Difference between revisions of "INST"

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| description = Used to place objects in the world
 
| description = Used to place objects in the world
 
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'''INST''' is one of the [[IPL]] sections. It is used to place static and [[object.dat|dynamic]] objects in the world. It is supported by all major PC scions of the GTA 3D series, but it's format differes between the games.
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'''INST''' is one of the [[IPL]] sections. It is used to place [[OBJS|static]], [[object.dat|dynamic]], [[TOBJ|time controlled]] and [[ANIM|animated]] objects in the world. It is supported by all major PC scions of the GTA 3D series, but it's format differes between the games.
  
 
== Format ==
 
== Format ==
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* [[SA Limit Adjuster]] – by {{U|Sacky}}
 
* [[SA Limit Adjuster]] – by {{U|Sacky}}
  
== External Link ==
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== External Links ==
 
* {{Note|1}} {{GTAF|post|188549|3177288|Explanation of GTA SA LOD System}} - Post by {{U|steve-m}} explaining the [[LOD]] system for IPL files in GTA SA.
 
* {{Note|1}} {{GTAF|post|188549|3177288|Explanation of GTA SA LOD System}} - Post by {{U|steve-m}} explaining the [[LOD]] system for IPL files in GTA SA.
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* {{GTAF|202532|Documentation of San Andreas IPL file format}}
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* {{GTAF|118193|GTA III/Vice City mapping formats}}
  
 
{{N|4|SA}}
 
{{N|4|SA}}
  
 
[[Category:GTA 3]][[Category:GTA VC]]
 
[[Category:GTA 3]][[Category:GTA VC]]

Revision as of 08:42, 19 April 2009

INST (IPL section)
Short description:Used to place objects in the world
Supported games:GTA III, 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

INST is one of the IPL sections. It is used to place static, dynamic, time controlled and animated objects in the world. It is supported by all major PC scions of the GTA 3D series, but it's format differes between the games.

Format

GTA III format

ID, ModelName, PosX, PosY, PosZ, ScaleX, ScaleY, ScaleZ, RotX, RotY, RotZ, RotW
Identifier Description
ID
A number which is used to identify the object inside the map system.
ModelName
The name of the model inside an image file which is defined in the gta.dat file without extension (.dff)
PosX, PosY, PosZ
The position of the object in the world as floating point values.
Note: the decimal seperator must be ".", not ",".
ScaleX, ScaleY, ScaleZ
The scaling of the object as floating point values. By default each value is 1.0, which means the object is not scaled at all.
Note: the decimal seperator must be ".", not ",".
RotX, RotY, RotZ, RotW
The rotation of the object as quarternion.
Note: the decimal seperator must be ".", not ",".

GTA VC format

ID, ModelName, Interior, PosX, PosY, PosZ, ScaleX, ScaleY, ScaleZ, RotX, RotY, RotZ, RotW
Identifier Description
ID
A number which is used to identify the object inside the map system.
ModelName
The name of the model inside an image file which is defined in the gta.dat file without extension (.dff)
Interior
A number defining the interior (render-level) the object is located in.
PosX, PosY, PosZ
The position of the object in the world as floating point values.
ScaleX, ScaleY, ScaleZ
The scaling of the object as floating point values. By default each value is 1.0, which means the object is not scaled at all.
RotX, RotY, RotZ, RotW
The rotation of the object as quarternion.

GTA SA format

ID, ModelName, Interior, PosX, PosY, PosZ, RotX, RotY, RotZ, RotW, LOD
Identifier Description
ID
A number which is used to identify the object inside the map system.
ModelName
The name of the model inside an image file which is defined in the gta.dat file without extension (.dff)
Interior
A number defining the interior (render-level) the object is located in.
PosX, PosY, PosZ
The position of the object in the world as floating point values.
RotX, RotY, RotZ, RotW
The rotation of the object as quarternion.
Note: the decimal seperator must be ".", not ",".
LOD
The number of the LOD which is located inside the same instance block as the current model.
By default this is -1 which means no LOD is defined.[1]

Binary Format

INST is also one of the known sections which can be used in binary format inside streaming IPLs. For detailed information about the format see the format specification in the supposed article.

GTA IV format

Limitations

Each game got different limitations. The most important limit for the instance section is the so called map boundary which is an notional boundary around the map. Outside those borders no objects will be visible. If an object is intersecting the bounds it may be displayed wrong.

Game Mapping Boundary
San Andreas
San Andreas has got a square (or cube) as the major limit. It's dimension is 3000.0 units away from the origin point.
This limit can be increased using the SA Limit Adjuster by Sacky

Related tools

See also

External Links