fRotation[4];
 +
    DWORD dwModelNameHash;
 +
    BYTE byteUnknown01[4];
 +
    DWORD dwAttachedLod;
 +
    BYTE byteUnknown02[8];
 +
};
 +
</source>
 +
-->
  
''SA Format comming soon''
+
== XPL ==
 +
In the XBox 360's version of GTA 4 same files have the extension <code>.xpl</code>. The XPL and WPL formats  are same, but due to the fact XPL files are used on the Xenon platform its data is stored in the [[Wikipedia:Endianness|big-endian order]].
 +
<!--not sure where to put this: "They are used to map generic objects which are defined with another path in the [[Images.txt|image listing]] file."-->
  
===HIER===
+
== Tools ==
 +
* {{GTAF|409799|GTA IV Placement Tool}} &ndash; by {{U||Dageron|}}
 +
* {{GTAG|6094|IV Placement Editor}} &ndash; by {{U|Chipsman}}
 +
* [[WPL Manager]] &ndash; by {{U|UZI-I|Yoann (UZI-I)}}
  
''SA Format only''
+
== External Link ==
 
+
* {{GTAF|389423|WPL file format specification}}
This is (e.g.) used in default.ide in the 'data\'-folder
 
Normal structure is like this:
 
 
 
  ID, model, texture, null, float (normally 2000.00)
 
 
 
The meaning of these lines isn't known yet, but it seems to be a kind of bodyparts for the player.
 
 
 
===TXDP===
 
;Texture Archive Parent
 
''SA and GTA 4 format''
 
TextureName, TextureParentName
 
Both parameters are names of texture archives (<code>.txd</code>). The second archive (the "parent") virtually extends the first one. Practically, the game looks up a texture in the primary archive, and if it's not there and a parent txd has been assigned, it checks for the texture in the parent archive. This way shared archives can be created, which contain often used textures, without the need to create duplicates or split up a model just for that purpose.
 
 
 
===2DFX===
 
'''Particle and Environment Effects'''
 
 
 
''GTA III and VC format''
 
ID, X, Y, Z, R, G, B, U, Type, ...
 
;ID: ID of the object it's assigned to (integer)
 
;X, Y, Z: position of the effect, relative to the object (3 floats)
 
;R, G, B: color of the effect, if available (3 integers, 0 - 255)
 
;U: unknown color component, always 200 (integer)
 
;Type: specifies the type of effect
 
 
 
====Effect #0: Light====
 
Coming soon.
 
 
 
====Effect #1: ...====
 
Coming soon.
 
 
 
Please note that the 2dfx Section is moved to the DFF Files by using R*'s custom section IDs in SA!
 
 
 
===PATH===
 
'''Ped and Car Paths''', defines paths relative to the objects. Only used in ''GTA III'', quite complicated format and hardly usable without a editing program (such as [[Ked]]).
 
 
 
===TREE===
 
''GTA4 only''
 
 
 
===TANM===
 
''GTA4 only''
 
 
 
===MLO===
 
''GTA4 only''
 
 
 
===AMAT===
 
''GTA4 only''
 
 
 
Modelname, Flag1, Flag2
 
 
 
==procobj.ide==
 
 
 
===OBJS===
 
 
 
''GTA IV format''
 
 
 
ModelName, TextureName, DrawDistance, Flag1, Flag2, (Bounds min)X, Y, Z, (Bounds max)X, Y, Z, (Bounds Rotation)X, Y, Z, W, WDD
 
 
 
;ModelName: name of the .wdr [[model file]], without extension (string)
 
;TextureName: set to 'null' by default in procobj.ide
 
;DrawDistance: [[draw distance]] in [[unit]]s, one for each sub object (float)
 
;Flag1: object flag, defining special behavior
 
;Flag2: object flag, defining special behavior, default 0 (integer)
 
;Bounds Min: Lower Left vertex of a model bounding box
 
;Bounds Max: Upper Right vertex of a model bounding box
 
;Bounds Rotation: Rotation of the bounding box in [[Wikipedia:Quarternion|Quarternion]] values
 
;WDD: set to 'null' by default in procobj.ide
 
 
 
==Tools==
 
* {{GTAG|4817|IDEditor}} - By {{U|Xmen}}
 
* {{GTAF|402942|(IV) Ide-IO in GTA-IV script centre }} - by {{U|Gforce}}
 
* [http://www.aschratt.com/fileview.php?file=1004 FlagValue Calculator] - By {{U|Aschratt}} - Calculates all Flagvalues (even those unknown)
 
 
 
==External Links==
 
* {{GTAF|102833|GTAVC IDE Definitions}} - topic by {{U|ODIE}} covering specific details of IDE files in GTA VC
 
* {{GTAF|118193|GTA3/VC Map File Documentation and Troubleshooting}} - topic by {{U|Opius}} covering general features of IDE files in GTA3 and GTA VC
 
* {{GTAF|93990|Paths Documentation for SA, VC and GTA3}} - topic by {{U|REspawn}} detailing GTA3's paths
 
* [http://gta-worldmods.t-n-network.de/forum/thread.php?threadid=3382 ID Flagvalue Decoding Project] - project to decode all missing flag values
 
  
 
{{GTA4-navi}}
 
{{GTA4-navi}}
{{SA-navi}}
+
{{File-stub}}
 
+
[[Category:Map Formats]][[Category:GTA 4]]
[[Category:Map Formats]][[Category:GTA 3]][[Category:GTA VC]][[Category:GTA SA]][[Category:GTA 4]]
 

Revision as of 20:46, 6 July 2009

WPL is the format of the map-related files similar to IPLs from the previous games. It can be edited using WPL Manager.

File Format

Binary Headers

Each world placement file starts with one single header followed by the object placement information. The structure for the header is very simple:

4b - UINT32   - Unknown
4b - UINT32   - Instances

The placement information corresponds to the previous instance section of the .ipl files. They have a binary structure like the binary ipl files introduced with San Andreas:

Section 0 - INST

4b - FLOAT   - Position X
4b - FLOAT   - Position Y
4b - FLOAT   - Position Z
4b - FLOAT   - Rotation X
4b - FLOAT   - Rotation Y
4b - FLOAT   - Rotation Z
4b - FLOAT   - Rotation W
4b - UINT32  - Model name hash
4b - UINT32  - Unknown
4b - UINT32  - LOD Index (Index of another model in the current file)(Line entry number of LOD model)
4b - UINT32  - Unknown
4b - UINT32  - Unknown

Rotation information as Quarternion

Section 2 - Garages

4b -  FLOAT   - Position X1
4b -  FLOAT   - Position Y1
4b -  FLOAT   - Position Z1
4b -  FLOAT   - Position X2
4b -  FLOAT   - Position Y2
4b -  FLOAT   - Position X3
4b -  FLOAT   - Position Y3
4b -  FLOAT   - Position Z3
4b -  UINT32  - DoorType
4b -  UINT32  - GarageType
4b -  UINT32  - hash
4b -  UINT32  - Unknown

X1, Y1, Z1 = lower left vertex position, X2, Y3, Z3 = upper right vertex position, X3, Y2 = lower left vertex position for Garage entrance

Section 3 - Parked Cars

only used in the (*_stream*.wpl) files

4b - FLOAT  - Position X
4b - FLOAT  - Position Y
4b - FLOAT  - Position Z
4b - FLOAT  - Unknown
4b - FLOAT  - Unknown
4b - FLOAT  - Unknown
4b - UINT32 - Model name hash
4b - INT32  - Unknown
4b - INT32  - Unknown
4b - INT32  - Unknown
4b - INT32  - Unknown
4b - INT32  - Unknown
4b - INT32  - Unknown
4b - INT32  - Unknown

Section 4 - CULL

these are used for interiors directly accessed from outdoor locations.

4b -  FLOAT  - Position X1
4b -  FLOAT  - Position Y1
4b -  FLOAT  - Position Z1
4b -  FLOAT  - Position X2
4b -  FLOAT  - Position Y2
4b -  FLOAT  - Position Z2
4b -  INT32  - Unknown
4b -  INT32  - Unknown
4b -  INT32  - Unknown
4b -  INT32  - Unknown
4b -  UINT32 - Model name hash

X1, Y1, Z1 = lower left vertex position, X2, Y2, Z2 = upper right vertex position

Section 8 - Unknown (Strbig)

only used in (*_strbig*.wpl) files.

24b - String - Model name
4b  - UINT32 - Unknown
4b  - UINT32 - Unknown
4b  - UINT32 - Unknown
4b  - FLOAT  - Position X
4b  - FLOAT  - Position Y
4b  - FLOAT  - Position Z
4b  - FLOAT  - Rotation X
4b  - FLOAT  - Rotation Y
4b  - FLOAT  - Rotation Z
4b  - FLOAT  - Rotation W

Section 9 - LODcull

only used in (lodcull_x.wpl) files, usually located in 'Rockstar Games\Grand Theft Auto IV\pc\data\maps\generic' folder.

4b -  FLOAT  - Position X1
4b -  FLOAT  - Position Y1
4b -  FLOAT  - Position Z1
4b -  FLOAT  - Position X2
4b -  FLOAT  - Position Y2
4b -  FLOAT  - Position Z2
4b  - UINT32 - unknown UINT32
4b  - UINT32 - Hash 1
4b  - UINT32 - Hash 2
4b  - UINT32 - Hash 3
4b  - UINT32 - Hash 4
4b  - UINT32 - Hash 5
4b  - UINT32 - Hash 6
4b  - UINT32 - Hash 7
4b  - UINT32 - Hash 8
4b  - UINT32 - Hash 9
4b  - UINT32 - Hash 10
32b - String - Model name 1
32b - String - Model name 2
32b - String - Model name 3
32b - String - Model name 4
32b - String - Model name 5
32b - String - Model name 6
32b - String - Model name 7
32b - String - Model name 8
32b - String - Model name 9
32b - String - Model name 10

X1, Y1, Z1 = lower left vertex position, X2, Y2, Z2 = upper right vertex position

Section 10 - Unknown (Zone or Cull)

4b - FLOAT - Position X1
4b - FLOAT - Position Y1
4b - FLOAT - Position Z1
4b - FLOAT - Position X2
4b - FLOAT - Position Y2
4b - FLOAT - Position Z2

X1, Y1, Z1 = lower left vertex position, X2, Y2, Z2 = upper right vertex position


XPL

In the XBox 360's version of GTA 4 same files have the extension .xpl. The XPL and WPL formats are same, but due to the fact XPL files are used on the Xenon platform its data is stored in the big-endian order.

Tools

External Link