Difference between revisions of "Gta.dat"

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(General)
(rewritten, extended for all games)
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{{Map|GTA.dat|dat}}
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This file lists which files define the game map. It can be found in the game's <code>data</code> directory, and is known as '''gta3.dat''' in GTA III, '''gta-vc.dat''' in GTA VC, and simply '''gta.dat''' in GTA SA. The same file format is also used for '''default.dat'''.
  
The gta.dat defines the main stuff of the whole GTA Map.
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==Format==
It is not arranged into sections as most of the other files.
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Each line links to a map file, unless it's empty or starts with a <code>#</code> (denoting a comment, which are ignored by the game). Since there are different types of files, a keyword is needed for each entry. Most entries use the following format, where the path is relative to the game's base directory:
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&lt;keyword&gt; &lt;path&gt;
  
=General=
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Although the file itself is not split up into sections, entries are usually grouped by type and arranged in a special order according to the game's loading sequence:
The gta.dat contains relative path to the diffrent mapfiles.
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# Archives (<code>IMG</code>)
you can use the following prefixes:
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# Item Definitions (<code>IDE</code>)
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# Collision Files (<code>COLLISION</code>)
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# Map Areas (<code>MAPZONE</code>, <code>IPL</code>)
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# Item Placements (<code>IPL</code>)
  
# - comment (The code after # ist ignored by the game)
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==Keywords==
IPL - Path to item-placement file
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===IMG===
IDE - Path to item-definition files
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''GTA SA only''
IMG - Path to IMG-Archive
 
ZON - Path to Zone-file (GTA III/VC, in SA zone is a part of IPL)
 
COLL - Path to an Collisionarchive, which isnt placed in an Archive
 
  
=Order=
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These entries define additionally used [[archive]]s (other than the hardcoded ones).
  
Normally you have to use this order in an gta.dat:
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Example:
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IMG DATA\PATHS\CARREC.IMG
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IMG DATA\SCRIPT\SCRIPT.IMG
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IMG MODELS\CUTSCENE.IMG
  
IMG # all img-archives. if the game doesnt know them it crashes while searching the objects.
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===IDE===
IDE # have to define everything berfore place it
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''GTA III, VC and SA''
(ZON & COLL)
 
IPL # Places stuff on the map
 
  
=Formats=
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These entries link to [[item definition]] files.
  
==IMG==
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Example:
Comming soon...
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IDE DATA\MAPS\generic.IDE
  
==IDE==
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===COLLISION===
Comming soon...
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''GTA III and VC''
  
==ZON==
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With these entries [[collision file]]s are defined. An additional parameter between keyword and path defines the map part they belong to. If this is 0, the col file is used by the whole map; a higher number (1 to 3) assigns it to one of GTA3's islands.
Comming soon...
 
  
==COLL==
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Example:
Comming soon...
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COLFILE 0 MODELS\COLL\GENERIC.COL
  
==IPL==
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===IPL and MAPZONE===
Comming soon...
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''GTA III, VC and SA''
  
=Links=
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These keywords are used to link to [[IPL]]-style item placement and [[zone]] files. <code>MAPZONE</code> is only used in GTA3 and ''might'' be synonymous with <code>IPL</code>.
Comming Soon...
 
  
=Tools & Scripts=
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Example (GTA3):
Comming soon...
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MAPZONE DATA\MAP.ZON
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IPL DATA\GTA3.ZON
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Example (GTA SA):
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IPL DATA\MAP.ZON
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IPL DATA\INFO.ZON
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IPL DATA\MAPS\LA\LAn.IPL
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IPL DATA\MAPS\LA\LAn2.IPL
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===SPLASH===
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''GTA III, VC and SA''
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These define the splash screens that appear while loading the map. The argument for these is '''not''' a path, but just the name (without extension) of a [[texture dictionary]] in the <code>txd</code> directory. Might be ignored, though.
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Example:
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SPLASH loadsc2
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===TEXDICTION===
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''GTA III and VC''
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These link to external, mostly generic [[texture dictionary|texture dictionaries]].
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Example:
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TEXDICTION MODELS\GENERIC.TXD
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===MODELFILE===
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''GTA III and VC''
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These link to external, mostly generic [[model file]]s.
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Example:
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MODELFILE MODELS\GENERIC\WHEELS.DFF
 +
 
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[[Category:Map Formats]][[Category:GTA 3]][[Category:GTA VC]][[Category:GTA SA]]

Revision as of 00:46, 30 September 2007

This file lists which files define the game map. It can be found in the game's data directory, and is known as gta3.dat in GTA III, gta-vc.dat in GTA VC, and simply gta.dat in GTA SA. The same file format is also used for default.dat.

Format

Each line links to a map file, unless it's empty or starts with a # (denoting a comment, which are ignored by the game). Since there are different types of files, a keyword is needed for each entry. Most entries use the following format, where the path is relative to the game's base directory:

<keyword> <path>

Although the file itself is not split up into sections, entries are usually grouped by type and arranged in a special order according to the game's loading sequence:

  1. Archives (IMG)
  2. Item Definitions (IDE)
  3. Collision Files (COLLISION)
  4. Map Areas (MAPZONE, IPL)
  5. Item Placements (IPL)

Keywords

IMG

GTA SA only

These entries define additionally used archives (other than the hardcoded ones).

Example:

IMG DATA\PATHS\CARREC.IMG
IMG DATA\SCRIPT\SCRIPT.IMG
IMG MODELS\CUTSCENE.IMG

IDE

GTA III, VC and SA

These entries link to item definition files.

Example:

IDE DATA\MAPS\generic.IDE

COLLISION

GTA III and VC

With these entries collision files are defined. An additional parameter between keyword and path defines the map part they belong to. If this is 0, the col file is used by the whole map; a higher number (1 to 3) assigns it to one of GTA3's islands.

Example:

COLFILE 0 MODELS\COLL\GENERIC.COL

IPL and MAPZONE

GTA III, VC and SA

These keywords are used to link to IPL-style item placement and zone files. MAPZONE is only used in GTA3 and might be synonymous with IPL.

Example (GTA3):

MAPZONE DATA\MAP.ZON
IPL DATA\GTA3.ZON

Example (GTA SA):

IPL DATA\MAP.ZON
IPL DATA\INFO.ZON

IPL DATA\MAPS\LA\LAn.IPL
IPL DATA\MAPS\LA\LAn2.IPL

SPLASH

GTA III, VC and SA

These define the splash screens that appear while loading the map. The argument for these is not a path, but just the name (without extension) of a texture dictionary in the txd directory. Might be ignored, though.

Example:

SPLASH loadsc2

TEXDICTION

GTA III and VC

These link to external, mostly generic texture dictionaries.

Example:

TEXDICTION MODELS\GENERIC.TXD

MODELFILE

GTA III and VC

These link to external, mostly generic model files.

Example:

MODELFILE MODELS\GENERIC\WHEELS.DFF