Difference between revisions of "Item Placement"

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'''Item placement''' files, usually identicated by the file extension <code>.ipl</code>, are a parts of the [[map system]] and used to create and place (for example) different objects, zones of special behaviour or paths in the world. All games do support standart item placement files which are stored in plain text format and can be opened and edited using any text-editing program (like [[Wikipedia:Notepad|Notepad]]). Also there are tools to simplify the placement of different aspects of the IPL files. [[GTA SA|San Andreas]] as the first game also introduced an binary format for item placement files and with [[GTA IV]] most of the placement information is stored inside of binary files (for more information see [[WPL]]).
+
'''Item placement''' files, usually identified by the file extension <code>.ipl</code>, are a part of the [[map system]] and used to create and place (for example) different objects, zones of special behavior or paths in the world. All games support standard item placement files which are mostly stored in plain text format that can be opened and edited using any text-editing program (like [[Wikipedia:Notepad|Notepad]]), but there are tools to simplify editing of the newly introduced Binary Ipl in [[GTA SA|San Andreas]]. Most of the placement information in [[GTA IV]] is stored inside of binary files (see [[WPL]]).
  
== Overview ==
+
== Text Format ==
  
The structure and format of the ''item placement'' file is similar to the format of the [[item definition]] files.  
+
The structure and format of the plain text item placement files are similar to that of the [[item definition]] files. The game searches for these files in [[Gta.dat|gta.dat]].They allow comments by the character <code>#</code>.Lines starting with this character simply get ignored by the game & empty lines are also allowed. Since these files contain different types of data a keyword is required for the game to recognize each set of data.
 +
  <keyword>
 +
  *lines*
 +
  end
 +
More information about these keywords can be found below in the <code>Fomats</code> section.  
  
=== Format and syntax description ===
+
:''See also: [[Item Definition#Overview|Item Definition &sect; Overview]]''
  
Just like definitions placement information files are split up into sections. Each section is inicated by an identifier specifying the way the section gets parsed by the game. The sections themselves are filled with the entries containing the placement informations. Each must be placed on an seperate line. However lines can also be commented out (by starting them with the character '#') or left entry. If so the games parser simply ignores them which means they got skipped and do not get an index inside the internal placement array. This is important for different things, like the [[INST#GTA_SA_format|San Andreas LOD system]]. Each section gets terminated by the string "end". Both (identifying and terminating strings) are case insensitive, but they are stored in lower case by default.
 
  
Comments can also be placed outside sections. Just like empty lines there they will also get ignored. It is also possible to add an comment to the end of an line but breaking the line format rule of the current section using comments may cause hard to find game crashes. It is recommended to put an comment on a seperate line.
+
== Binary Format ==
  
Lines itself are allways formatted in the same way differing only in the number of their parameters descriping the semantical content of the line. Those parameters are comma-seperated using the ',' character. [[wikipedia:Whitespace_character|Whitespace characters]] at the beginning or the end of an parameter get trimmed but they are usually used to give the content a more clear structure to make it more easier to read for human. Strings can be encased by the character '"', but this is optional and rarely used by default. Also the games parser uses an invariant culture to parse numerical values and strings. Which means strings are [[Wikipedia:ASCII|ASCII]] encrypted and the decimal seperator is '.'.
+
''San Andreas'' introduced a simple binary format of item placement files. They are stored as ''"streaming files"'' inside the [[IMG|archive files]]. Editing them requires an special editor (see [[IPL#Tools|below]]). The format is pretty simple and their possibilities are not completely used by ''Rockstar''. By default they do only support <code>inst</code> and <code>cars</code> sections. It is unconfirmed if other sections also can be used or if they are just stubs which are not implemented. Anyway, their binary format is completely unknown.
 
 
==== Section example ====
 
 
 
inst
 
...
 
end
 
 
 
=== Binary format ===
 
 
 
''San Andreas'' introduced an simple binary format of item placement files. They are stored as ''"streaming files"'' inside the [[IMG|archive files]]. Editing them requires an special editor (see [[IPL#Tools|below]]). The format is pretty simple and their possibilities are not completely used by ''Rockstar''. By default they do only support ''INST'' and ''CARS'' sections. It is unconfirmed if other sections also can be used or if they are just stubs which are not implemented. Anyway their binary format is completely unknown.
 
  
 
{{Incomplete}}
 
{{Incomplete}}
Line 31: Line 24:
 
==== Header ====
 
==== Header ====
  
Each binary placement information file starts with an 4-Byte identifier followed by a header containing information about the files content.
+
Each binary placement information file starts with a 4-Byte identifier followed by a header containing information about the content of the files.
  
 
  4b  - CHAR[4]  - Always "bnry"
 
  4b  - CHAR[4]  - Always "bnry"
Line 53: Line 46:
 
  4b  - INT32    - Size of unknown 4 (unused - always 0)
 
  4b  - INT32    - Size of unknown 4 (unused - always 0)
  
The header is followed by the arrays of the entries. For more information about their format see the articles about the sections.
+
The header is followed by the arrays of the entries.INST arrays have a size of 40 bytes per structure, and cars have 48 bytes.
 +
 
 +
=== 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  - INT32    - Object ID (as an index to the ''IDE'')
 +
4b  - INT32    - Interior
 +
4b  - INT32    - ''LOD'' index
 +
 
 +
=== CARS ===
 +
''CARS'' is one of the known sections which can be used in binary format inside streaming files. It's format is similar to the plain text format:
 +
 
 +
4b  - FLOAT    - Position X
 +
4b  - FLOAT    - Position Y
 +
4b  - FLOAT    - Position Z
 +
4b  - FLOAT    - Angle (Around Z-Axis)
 +
4b  - INT32    - Object ID (an index to an [[CARS_(IDE_Section)|vehicle definition]])
 +
4b  - INT32    - Primary color
 +
4b  - INT32    - Secondary color
 +
4b  - INT32    - Force spawn (Windows BOOL - see ''<code>WinDef.h</code>'')
 +
4b  - INT32    - Alarm probability
 +
4b  - INT32    - Locked probability
 +
4b  - INT32    - Unknown1 (Could be tertiary color)
 +
4b  - INT32    - Unknown2 (Could be quarterdeck color)
 +
 
 +
'''Load a custom file'''
  
=== Sections ===
+
A basic comparison between a normal <code>.ipl</code> and a binary <code>.ipl</code>.
  
The following table contains basic information about all known sections. For additional information read the articles itself.  
+
'''Normal:'''
 +
15072, PLS_carpark, 0, 2579.8796445, 645.50208432, 9.93, 0, 0, 0, 1, -1
  
{|{{Prettytable}} class="collapsible"
+
'''Binary:'''
!width="120px"|Identifier
+
15072, dummy, 0, 2579.8796445, 645.50208432, 9.93, 0, 0, 0, 1, -1
!width="100px"|Supported games
+
 
 +
The object name is basically ignored in <code>.ipl</code>
 +
 
 +
Now for converting a text <code>.ipl</code> to binary <code>.ipl</code> and vice-versa,we can use [https://gtaforums.com/topic/857375-fastman92-processor/ fastman92-processor].Its a pretty simple program we can get most of the work done by editing the <code>fastman92_processor.bat</code>(Or can use Binary (De-)Compiler).
 +
 
 +
After converting to binary form we have to create a normal <code>.ipl</code> file and index it in [[Gta.dat]].Lets suppose the name of our <code>.ipl</code> is
 +
 
 +
test.ipl
 +
 
 +
So the name of our binary <code>.ipl</code> would be as below,
 +
 
 +
test_stream0.ipl
 +
test_stream1.ipl
 +
test_stream2.ipl
 +
...
 +
etc
 +
 
 +
Then we'll need to import them in any of the [[IMG_archive|IMG Archives]].
 +
 
 +
For a detailed tutorial see [https://gtaforums.com/topic/911878-sacreating-custom-binary-ipl/ here].
 +
 
 +
== Format ==
 +
 
 +
The following table contains all known sections in the item placement. The supported games column lists games that support the sections but it doesn't necessarily mean they're functional in the games.
 +
 
 +
{|class="wikitable center-col-1 center-col-2" style="width: 100%;"
 +
!style="width: 7em;"|Section
 +
!style="width: 8em;"|Supported games
 
!Description
 
!Description
 
|-
 
|-
|<center>[[INST]]</center>||<center>{{Icon|3}} {{Icon|VC}} {{Icon|SA}} {{Icon|4}}</center>||Most important section: places objects defined in [[OBJS]], [[TOBJ]], [[ANIM]] or [[TANM]] in the world.
+
|<code>[[INST|inst]]</code>||{{Icon|t}} {{Icon|4}}||Places objects defined in <code>[[OBJS|objs]]</code>, <code>[[TOBJ|tobj]]</code>, <code>[[ANIM|anim]]</code>, or <code>[[TANM|tanm]]</code> into the world.
 
|-
 
|-
|<center>[[CULL]]</center>||<center>{{Icon|3}} {{Icon|VC}} {{Icon|SA}} {{Icon|4}}</center>||Creates zones with special behaviour and influences to e.g. [[wikipedia:Non-player_character|NPC's]] or [[timecyc.dat|weather]].
+
|<code>[[ZONE|zone]]</code>||{{Icon|t}} {{Icon|4}}||Creates map, navigation, and info zones.
 
|-
 
|-
|<center>[[PATH]]</center>||<center>{{Icon|VC}}</center>||Creates waypoints for random ''NPC'' spawns.<br>Note: this section is also present in ''San Andreas'' and ''GTA IV''. It is used as a base for ''Rockstar's'' paths compiler, but gets ignored by the games. For more information see: [[Paths]].
+
|<code>[[CULL|cull]]</code>||{{Icon|t}} {{Icon|4}}||Creates zones with special attributes.
 
|-
 
|-
|<center>[[GRGE]]</center>||<center>{{Icon|SA}}</center>||Creates zones for ingame garages.
+
|<code>[[PICK|pick]]</code>||{{Icon|3|16||GTA III (not functional)}} {{Icon|VC|16||Vice City (not functional)}} {{Icon|SA}} {{Icon|4|16||GTA IV (not functional)}}||Creates pickups. This section is only functional in San Andreas.
 
|-
 
|-
|<center>[[ENEX]]</center>||<center>{{Icon|SA}}</center>||Creates entrace and exit markers.
+
|<code>[[PATH|path]]</code>||{{Icon|VC}}||Creates waypoints for random ''NPC'' spawns.<br>Note: this section is also present in ''San Andreas'' and ''GTA IV''. It is used as a base for ''Rockstar's'' paths compiler, but gets ignored by the games. For more information see: [[Paths]].
 
|-
 
|-
|<center>[[PICK]]</center>||<center>{{Icon|SA}}</center>||Creates [[WEAP|weapon]] pickups.
+
|<code>[[OCCL|occl]]</code>||{{Icon|VC}} {{Icon|SA}} {{Icon|4}}||Creates occlusion zones.
 
|-
 
|-
|<center>[[JUMP]]</center>||<center>{{Icon|SA}}</center>||Creates unique stunt jumps.
+
|<code>[[MULT|mult]]</code>||{{Icon|SA|16||San Andreas (not functional)}} {{Icon|4|16||GTA IV (not functional)}}||This section is not functional.
 
|-
 
|-
|<center>[[TCYC]]</center>||<center>{{Icon|SA}}</center>||Apparently custom weather.
+
|<code>[[GRGE|grge]]</code>||{{Icon|SA}} {{Icon|4}}||Creates garages.
 
|-
 
|-
|<center>[[AUZO]]</center>||<center>{{Icon|SA}}</center>||Creates zones playing an [[Stream|audio stream]] if the user enters it.
+
|<code>[[ENEX|enex]]</code>||{{Icon|SA}} {{Icon|4}}||Creates entry-exit markers.
 
|-
 
|-
|<center>[[MULT]]</center>||<center>{{Icon|SA}} {{Icon|4}}</center>||&ndash;
+
|<code>[[CARS (IPL Section)|cars]]</code>||{{Icon|SA}} {{Icon|4}}||Creates car generators (parked cars).
 
|-
 
|-
|<center>[[CARS]]</center>||<center>{{Icon|SA}}</center>||Creates parked [[CARS_(IDE_Section)|car]] spawns
+
|<code>[[JUMP|jump]]</code>||{{Icon|SA}} {{Icon|4|16||GTA IV (not functional)}}||Creates stunt jumps. This section is not functional in GTA IV.
 
|-
 
|-
|<center>[[OCCL]]</center>||<center>{{Icon|VC}} {{Icon|SA}} {{Icon|4}}</center>||Creates occlusion zones for seperated rendering.
+
|<code>[[TCYC|tcyc]]</code>||{{Icon|SA}} {{Icon|4}}||Creates time cycles modifiers.
 
|-
 
|-
|<center>[[ZONE]], [[MZON]]</center>||<center>{{Icon|3}} {{Icon|VC}} {{Icon|SA}} {{Icon|4}}</center>||Creates ingame regions. ''MZON'' is only used for ''GTA IV'' and contains one type of zones.
+
|<code>[[AUZO|auzo]]</code>||{{Icon|SA}} {{Icon|4|16||GTA IV (not functional)}}||Creates [[Stream|audio]] zones. This section is not functional in GTA IV.
 
|-
 
|-
|<center>[[BLOK]]</center>||<center>{{Icon|4}}</center>||Apparently ignored by the game &ndash; appears to be used to allocate responsibilities during the development stage of ''GTA IV'', but also could be used to place [[Ped_Event|decision markers]].
+
|<code>[[MZON|mzon]]</code>||{{Icon|4}}||&ndash;
 
|-
 
|-
|<center>[[VNOD]]</center>||<center>{{Icon|4}}</center>||Extented format of ''PATH'' &ndash; apparently only used for [[Multiplayer#GTA_4|multiplayer]] mode.
+
|<code>[[VNOD|vnod]]</code>||{{Icon|4}}||Extended format of <code>path</code> &ndash; apparently only used for [[Multiplayer#GTA_4|multiplayer]] mode.
 
|-
 
|-
|<center>[[LINK]]</center>||<center>{{Icon|4}}</center>||&ndash;
+
|<code>[[LINK|link]]</code>||{{Icon|4}}||&ndash;
 
|-
 
|-
|<center>[[MLO+]]</center>||<center>{{Icon|4}}</center>||Unknown &ndash; apparently used to create instances of [[MLO]] definitions.
+
|<code>[[BLOK|blok]]</code>||{{Icon|4|16||GTA IV (not functional)}}||This section is not functional. Appears to be used to allocate responsibilities during the development stage of ''GTA IV'', but also could be used to place [[Ped_Event|decision makers]].
 
|-
 
|-
|<center>[[RTFX]]</center>||<center>{{Icon|4}}</center>||&ndash;
+
|<code>[[MLO+|mlo+]]</code>||{{Icon|4}}||<code>mlo</code> placement &ndash; Used to place offsets for ''GTA IV's'' [[interior]]s. The ''interiors'' themselves get placed inside the [[IDE]] file section <code>[[MLO|mlo]]</code>.
 
|-
 
|-
|<center>[[LODM]]</center>||<center>{{Icon|4}}</center>||&ndash;
+
|<code>[[2DFX (IPL Section)|2dfx]]</code>||{{Icon|4}}||Used to make many game effects, for example - Particle.
 
|-
 
|-
|<center>[[SLOW]]</center>||<center>{{Icon|4}}</center>||&ndash;
+
|<code>[[LODM|lodm]]</code>||{{Icon|4}}||&ndash;
 
|-
 
|-
|<center>[[2DFX_(IPL_Section)|2DFX]]</center>||<center>{{Icon|4}}</center>||Creates [[particle]] effects in the world.
+
|<code>[[SLOW|slow]]</code>||{{Icon|4}}||Unknown for what it is responsible, used very rare and only in two extended .WPL. Section contains a box.
 +
<!--|[[RTFX|rtfx]]||{{Icon|4}}||&ndash;-->
 
|}
 
|}
 +
  
 
== Tools ==
 
== Tools ==
Line 112: Line 166:
 
* [[MEd]] &ndash; By {{U|Tonywob}}
 
* [[MEd]] &ndash; By {{U|Tonywob}}
 
* {{GTAF|315944|IPL Helper}} &ndash; By {{U|Xmen}}
 
* {{GTAF|315944|IPL Helper}} &ndash; By {{U|Xmen}}
* [http://www.gta.ocram-net.de/index_all.php?downloadsa=11 Binary (De-)Compiler] &ndash; By {{U|ocram88}}
+
* [https://www.gtainside.com/en/sanandreas/tools/120305-binary-de-compiler/ Binary (De-)Compiler] &ndash; By {{U|ocram88}}
 +
* {{GTAF|429526|SA Binary IPL Exporter for 3DS Max}} &ndash; by {{U|Gforce}}
 +
* [https://gtaforums.com/topic/857375-fastman92-processor/ fastman92processor] &ndash; By {{U|fastman92}}
  
 
== See also ==
 
== See also ==
  
 
* [[Item definition]]
 
* [[Item definition]]
* [[Map System]]
 
 
* [[WPL]] &ndash; Major ''GTA IV'' item placement file.
 
* [[WPL]] &ndash; Major ''GTA IV'' item placement file.
  
== External Links ==
+
== External links ==
  
 
* {{GTAF|118193|GTA3/VC Map File Documentation and Troubleshooting}} - Topic by {{U|Opius}} covering general features of IPL files in GTA3 and GTA VC.
 
* {{GTAF|118193|GTA3/VC Map File Documentation and Troubleshooting}} - Topic by {{U|Opius}} covering general features of IPL files in GTA3 and GTA VC.
 
* {{GTAF|202532|GTA SA IPL Documentation}} - Topic by {{U|spaceeinstein}} covering details of the IPL format in GTA SA.
 
* {{GTAF|202532|GTA SA IPL Documentation}} - Topic by {{U|spaceeinstein}} covering details of the IPL format in GTA SA.
  
{{N|4|SA}}
+
{{N|IV|VCS|LCS|SA|VC|III}}
  
[[Category:Map Formats]][[Category:GTA 3]][[Category:GTA VC]]
+
[[Category:Map Formats]]

Latest revision as of 23:12, 12 January 2021

Item Placement
IPL Sections:
2DFX AUZO BLOK CARS CULL ENEX GRGE
INST JUMP LINK LODM MLO+ MULT OCCL
PATH PICK RTFX SLOW TCYC VNOD ZONE

Item placement files, usually identified by the file extension .ipl, are a part of the map system and used to create and place (for example) different objects, zones of special behavior or paths in the world. All games support standard item placement files which are mostly stored in plain text format that can be opened and edited using any text-editing program (like Notepad), but there are tools to simplify editing of the newly introduced Binary Ipl in San Andreas. Most of the placement information in GTA IV is stored inside of binary files (see WPL).

Text Format

The structure and format of the plain text item placement files are similar to that of the item definition files. The game searches for these files in gta.dat.They allow comments by the character #.Lines starting with this character simply get ignored by the game & empty lines are also allowed. Since these files contain different types of data a keyword is required for the game to recognize each set of data.

 <keyword>
 *lines*
 end

More information about these keywords can be found below in the Fomats section.

See also: Item Definition § Overview


Binary Format

San Andreas introduced a simple binary format of item placement files. They are stored as "streaming files" inside the archive files. Editing them requires an special editor (see below). The format is pretty simple and their possibilities are not completely used by Rockstar. By default they do only support inst and cars sections. It is unconfirmed if other sections also can be used or if they are just stubs which are not implemented. Anyway, their binary format is completely unknown.

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

Header

Each binary placement information file starts with a 4-Byte identifier followed by a header containing information about the content of the files.

4b  - CHAR[4]   - Always "bnry"
4b  - INT32     - Number of item instances
4b  - INT32     - Number of unknown 1 (CULL ?)
4b  - INT32     - Number of unknown 2 (GRGE ?)
4b  - INT32     - Number of unknown 3 (ENEX ?)
4b  - INT32     - Number of parked cars
4b  - INT32     - Number of unknown 4 (PICK ?)
4b  - INT32     - Offset of item instances (0x4C by default)
4b  - INT32     - Size of item instances (unused - always 0)
4b  - INT32     - Offset of unknown 1
4b  - INT32     - Size of unknown 1 (unused - always 0)
4b  - INT32     - Offset of unknown 2
4b  - INT32     - Size of unknown 2 (unused - always 0)
4b  - INT32     - Offset of unknown 3
4b  - INT32     - Size of unknown 3 (unused - always 0)
4b  - INT32     - Offset of parked cars
4b  - INT32     - Size of parked cars (unused - always 0)
4b  - INT32     - Offset of unknown 4
4b  - INT32     - Size of unknown 4 (unused - always 0)

The header is followed by the arrays of the entries.INST arrays have a size of 40 bytes per structure, and cars have 48 bytes.

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  - INT32    - Object ID (as an index to the IDE)
4b  - INT32    - Interior
4b  - INT32    - LOD index

CARS

CARS is one of the known sections which can be used in binary format inside streaming files. It's format is similar to the plain text format:

4b  - FLOAT    - Position X
4b  - FLOAT    - Position Y
4b  - FLOAT    - Position Z
4b  - FLOAT    - Angle (Around Z-Axis)
4b  - INT32    - Object ID (an index to an vehicle definition)
4b  - INT32    - Primary color
4b  - INT32    - Secondary color
4b  - INT32    - Force spawn (Windows BOOL - see WinDef.h)
4b  - INT32    - Alarm probability
4b  - INT32    - Locked probability
4b  - INT32    - Unknown1 (Could be tertiary color)
4b  - INT32    - Unknown2 (Could be quarterdeck color)

Load a custom file

A basic comparison between a normal .ipl and a binary .ipl.

Normal:

15072, PLS_carpark, 0, 2579.8796445, 645.50208432, 9.93, 0, 0, 0, 1, -1

Binary:

15072, dummy, 0, 2579.8796445, 645.50208432, 9.93, 0, 0, 0, 1, -1

The object name is basically ignored in .ipl

Now for converting a text .ipl to binary .ipl and vice-versa,we can use fastman92-processor.Its a pretty simple program we can get most of the work done by editing the fastman92_processor.bat(Or can use Binary (De-)Compiler).

After converting to binary form we have to create a normal .ipl file and index it in Gta.dat.Lets suppose the name of our .ipl is

test.ipl

So the name of our binary .ipl would be as below,

test_stream0.ipl 
test_stream1.ipl 
test_stream2.ipl 
...
etc

Then we'll need to import them in any of the IMG Archives.

For a detailed tutorial see here.

Format

The following table contains all known sections in the item placement. The supported games column lists games that support the sections but it doesn't necessarily mean they're functional in the games.

Section Supported games Description
inst GTA III Vice City San Andreas GTA IV Places objects defined in objs, tobj, anim, or tanm into the world.
zone GTA III Vice City San Andreas GTA IV Creates map, navigation, and info zones.
cull GTA III Vice City San Andreas GTA IV Creates zones with special attributes.
pick GTA III (not functional) Vice City (not functional) San Andreas GTA IV (not functional) Creates pickups. This section is only functional in San Andreas.
path Vice City Creates waypoints for random NPC spawns.
Note: this section is also present in San Andreas and GTA IV. It is used as a base for Rockstar's paths compiler, but gets ignored by the games. For more information see: Paths.
occl Vice City San Andreas GTA IV Creates occlusion zones.
mult San Andreas (not functional) GTA IV (not functional) This section is not functional.
grge San Andreas GTA IV Creates garages.
enex San Andreas GTA IV Creates entry-exit markers.
cars San Andreas GTA IV Creates car generators (parked cars).
jump San Andreas GTA IV (not functional) Creates stunt jumps. This section is not functional in GTA IV.
tcyc San Andreas GTA IV Creates time cycles modifiers.
auzo San Andreas GTA IV (not functional) Creates audio zones. This section is not functional in GTA IV.
mzon GTA IV
vnod GTA IV Extended format of path – apparently only used for multiplayer mode.
link GTA IV
blok GTA IV (not functional) This section is not functional. Appears to be used to allocate responsibilities during the development stage of GTA IV, but also could be used to place decision makers.
mlo+ GTA IV mlo placement – Used to place offsets for GTA IV's interiors. The interiors themselves get placed inside the IDE file section mlo.
2dfx GTA IV Used to make many game effects, for example - Particle.
lodm GTA IV
slow GTA IV Unknown for what it is responsible, used very rare and only in two extended .WPL. Section contains a box.


Tools

See also

External links